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  • SQL View: Beyond the Basics

    Joe Celko delves into the main uses of views, explains how the WITH CHECK OPTION works, and demonstrates how the INSTEAD OF trigger can be used in those cases where views cannot be updatable. What are your servers really trying to tell you? Find out with new SQL Monitor 3.0, an easy-to-use tool built for no-nonsense database professionals.For effortless insights into SQL Server, download a free trial today.

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  • Stairway to Database Design - STEP 1: Data Elements

    Before you start to think about your database schema or tables, you need to consider your data: The type of data it is, the scale you use for values. It needs to be unique, precise and unambiguous. Then you need to name it in such a way that it can be generally understood. Joe Celko explains...

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • Error message: do not have authority to access this function

    - by Ross
    Hi. I just reinstalled Windows on my computer after getting a virus. I worked with it for a while and everything worked as it should. I then used a backup of the computer that I had made a week or so earlier and copied the backup over my user folder. (That is, I took the folder named "Joe" from the backup drive and copied-replaced the whole thing over the folder named "Joe" on the new Windows install.) To do this I had to work from an Ubuntu live CD because some of the files were in use. Now the problem: After I did this copying my computer says that I have no authority. Anytime I try to access anything that is part of the operating system (Explorer, Personalize, Control Panel, etc) I get an error message that says I don't have the authority to do this. I am able to access things that aren't part of the OS: Chrome, Firefox, my accounting software, Rockbox, but nothing that is part of the OS. I only copied over the User file, so I didn't mess with the registry or anything, so I have no idea why this should be. Does anyone out in cyberspace have any idea? Thank you.

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  • Emails sent to outlook.com not being delivered

    - by imukcedup
    I'm having an issue that is a little strange. I have a cPanel webserver that I own and have root. I was testing out emailing and noticed some issues. When I send an email to outlook.com address the email sends ok but nothing is recieved at the outlook mailbox. I also dont get an 'email delivery failure notification' in any mailbox. 2014-06-12 09:53:47 SMTP connection from [127.0.0.1]:45334 (TCP/IP connection count = 1) 2014-06-12 09:53:47 1Wv5Rr-0003rA-2K <= [email protected] H=localhost (ourdomain.com) [127.0.0.1]:45334 P=esmtpa A=dovecot_login:joe S=667 [email protected] T="This is a test message" for [email protected] 2014-06-12 09:53:47 SMTP connection from localhost (ourdomain.com) [127.0.0.1]:45334 closed by QUIT 2014-06-12 09:53:50 cwd=/var/spool/MailScanner/incoming/1029481 5 args: /usr/sbin/exim -C /etc/exim_outgoing.conf -Mc 1Wv5Rr-0003rA-2K 2014-06-12 09:53:50 1Wv5Rr-0003rA-2K SMTP connection outbound 1402581230 1Wv5Rr-0003rA-2K ourdomain.com [email protected] 2014-06-12 09:53:50 1Wv5Rr-0003rA-2K => Test Account <[email protected]> R=archive_outgoing_email T=archiver_outgoing 2014-06-12 09:53:52 1Wv5Rr-0003rA-2K => [email protected] R=dkim_lookuphost T=dkim_remote_smtp H=mx1.hotmail.com [65.54.188.110] X=UNKNOWN:AES128-SHA256:128 C="250 <[email protected]> Queued mail for delivery" 2014-06-12 09:53:52 1Wv5Rr-0003rA-2K Completed I have checked the outlook.com's spam folders and its not in there either. This is a new IP address allocation from our ISP and there was a block on gmail addresses, so we know it was used for spam. But with gmail we got a notifaction of failure and I know outlook/microsoft also send out notification. Does anyone know what could be happening here? Thanks

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  • How do I deliver mail for wildcard addresses to a particular user/alias/program?

    - by David M
    I need to configure sendmail so that mail delivered for wildcard addresses is accepted for delivery and then delivered to a user, alias, or directly to a script. I can rewrite the envelope/headers any number of ways, but I don't know how to accept the wildcard address when it's provided in RCPT TO: Everything I've tried so far winds up with a 550 user unknown error. So here's a specific example: I want to be able to handle any address that consists of a series of digits followed by a dot followed by a word, then pipe that to a script. If the headers get rewritten, that's OK, but I need the envelope to contain the actual Delivered-To address. Here's the sort of SMTP session I need: 220 blah.foo.com ESMTP server ready; Thu, 22 Apr 2010 20:41:08 -0700 (PDT) HELO blort.foo.com 250 blah.foo.com Hello blort.foo.com [10.1.2.3], pleased to meet you MAIL FROM: <[email protected]> 250 2.1.0 <[email protected]>... Sender ok RCPT TO: <[email protected]> 250 2.1.5 <[email protected]>... Recipient ok I tried some stuff with regex maps, but I never got past 550 user unknown.

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  • Must have local user to authenticate Samba to AD?

    - by Phil
    I've got a CentOS 5.3 server with Samba running. I've joined this server to my domain in the hopes of allowing AD users some access to my Samba shares. I've found that this works, but only as long as the AD username that I'm trying to authenticate with is also a local user on the server. In other words, if I'm trying to access a share, and try to authenticate with the AD username "joe", I get errors unless I create a user named 'joe' on the server. I don't have to create a matching password or anything....the local user's password is always blank, so I do know that the authentication is actually happening against the AD. Here's my smb.conf file: [global] workgroup = <mydomain> server string = <snip> netbios name = HOME security = ADS realm = <mydomain.com> password server = <snip> auth methods = winbind log level = 1 log file = /var/log/samba/%m.log [amore] path = /var/www/amore browseable = yes writable = yes valid users = DOMAIN\user1 DOMAIN\user2 DOMAIN\user3 DOMAIN\user4 I would assume that my kerberos settings are fine, as I've joined the domain and can use wbinfo to see users and groups. However, I can provide that info if necessary. Anyone have any ideas?

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  • XNA Notes 004

    - by George Clingerman
    The XNA community has been crazy busy again. It always make me fee like such a slacker collecting all of these notes as I see the tremendous output from people all over the world and it’s incredible and humbling. There are some amazingly skilled people working with XNA. On another not, I’m going to take a minute to get on my soapbox and say, if you are developing ANYTHING and are not using some sort of source/revision control, START IMMEDIATELY. This applies to teams of one. Projects for fun. And “I back up my hard drive” or “I use dropbox!” does NOT count as using source control. You’ll be doing yourself a HUGE favor if you find one, learn to use it and integrate it into your everyday workflow. I personally use Subversion. It’s hosted offsite at xp.dev.com and I use TortoiseSVN as my front end to interface with the repository. It’s simple and easy to use and has saved me from myself so many time. Honestly, get setup with some type of source control immediately. If you don’t understand how, grab another developer that does and have them walk you through setup and the basics of using it. Ok, I’m done. On to the notes… The XNA Team Only 14 days left to Submit XNA GS 3.1 Games! http://blogs.msdn.com/b/xna/archive/2011/01/24/14-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx Shawn Hargreaves shares some great information on Exception Handling best practices on the XNA forums http://forums.create.msdn.com/forums/p/73333/448556.aspx#448556 http://blogs.msdn.com/b/ericlippert/archive/2008/09/10/vexing-exceptions.aspx XNA MVPs @CatalinZima gives us a peek at Chicken’s Can’t Fly http://www.amusedsloth.com/games/chickens-cant-fly/ Screen-space deformations in XNA for WP7 from Catalin Zima http://twitter.com/CatalinZima/statuses/30313083767357440 http://www.amusedsloth.com/2011/01/screen-space-deformations-in-xna-for-windows-phone-7/ XNA Developers Going to GDC? Don’t miss the XNA panel hosted by a plethora of well known XNA community names! http://forums.create.msdn.com/forums/p/73576/448842.aspx#448842 MasterBlud does an interview with @Xalterax http://twitter.com/MasterBlud/statuses/28510774812999680 http://www.xboxhornet.com/wordpress/?p=7102 Luke Schneider of Radiangames posts about The Radiangames Style http://radiangames.com/?p=532 Holmade Games had a “vote for the new playable character” poll going on for Hurdle Turtle this past week http://holmadegames.blogspot.com/2011/01/new-level-pack-vote-for-your-favorite.html IGF v0.1.0.0 release post mortem http://indiefreaks.com/2011/01/24/v0-1-0-0-release-post-mortem/ James an Super Dunner post Good Morning Gato #46 and a look at the Vampire Smile box art http://www.ska-studios.com/2011/01/21/good-morning-gato-46/ http://www.ska-studios.com/2011/01/20/vampire-smiles-digital-box-art/ Alfredo Di Napoli creates Cow Pong using XNA and F#! http://alfredodinapoli.wordpress.com/2011/01/25/cow-pong-a-simple-xna-game-in-f/ Xbox LIVE Indie Games Signed In Podcast posts Episode #61 http://www.signedinpodcast.com/?p=559 Gamergeddon posts the January 23rd edition of XBLIG Round Up http://www.gamergeddon.com/2011/01/23/xbox-indie-games-round-up-january-23rd/ Indie Asylum posts Antipole Review http://www.indieasylum.com/reviews/38-xblig/112-antipole.html 1UPOrPosion Reviews OSR Unhinged http://www.1uporpoison.com/xblig/osr-unhinged/ DarkstarMatryx review Warbirds at Work http://www.darkstarmatryx.com/?p=185 Review of Aban Hawkins and the 1000 Spikes http://www.armlessoctopus.com/2011/01/24/xbox-indie-review-aban-hawkins-the-1000-spikes/ XboxHornet reviews Corrupted http://www.xboxhornet.com/wordpress/?p=7123 XBLIG 2010: The Best And The Worst http://www.gamasutra.com/blogs/JamieMann/20110121/6840/ Xbox LIVE Arcade Sales Analysis - an interesting read for XBLIG developers wondering how they’re doing compared to arcade.. http://www.gamerbytes.com/2011/01/xbla_sales_analysis_dec_2010.php Best of Indies for January 25th http://www.thisisfakediy.co.uk/articles/games/best-of-the-indies-25th-january-2011 Decimation X3 appears as an arcade machine in the wild! http://twitter.com/mdoucette/statuses/29605562484260864 XNA Game Development Guiseppe De Francesco (@PinoEire) announced Torque X 4.0 CEV is now in RC phase! http://www.garagegames.com/community/blogs/view/20779 DrMistry of mstargames shares his struggle (and mistakes) with learning to use the Content Pipeline http://www.mstargames.co.uk/mistryblogmain/35-genblog/181-pontent-cipeline-more-like-it.html New Tutorial posted XNA 2D Basic Collision Detection with Rotation from Ioannis Panagopoulos http://www.progware.org/Blog/post/XNA-2D-Basic-Collision-Detection-with-Rotation.aspx Sgt. Conker roars to life! Doing a much better (and prettier) job of collecting XNA news from around the interwebs. http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/dedication-for-captain-boki/ http://www.sgtconker.com/2011/01/screen-space-deformations-in-xna-for-windows-phone-7/ http://www.sgtconker.com/2011/01/xna-4-0-light-pre-pass-2/ http://www.sgtconker.com/2011/01/indiefreaks-game-framework-0-1-0-0-released/ Offering a little free publicity for XBLIGs http://forums.create.msdn.com/forums/p/73465/448321.aspx#448321 Ben Kane writes about building loot tables from Excel using the Content Pipeline http://benkane.wordpress.com/2011/01/23/building-loot-tables-from-excel-using-the-content-pipeline/ Good tips on attracting a game artist AND an offer to create your cover art for FREE http://forums.create.msdn.com/forums/t/72998.aspx If you’re an XBLIG developer keeping your eye on places to release on the PC, might want to be watching the IndieCity blog. Seems like these guys are well on their way to constructing something worth watching. http://www.indiecity.com/blog/ DVMGames spotted a new crowd-funding site for Indies http://twitter.com/DVMGames/statuses/29947274767372289 http://www.8bitfunding.com/ Transmute continues to make progress and there’s a nice dev blog to follow along here http://forgottenstarstudios.com/blog/

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  • T-SQL Tuesday #33: Trick Shots: Undocumented, Underdocumented, and Unknown Conspiracies!

    - by Most Valuable Yak (Rob Volk)
    Mike Fal (b | t) is hosting this month's T-SQL Tuesday on Trick Shots.  I love this choice because I've been preoccupied with sneaky/tricky/evil SQL Server stuff for a long time and have been presenting on it for the past year.  Mike's directives were "Show us a cool trick or process you developed…It doesn’t have to be useful", which most of my blogging definitely fits, and "Tell us what you learned from this trick…tell us how it gave you insight in to how SQL Server works", which is definitely a new concept.  I've done a lot of reading and watching on SQL Server Internals and even attended training, but sometimes I need to go explore on my own, using my own tools and techniques.  It's an itch I get every few months, and, well, it sure beats workin'. I've found some people to be intimidated by SQL Server's internals, and I'll admit there are A LOT of internals to keep track of, but there are tons of excellent resources that clearly document most of them, and show how knowing even the basics of internals can dramatically improve your database's performance.  It may seem like rocket science, or even brain surgery, but you don't have to be a genius to understand it. Although being an "evil genius" can help you learn some things they haven't told you about. ;) This blog post isn't a traditional "deep dive" into internals, it's more of an approach to find out how a program works.  It utilizes an extremely handy tool from an even more extremely handy suite of tools, Sysinternals.  I'm not the only one who finds Sysinternals useful for SQL Server: Argenis Fernandez (b | t), Microsoft employee and former T-SQL Tuesday host, has an excellent presentation on how to troubleshoot SQL Server using Sysinternals, and I highly recommend it.  Argenis didn't cover the Strings.exe utility, but I'll be using it to "hack" the SQL Server executable (DLL and EXE) files. Please note that I'm not promoting software piracy or applying these techniques to attack SQL Server via internal knowledge. This is strictly educational and doesn't reveal any proprietary Microsoft information.  And since Argenis works for Microsoft and demonstrated Sysinternals with SQL Server, I'll just let him take the blame for it. :P (The truth is I've used Strings.exe on SQL Server before I ever met Argenis.) Once you download and install Strings.exe you can run it from the command line.  For our purposes we'll want to run this in the Binn folder of your SQL Server instance (I'm referencing SQL Server 2012 RTM): cd "C:\Program Files\Microsoft SQL Server\MSSQL11\MSSQL\Binn" C:\Program Files\Microsoft SQL Server\MSSQL11\MSSQL\Binn> strings *sql*.dll > sqldll.txt C:\Program Files\Microsoft SQL Server\MSSQL11\MSSQL\Binn> strings *sql*.exe > sqlexe.txt   I've limited myself to DLLs and EXEs that have "sql" in their names.  There are quite a few more but I haven't examined them in any detail. (Homework assignment for you!) If you run this yourself you'll get 2 text files, one with all the extracted strings from every SQL DLL file, and the other with the SQL EXE strings.  You can open these in Notepad, but you're better off using Notepad++, EditPad, Emacs, Vim or another more powerful text editor, as these will be several megabytes in size. And when you do open it…you'll find…a TON of gibberish.  (If you think that's bad, just try opening the raw DLL or EXE file in Notepad.  And by the way, don't do this in production, or even on a running instance of SQL Server.)  Even if you don't clean up the file, you can still use your editor's search function to find a keyword like "SELECT" or some other item you expect to be there.  As dumb as this sounds, I sometimes spend my lunch break just scanning the raw text for anything interesting.  I'm boring like that. Sometimes though, having these files available can lead to some incredible learning experiences.  For me the most recent time was after reading Joe Sack's post on non-parallel plan reasons.  He mentions a new SQL Server 2012 execution plan element called NonParallelPlanReason, and demonstrates a query that generates "MaxDOPSetToOne".  Joe (formerly on the Microsoft SQL Server product team, so he knows this stuff) mentioned that this new element was not currently documented and tried a few more examples to see what other reasons could be generated. Since I'd already run Strings.exe on the SQL Server DLLs and EXE files, it was easy to run grep/find/findstr for MaxDOPSetToOne on those extracts.  Once I found which files it belonged to (sqlmin.dll) I opened the text to see if the other reasons were listed.  As you can see in my comment on Joe's blog, there were about 20 additional non-parallel reasons.  And while it's not "documentation" of this underdocumented feature, the names are pretty self-explanatory about what can prevent parallel processing. I especially like the ones about cursors – more ammo! - and am curious about the PDW compilation and Cloud DB replication reasons. One reason completely stumped me: NoParallelHekatonPlan.  What the heck is a hekaton?  Google and Wikipedia were vague, and the top results were not in English.  I found one reference to Greek, stating "hekaton" can be translated as "hundredfold"; with a little more Wikipedia-ing this leads to hecto, the prefix for "one hundred" as a unit of measure.  I'm not sure why Microsoft chose hekaton for such a plan name, but having already learned some Greek I figured I might as well dig some more in the DLL text for hekaton.  Here's what I found: hekaton_slow_param_passing Occurs when a Hekaton procedure call dispatch goes to slow parameter passing code path The reason why Hekaton parameter passing code took the slow code path hekaton_slow_param_pass_reason sp_deploy_hekaton_database sp_undeploy_hekaton_database sp_drop_hekaton_database sp_checkpoint_hekaton_database sp_restore_hekaton_database e:\sql11_main_t\sql\ntdbms\hekaton\sqlhost\sqllang\hkproc.cpp e:\sql11_main_t\sql\ntdbms\hekaton\sqlhost\sqllang\matgen.cpp e:\sql11_main_t\sql\ntdbms\hekaton\sqlhost\sqllang\matquery.cpp e:\sql11_main_t\sql\ntdbms\hekaton\sqlhost\sqllang\sqlmeta.cpp e:\sql11_main_t\sql\ntdbms\hekaton\sqlhost\sqllang\resultset.cpp Interesting!  The first 4 entries (in red) mention parameters and "slow code".  Could this be the foundation of the mythical DBCC RUNFASTER command?  Have I been passing my parameters the slow way all this time? And what about those sp_xxxx_hekaton_database procedures (in blue)? Could THEY be the secret to a faster SQL Server? Could they promise a "hundredfold" improvement in performance?  Are these special, super-undocumented DIB (databases in black)? I decided to look in the SQL Server system views for any objects with hekaton in the name, or references to them, in hopes of discovering some new code that would answer all my questions: SELECT name FROM sys.all_objects WHERE name LIKE '%hekaton%' SELECT name FROM sys.all_objects WHERE object_definition(OBJECT_ID) LIKE '%hekaton%' Which revealed: name ------------------------ (0 row(s) affected) name ------------------------ sp_createstats sp_recompile sp_updatestats (3 row(s) affected)   Hmm.  Well that didn't find much.  Looks like these procedures are seriously undocumented, unknown, perhaps forbidden knowledge. Maybe a part of some unspeakable evil? (No, I'm not paranoid, I just like mysteries and thought that punching this up with that kind of thing might keep you reading.  I know I'd fall asleep without it.) OK, so let's check out those 3 procedures and see what they reveal when I search for "Hekaton": sp_createstats: -- filter out local temp tables, Hekaton tables, and tables for which current user has no permissions -- Note that OBJECTPROPERTY returns NULL on type="IT" tables, thus we only call it on type='U' tables   OK, that's interesting, let's go looking down a little further: ((@table_type<>'U') or (0 = OBJECTPROPERTY(@table_id, 'TableIsInMemory'))) and -- Hekaton table   Wellllll, that tells us a few new things: There's such a thing as Hekaton tables (UPDATE: I'm not the only one to have found them!) They are not standard user tables and probably not in memory UPDATE: I misinterpreted this because I didn't read all the code when I wrote this blog post. The OBJECTPROPERTY function has an undocumented TableIsInMemory option Let's check out sp_recompile: -- (3) Must not be a Hekaton procedure.   And once again go a little further: if (ObjectProperty(@objid, 'IsExecuted') <> 0 AND ObjectProperty(@objid, 'IsInlineFunction') = 0 AND ObjectProperty(@objid, 'IsView') = 0 AND -- Hekaton procedure cannot be recompiled -- Make them go through schema version bumping branch, which will fail ObjectProperty(@objid, 'ExecIsCompiledProc') = 0)   And now we learn that hekaton procedures also exist, they can't be recompiled, there's a "schema version bumping branch" somewhere, and OBJECTPROPERTY has another undocumented option, ExecIsCompiledProc.  (If you experiment with this you'll find this option returns null, I think it only works when called from a system object.) This is neat! Sadly sp_updatestats doesn't reveal anything new, the comments about hekaton are the same as sp_createstats.  But we've ALSO discovered undocumented features for the OBJECTPROPERTY function, which we can now search for: SELECT name, object_definition(OBJECT_ID) FROM sys.all_objects WHERE object_definition(OBJECT_ID) LIKE '%OBJECTPROPERTY(%'   I'll leave that to you as more homework.  I should add that searching the system procedures was recommended long ago by the late, great Ken Henderson, in his Guru's Guide books, as a great way to find undocumented features.  That seems to be really good advice! Now if you're a programmer/hacker, you've probably been drooling over the last 5 entries for hekaton (in green), because these are the names of source code files for SQL Server!  Does this mean we can access the source code for SQL Server?  As The Oracle suggested to Neo, can we return to The Source??? Actually, no. Well, maybe a little bit.  While you won't get the actual source code from the compiled DLL and EXE files, you'll get references to source files, debugging symbols, variables and module names, error messages, and even the startup flags for SQL Server.  And if you search for "DBCC" or "CHECKDB" you'll find a really nice section listing all the DBCC commands, including the undocumented ones.  Granted those are pretty easy to find online, but you may be surprised what those web sites DIDN'T tell you! (And neither will I, go look for yourself!)  And as we saw earlier, you'll also find execution plan elements, query processing rules, and who knows what else.  It's also instructive to see how Microsoft organizes their source directories, how various components (storage engine, query processor, Full Text, AlwaysOn/HADR) are split into smaller modules. There are over 2000 source file references, go do some exploring! So what did we learn?  We can pull strings out of executable files, search them for known items, browse them for unknown items, and use the results to examine internal code to learn even more things about SQL Server.  We've even learned how to use command-line utilities!  We are now 1337 h4X0rz!  (Not really.  I hate that leetspeak crap.) Although, I must confess I might've gone too far with the "conspiracy" part of this post.  I apologize for that, it's just my overactive imagination.  There's really no hidden agenda or conspiracy regarding SQL Server internals.  It's not The Matrix.  It's not like you'd find anything like that in there: Attach Matrix Database DM_MATRIX_COMM_PIPELINES MATRIXXACTPARTICIPANTS dm_matrix_agents   Alright, enough of this paranoid ranting!  Microsoft are not really evil!  It's not like they're The Borg from Star Trek: ALTER FEDERATION DROP ALTER FEDERATION SPLIT DROP FEDERATION   #tsql2sday

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  • Getting HAPROXY to redirect http to https in users browser session

    - by Jon
    We are currently using a Internet cloud provider to host our SaaS platform. The platform consists of a Firewall - Cloud Provider SLB - - Apache Web Server - HAPROXY SLB - Liferay Platform We have had to use HAPROXY because of an issue with the cloud providers SLB that meant we were unable to use it for load balancing the Liferay platform applications. I have implemented HAPROXY in our secure tier and that seems to do the trick of load balancing the requests quite adequately. However during testing we encountered a functional issue whereby selecting a sub-menu from the web portal resulted in the application hanging, using an http analyser we saw that the request being passed back to the users browser was in http, from discussing this with the software vendor it transpires that the Liferay application has some hard-coded http links, and that other customers have worked around this by using physical NLB's such as F5 and redirecting the http traffic to https. The entry in the HAPROXY logs reads: haproxy[2717]: haproxy[2717]: <Apache Web Agent>:37957 [11/Apr/2013:08:07:00.128] http-uapi uapi/<ServerName> 0/0/0/9/10 200 4912 - - ---- 4/2/1/2/0 0/0 "GET /servicedesk/controller?docommand=renderradform&!key=esd_sfb001_frm_feedback_forms_list&isportalintegratedmode=true&USR=joe.bloggs%40gmail.com&_dc=1365667773097&redirecturl=controller%3Fdocommand%3Drenderbody%26%21key%3DESD_SFB001_FRM_FEEDBACK_FORMS_LIST%26isportalintegratedmode%3Dtrue&sso_token=ALiYv2UqzLsAhSw1ZchRDlCHlq44Bhj9&ONERROR=%2Fweb%2Fjsp%2Fapps%2Fportal-integration-error.jsp&itype=login&slicetoken=NW51O%242aRo%2C_Zz%2476P_9DTtnFmz6%28bhk&AUTOFORWARDURL=controller%3Fdocommand%3Drenderbody%26%21key%3DESD_SFB001_FRM_FEEDBACK_FORMS_LIST%26isportalintegratedmode%3Dtrue&LOGINPAGE=https%3A%2F%2F<FQDN of Web Portal>%2Fweb%2F4732cf01-82c3-4bc5-b6c9-552253e672cf%2Fworkflow-tools&appid=1&!uid=1&!redownloadToken=7.0.3.1.1363611301.0&userlocale=en_US&!datechanged=2012-05-18%2015:05:31.38 HTTP/1.1" :37957 [11/Apr/2013:08:07:00.128] http-uapi uapi/<ServerName> 0/0/0/9/10 200 4912 - - ---- 4/2/1/2/0 0/0 "GET /servicedesk/controller?docommand=renderradform&!key=esd_sfb001_frm_feedback_forms_list&isportalintegratedmode=true&USR=joe.bloggs%40gmail.com&_dc=1365667773097&redirecturl=controller%3Fdocommand%3Drenderbody%26%21key%3DESD_SFB001_FRM_FEEDBACK_FORMS_LIST%26isportalintegratedmode%3Dtrue&sso_token=ALiYv2UqzLsAhSw1ZchRDlCHlq44Bhj9&ONERROR=%2Fweb%2Fjsp%2Fapps%2Fportal-integration-error.jsp&itype=login&slicetoken=NW51O%242aRo%2C_Zz%2476P_9DTtnFmz6%28bhk&AUTOFORWARDURL=controller%3Fdocommand%3Drenderbody%26%21key%3DESD_SFB001_FRM_FEEDBACK_FORMS_LIST%26isportalintegratedmode%3Dtrue&LOGINPAGE=https%3A%2F%2F<FQDN of Web Portal>%2Fweb%2F4732cf01-82c3-4bc5-b6c9-552253e672cf%2Fworkflow-tools&appid=1&!uid=1&!redownloadToken=7.0.3.1.1363611301.0&userlocale=en_US&!datechanged=2012-05-18%2015:05:31.38 HTTP/1.1" The corresponding HTTP browser entry shows: http://<FQDN of ServiceDesk>/servicedesk/controller?docommand=renderradform&!key=esd_org019_frm_contact_list&isportalintegratedmode=true&USR=joe.bloggs%40gmail.com&_dc=1365665987887&redirecturl=controller%3Fdocommand%3Drenderbody%26%21key%3DESD_ORG019_FRM_CONTACT_LIST%26isportalintegratedmode%3Dtrue&sso_token=3NxsXYORMPp32SwL8ftVUCMH2QdWLH82&ONERROR=%2Fweb%2Fjsp%2Fapps%2Fportal-integration-error.jsp&itype=login&slicetoken=NW51O%242aRo%2C_Zz%2476P_9DTtnFmz6%28bhk&AUTOFORWARDURL=controller%3Fdocommand%3Drenderbody%26%21key%3DESD_ORG019_FRM_CONTACT_LIST%26isportalintegratedmode%3Dtrue&LOGINPAGE=https%3A%2F%2F<FQDN of Web Portal>>%2Fweb%2F4732cf01-82c3-4bc5-b6c9-552253e672cf%2Fapplication-setup&appid=1&!uid=1&!redownloadToken=7.0.3.1.1363611301.0&userlocale=en_US&!datechanged=2012-10-26%2019:00:25.08 From reading through the forums and other sites it looks like we should be use to use HAPROXY to redirect the traffic to https, but try as I might I cant get it to work. This is our HAPROXY configuration: global log 127.0.0.1 local2 chroot /var/lib/haproxy pidfile /var/run/haproxy.pid maxconn 4000 user haproxy group haproxy daemon stats socket /var/lib/haproxy/stats defaults mode http log global option httplog option dontlognull option http-server-close option forwardfor except 127.0.0.0/8 option redispatch retries 3 timeout http-request 10s timeout queue 1m timeout connect 10s timeout client 1m timeout server 1m timeout http-keep-alive 10s timeout check 10s maxconn 3000 frontend http-openfire bind *:7070 default_backend openfire backend openfire balance roundrobin server <serverName> <IPv4 Address>:7070 check server <serverName> <IPv4 Address>:7070 check frontend http-uapi bind *:7080 default_backend uapi backend uapi balance roundrobin server <serverName> <IPv4 Address>:7080 check server <serverName> <IPv4 Address>:7080 check frontend http-sec bind *:8080 default_backend sec backend sec balance roundrobin server <serverName> <IPv4 Address>:8080 check server <serverName> <IPv4 Address>:8080 check frontend http-wall bind *:9080 default_backend wall backend wall balance roundrobin server <serverName> <IPv4 Address>:9080 check server <serverName> <IPv4 Address>:9080 check frontend http-xmpp bind *:9090 default_backend xmpp backend xmpp balance roundrobin server <serverName> <IPv4 Address>:9090 check server <serverName> <IPv4 Address>:9090 check frontend http-aim bind *:10080 default_backend aim backend aim balance roundrobin server <serverName> <IPv4 Address>:10080 check server <serverName> <IPv4 Address>:10080 check frontend http-servicedesk bind *:8081 default_backend servicedesk backend servicedesk balance roundrobin server <serverName> <IPv4 Address>:8081 check server <serverName> <IPv4 Address>:8081 check listen stats :1936 mode http stats enable stats hide-version stats realm Haproxy\ Statistics stats uri / stats auth haproxy:<Password> I have tried following the articles listed posted on http://stackoverflow.com/questions/13227544/haproxy-redirecting-http-to-https-ssl and http://parsnips.net/haproxy-http-to-https-redirect/ but that hasn't made any difference. Am I on the right track with this or are we trying to achieve the impossible?, I'm hoping I'm just being an idiot and one of you good people can point me in the right direction.

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Advantages And Disadvantages Of Resource Serialization

    - by CPP_Person
    A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or loading them in a separate program, serializing it, and de-serializing it in the game itself for use? The reason why this may be good to know is because it seems like game companies (or anyone in the long run) build all of their resources into some sort of file. For example, in the game Fallout: New Vegas the DLCs are loaded as a .ESM file, which includes everything it needs, all the game does is find it, serialize it, and it has the resources. Games like Penumbra: Black Plague take a different approch and add a folder which contains all the textures, sounds, scrips, ect that it needs, but not serialized (it does this with the game itself, and the DLC). Which is the better approch and why?

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  • Artificial Intelligence implemented in x86 Assembly? [closed]

    - by Bigyellow Bastion
    Okay, so I decided that for my upcoming operating system, I do basically everything in x86 Assembly, using only 16-bit mode. I will need to write the software to host on it once I have something up and going, and I'll definitely post the source and VM-executable file. But as for now I'm stuck with the idea of implementing the AI code for some of the games I'm making to host on it. AI in Assembly is tedious, and sometimes almost impossible seeming, especially complex AI(I'm talking SNES Super Mario World 2: Yoshi's Island AI here, by the way, not pong AI). I was thinking that it'd be such a hassle that I'd have to bring a higher-level language to work some of this out here, like maybe C++ or C#, but I'd have to go through more work linking it into a fine binary that my OS will host, and that adds unnecessary work to the table I wanted to avoid(I don't want a complex system, I want everything as bare-bones as possible, avoiding libraries, APIs, and linkable formats for now, to make everything more directly accessible to the kernel's API).

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  • Website Stopped Showing From Google Search Results Sunddenly

    - by Aman Virk
    I have a design and development blog http://www.thetutlage.com (1.5 years old), which was doing really well in Google search as I was getting over 70% of my traffic from Google. Now suddenly from last two days it reduced the amount of traffic from 70% to 20% and also when I am trying to search for the exact posts that I can created even after appending my website name to it does not show any results for that. Sample Search Text: JQuery Game Programming Creating A Ping Pong Game Part 1 I have post with exact same title and it does not show it on Google search anywhere. I am totally shocked, I write my own unique content and follow Google guide lines like bible. Also there is no message under my webmasters account stating any problem or error.

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  • Dev Lop

    - by Jason Franks
    Back in the early 90s, before I was a professional geek--much less a geek with a blog--I saw this old chop socky movie. I don't remember what it was called, or who was in it... all I remember is that, in one scene, the venerable sensei tells the hero: "You must develop your nunchaku technique." This became a bit fo a catchphrase amongst my high school mates. Well folks, I am developing my technuique. This blog has been renamed and the old posts removed--I could go into my reasons for this, but that would defeat the point of the exercise. Sorry if you liked 'em. It has been a good couple of years since I wrote anything here, so I doubt that I am putting out any regular readers. Will I be posting here more often, now that I've renamed and rethemed the place? I don't know. In the meantime, check it out: Bruce Lee playign ping pong with nunchaku. --JF

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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  • How can I get started programming OpenGL on Mac OS X?

    - by Michael Stum
    I'm trying to start OpenGL programming on a Mac, which brings me into unknown territory on a lot of things. During the day, I'm a Web Developer, working in C# and before that in PHP and Delphi, all on Windows. During the night, I try to pick up Mac/OpenGL skills, but everything is so different. I've been trying to look for some books, but the OpenGL books are usually for iOS (tons of them out there) and the Mac Books usually cover "normal" application Development. I want to start simple with Pong, Tetris and Wolfenstein. I see that there are a bunch of different OpenGL Versions out there. I know about OpenGL ES 1&2, but I don't know about the "big" OpenGL Versions - which ones are commonly supported on 10.6 and 10.7 on current (2010/2011) Macs? Are there any up to date (XCode 4) books or tutorials? I don't want to use a premade Engine like Unity yet - again, I know next to nothing about any Mac development.

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  • From where does the game engines add location of an object?

    - by Player
    I have started making my first game( a pong game )with ruby (Gosu). I'm trying to detect the collision of two images using their location by comparing the location of the object (a ball) to another one(a player). For example: if (@player.x - @ball.x).abs <=184 && (@player.y - @ball.y).abs <= 40 @ball.vx = [email protected] @ball.vy = [email protected] But my problem is that with these numbers, the ball collides near the player sometimes, even though the dimensions of the player are correct. So my question is from where does the x values start to count? Is it from the center of gravity of the image or from the beginning of the image? (i.e When you add the image on a specific x,y,z what are these values compared to the image?

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  • Language-independent sources on collision detection

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on collision detection? I'd prefer it if kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on collision detection'?

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  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • Remote Diagnostic Agent (RDA) version 4.30

    - by inowodwo
    posted by Maurice Bauhahn Remote Diagnostic Agent (RDA) version 4.30 was released on December 11th A free download can be accessed via Knowledge Management article 314422.1 and installed in any Enterprise Performance Management 11.1.2.x environment. EPM-specific instructions are available in Knowledge Management article 1304885.1. This RDA version incorporates two new modules (EAS=Essbase Administration Services; HWA=Hyperion Web Analysis) and improvements in modules and profiles relating to twelve other Hyperion applications (EPM, EPMA, ESS, FCM, HFM, HFR, HIR, HPL, HPSV, HSS, PR, and HSV). To follow best practice, run related RDA profiles [for example: "perl rda.pl -vnSCRPp Hyperion1112_EAS"] and attach the output zip file [by default in \rda\output\] to your service requests. The comprehensive set of details provided in such output files should help technicians to avoid delays in handling service requests (by avoiding ping-pong communications resulting from repeated requests for additional values).

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  • Non-object-oriented game tutorials

    - by Arcadian
    I've been tasked with writing an essay extolling the virtues of object oriented programming and creating an accompanying game to demonstrate them. My initial idea is to find a tutorial for a simple game written in a programming language which does not follow the OOP paradigm (or written in an OOP language but not in an OOP way) and recreate it in an OOP way using either C# or Java (haven't yet decided). This would then allow me to make concrete comparisons between the two. The game doesn't have to be anything complex; Tetris, Pong, etc. that sort of thing. The problem I've had so far is finding a suitable tutorial, any suggestions?

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  • How to make game menu Java

    - by Deathsbreed
    I've been searching all over for how to make a game menu, but I haven't found anything useful. I have a very simple Pong like game (source-code here), and I want to add a main menu to it. This wouldn't be too much of a problem if I was making a standalone with JFrame instead of an Applet, but I want this to be available on the web (not downloaded). I might have been able to do some of it myself, except for the fact that it would mean having a very heavy main class (in this case the GNP.java file). So I was thinking, is there a way to basically have a Java Applet and have it use a JFrame and how? and if not, what could I do? Thanks!

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  • How do I add Different Screens to my C#/XNA Game?

    - by Ramses Brown
    I'm working on a Pong clone in XNA. Gameplay-wise, I have it where I want it to be. I want to add a title screen and some other screens to it like a menu, as well as a screen for the Winning/Losing results. I've tried the Game State Management Example on the App Hub site, but It's very complicated and I haven't been able to make sense of it. Is there a simpler way? I'm hoping for a solution that can be used in other projects too. Plus I'd like to know how to actually create menu items (basically, how do I display the different options on it, and highlight them, etc).

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