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  • IIS configuration to publish files

    - by Andy.l
    I have a web service that will save a file that will be published externally through IIS. The idea was to use Webdav to save the file, but that would mean that the file could be altered externally as well. The idea is to have 2 website on the IIS server that I publish the file from. One site http://internalpublish.local/vfolder where vfolder points to a file share where the file would be saved through webdav. The other site would be http://externalpublish.com/vfolder where vfolder points to the same physical folder as on the internal site, but webdav is NOT enabled on this site. Would this cause any issues? Any feedback would be gratefully appreciated. /Andy.l

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  • Vhost in Apache only working locally?

    - by Gasman
    Ok, I have added lines like: 127.0.0.1 somedomain.com Or some other domain that points to my routers IP, and is forwarded, but I get to the main site, but I want it to go to the subfolder I defined in my httpd-vhosts.conf: NameVirtualHost somedomain.com:80 <VirtualHost somedomain.com:80> DocumentRoot "D:/Apps/xampp/htdocs/somedomain" ServerName somedomain.com ServerAlias somedomain.com </VirtualHost> So, locally somedomain.com works, just remotely it goes to the root htdocs. So If I use a *:80 wildcard I works, but then everything points to the subfolder and all the other vhosts seem to get ignored. Any Idea why this is?

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  • Exchange 07 to 07 mailbox migration using local continuous replication

    - by tacos_tacos_tacos
    I have an existing Exchange Server ex0 and a fresh Exchange Server ex1, both 2007SP3. The servers are in different sites so users cannot access mailboxes on ex1 as from my understanding, a standalone CAS is required for this. I am thinking of doing the following: Enable local continous replication of the storage group on ex0 to a mapped drive that points to the corresponding storage group folder on ex1 At some point when the replication is done (small number of users and volume of mail), say on a late night on the weekend, disable CAS on ex0 (or otherwise redirect requests on the server-side from ex0 to ex1) AND change the public DNS name of the CAS so that it points to ex1. Will my plan work? If not, please explain what I can do to fix it.

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  • can /usr/src be a sym link?

    - by lord.didger
    I want to store all source code of programs I have installed in /usr/src. However, due to size of the drive I made a sym link /usr/src that points to ~/src. That was nice. Unfortunately, that caused virtualbox-dkms to fail to build the virtualbox kernel module because of a symlink within the linux-headers-*-common. 'script' points to ./../lib/linux-kbuild-3.1/scripts what is fine in /usr/src directory but wrong in ~/src. Can I bypass this problem or the only solution is to store sources within the directory /usr/src?

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  • rsync invocation to replace symlinks pointing to source?

    - by bdbaddog
    Currently I'm moving a big filesystem to a new server as the original fileserver is no longer able to handle the filesystem writes. To make this quick I made symlinks at the target filesystem pointing to the original filesystem. Initially: /company/release (mountpoint of the original filesystem) After migration: /company/release.old (points to original filesystem after automount map update) /company/release (points to new fileserver/filesystem after automount map update) In /company/release there are symlinks like the following: /company/release/product-1.0.tar.gz - /company/release.old/product-1.0.tar.gz /company/release/product-1.0 - /company/release.old/product-1.0 (this is a tree of files) Using symlinks allowed me to move the writes to the new filesystem quickly. Now I'd like to slowly migrate the existing files and directories to the new filesystem. The problem I'm running into is that since the symlinks point back at the original files rsync doesn't see any difference and so it doesn't actually copy the file(s) or directory(s) and remove/overwrite the symlinks. Is there a set of rsync flags which will do what I want?

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  • htaccess with wildcard SSL

    - by Ericko
    We have a Wildcard SSL Certificate that is supposed to work on any subdomain of a given domain. So in this server we have this file structure: /home/DOMAIN/public_html/subdomainx /home/DOMAIN/public_html/subdomainy etc... Now, the Certificate is installed, but when you visit any subdomain over https (example: hxxps://subdomainx.domain.com ) it points to /home/DOMAIN/public_html/index.php We need that when you visit a subdomain via https hxxps://subdomainx.domain.com That it points to the the same directory that it's http equivalent: /home/DOMAIN/public_html/subdomainx Our provider tells us that this is not possible, that the current behaviour is correct, and that to achieve this we need to do it with htaccess. I've tried a few things, incluiding this solution, that seems to be what I need: http://stackoverflow.com/questions/5365612/advice-on-configuring-htaccess-file-to-redirect-http-subdomain-to-https-equival But can't get it to work. Any tips? Thanks. Added: The server is Apache.

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  • point subdomain to (sub-) directory on IIS 7

    - by Max
    I have quite a newbie question, but here it is anyway: one of our customers has a domain, e. g. examplecustomer.com which points to the customers website. This server is a apache webserver. Now we have another server using IIS 7, where some .NET web app will be running. This .NET app is in a subdirectory of the windows webserver, e. g. C:\inetpub\wwwroot\my_app\ What I would like to have: a subdomain like app.examplecustomer.com points to C:\inetpub\wwwroot\my_app\ (no redirect or so, app.examplecustomer.com is the domain that the web app is using). How can I setup the windows webserver to work that way? It should still be possible to host other apps on that server, too. Like: anotherapp.examplecustomer.com goes to C:\inetpub\wwwroot\my_anotherapp\ etc.

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  • Customize the Windows Media Center Start Menu with Media Center Studio

    - by DigitalGeekery
    Do you ever wish you could change the WMC start menu? Maybe move some of the tiles and strips around to different locations, add new ones, or eliminate some altogether? Today we look at how to do it using Media Center Studio. Download and install Media Center Studio. (Download link below) You’ll also want to make sure you have Windows Media Center closed before running Media Center Studio. Many of the actions cannot be performed with Media Center open. Once installed, you can open Media Center Studio from the Windows Start Menu. When you first open Media Center Studio you’ll be on the Themes tab. Click on the Start Menu tab. It should be noted that Media Center Studio is a Beta application, and it did crash on us a few times, so it’s a good idea to save your work frequently. You can save your changes by selecting Save on the Home tab, or by clicking the small disk icon at the top left. We also found that that trying to launch Media Center from the Start Media Center button on the application ribbon typically didn’t work. Opening Windows Media Center from the Windows Start Menu is preferred.   When you’re on the Start Menu tab you will see the Windows Media Center menu strips and tiles. Click the arrows located at the right, left, top, and bottom of the screen to scroll through the various menu strips.   Hiding and Removing Tiles and Menu Strips. If there is an entire menu strip that you never use and would like to remove from Media Center, simply uncheck the box to the left of the the title above that menu strip. If you’d like to hide individual tiles, uncheck the box next to the name of the individual tile. Renaming Tiles and Strips To rename a tile or menu strip, click on the small notepad icon next to the title. Note: If you do not see a small notepad icon next to the title, then the title is not editable. This applies to many of the “Promo” tiles. The title will turn into a text input box so that you can edit the name. Click away from the text box when finished. Here we will change the title of the default Movie strip to “Flicks.” Change the Default Tile and Menu Strip The Default menu strip is the strip that is highlighted, or on focus, when you open Media Center.   To change the default strip, simply click once on another strip to highlight it, and then save your work. In our example, I’m going to make our newly renamed “Flicks” strip the default.   Each menu strip has a default tile. This is the tile that is active, or on focus, when you select the menu strip. To change the default tile on a strip, click once on the tile. You will see it outlined in light blue. Now just simply save your changes. In our example below, we’ve changed the default tile on the TV strip to “guide.”   Moving Tiles and Menu Strips You can move an entire Menu Strip up or down on the screen. When you hover your mouse over the a menu strip, you will see up and down arrows appear to the right and left of the title. Click on the arrows to move the strip up or down.   You will see the menu strip appear in it’s new position.   To move a tile to a new menu strip, click and drag the tile you’d like to move. When you begin to drag the tile, green plus (+) signs will appear in between the tiles. Drag and drop the tile onto to any of these green plus signs to move it to that location. When you’ve dragged the tile over an acceptable position, you’ll see the  red “Move” label next to your cursor turn to a blue “Move to” label. Now you can drop the tile into position. You’ll see the tile located in it’s new position.   Adding a New Custom Menu Strip Click on the Start Menu tab and then select the Menu Strip button.   You will see a new Custom Menu strip appear on your Start Menu with the default name of Custom menu. You can change the name by clicking on the notepad icon just as we did earlier. For our example, we’ll change the name of the new strip to Add-ins. To add a new tile, click on Entry Points at the lower left of the application window. This will reveal all of your available Entry Points that can be added to the Media Center Menu. You should see the built-in Media Center Games and any Media Center Plug-ins you have added to your system. You can then drag and drop any of the Entry Points onto any of the Menu Strips. Below we’ve added Media Browser to our custom Add-ins menu strip. You can also add additional applications to launch directly from Media Center. Click on the Application button on the Start Menu tab. Note: Many applications may not work with your remote, but with keyboard and mouse only.    Type in a title which will appear under the tile in Media Center, and then type the path to the application. In our example, we will add Internet Explorer 8. Note: Be sure to add the actual path to the application and not just a link on the desktop. Click any of the check boxes to select any options under Required Capabilities. You can also browse to choose an image if you don’t care for the image that appears automatically.   Next, you can select keyboard strokes to press to exit the application and return to Media Center. Click the green plus (+) button. When prompted, press a key you’ll use to close the program. Repeat the process if you’d also like to select a keystroke to kill the program.   You’ll see your button programs listed below. When you’re finished, save your work and close out of Media Center Studio.   Now your new program entry point will appear in the Entry Points section. Drag the icon to the desired position on the Start Menu and save again before exiting Media Center Studio. When you open Media Center you will see your new application on the start menu. Click the tile to open the application just as you would any other tile. The application will open and minimize Media Center. When you press the key you choose to close the program, Windows Media Center will automatically be restored. Note: You can also exit the application through normal methods by clicking the red “X” or File > Exit. Conclusion Media Center Studio is a Beta application which the developer freely admits still has some bugs. Despite it’s flaws Media Center Studio is a powerful tool, and when it comes to customizing your Media Center start menu, it’s pretty much the only game in town. It works with both Vista and Windows 7, and according to the developer, has not been officially tested with extenders. Media Center Studio can also be used to add custom themes to Windows 7 Media Center and we’ll be covering that in a future article. Looking for more ways to customize your Media Center experience? Be sure to check out our earlier posts on Media Browser, as well as how to add Hulu, Boxee, and weather conditions your Windows 7 Media Center. Download Media Center Studio Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)How To Rip a Music CD in Windows 7 Media CenterSchedule Updates for Windows Media CenterStartup Customizations for Media Center in Windows 7Automatically Start Windows 7 Media Center in Live TV Mode TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Video Toolbox is a Superb Online Video Editor Fun with 47 charts and graphs Tomorrow is Mother’s Day Check the Average Speed of YouTube Videos You’ve Watched OutlookStatView Scans and Displays General Usage Statistics How to Add Exceptions to the Windows Firewall

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  • Using Completed User Stories to Estimate Future User Stories

    - by David Kaczynski
    In Scrum/Agile, the complexity of a user story can be estimated in story points. After completing some user stories, a programmer or team of programmers can use those experiences to better estimate how much time it might take to complete a future user story. Is there a methodology for breaking down the complexity of user stories into quantifiable or quantifiable attributes? For example, User Story X requires a rich, new view in the GUI, but User Story X can perform most of its functionality using existing business logic on the server. On a scale of 1 to 10, User Story X has a complexity of 7 on the client and a complexity of 2 on the server. After User Story X is completed, someone asks how long would it take to complete User Story Y, which has a complexity of 3 on the client and 6 on the server. Looking at how long it took to complete User Story X, we can make an educated estimate on how long it might take to complete User Story Y. I can imagine some other details: The complexity of one attribute (such as complexity of client) could have sub-attributes, such as number of steps in a sequence, function points, etc. Several other attributes that could be considered as well, such as the programmer's familiarity with the system or the number of components/interfaces involved These attributes could be accumulated into some sort of user story checklist. To reiterate: is there an existing methodology for decomposing the complexity of a user story into complexity of attributes/sub-attributes, or is using completed user stories as indicators in estimating future user stories more of an informal process?

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  • Friday Fun: Omega Crisis

    - by Mysticgeek
    Friday is here once again and it’s time to play a fun flash game on company time. Today we take a look at the space shooter Omega Crisis. Omega Crisis At the start of the game you’re given the basic story of the game, defending the space outpost, and instructions on how to play. Controls are easy, just target the enemy and use the left mouse button to fire. After each level you’re shown the results and how many Tech Points you’ve earned. The more Tech Points you earn, you have a better chance of upgrading your weapons and base defense before the next level.   You can also go into Manage Mode by hitting the Space bar, and select gunners and other types of weapons to help defend the outpost. Choose your mission from the timeline after successfully completing a mission. You can also use A,W,D,S to move around the map and see exactly where the enemy ships are coming from. This makes it easier to destroy them before they get too close to your base. This game is a lot of fun and is similar to different “Desktop Defense” type games. If you’re looking for a fun way to waste the afternoon, and not look at TPS reports, Omega Crisis can get you though until the whistle blows. Play Omega Crisis Similar Articles Productive Geek Tips Friday Fun: Portal, the Flash VersionFriday Fun: Play Bubble QuodFriday Fun: Gravitee 2Friday Fun: Wake Up the BoxFriday Fun: Compulse TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Tech Fanboys Field Guide Check these Awesome Chrome Add-ons iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals

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  • Working with Legacy code #1 : Draw up a plan.

    - by andrewstopford
    Blackfield applications are a minefield, reaking of smells and awash with technical debt. The codebase is a living hell. Your first plan of attack is a plan. Your boss (be that you, your manager, your client or whoever) needs to understand what you are trying to achieve and in what time. Your team needs to know what the plan of attack will be and where. Start with the greatest pain points, what are the biggest areas of technical debt, what takes the most time to work with\change and where are the areas with the higest number of defects. Work out what classes\functions are mud balls and where all the hard dependencies are. In working out the pain points you will begin to understand structure (or lack of) and where the fundmentals are. If know one in the team knows an area then profile it, understand what lengths the code is going to.  When your done drawing up the list then work out what the common problems are, is the code hard tied to the database, file system or some other hard dependency. Is the code repeating it's self in structure\form over and over etc. From the list work out what are the areas with the biggest number of problems and make those your starting point. Now you have a plan of what needs to change and where then you can work out how it fits into your development plan. Manage your plan, put it into a defect tracker, work item tracker or use notepad or excel etc. Mark off the items on your plan as and when you have attacked them, if you find more items then get them on your plan, keep the movement going and slowly the codebase will become better and better.

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  • Why Standards Only Get You So Far

    - by Tim Murphy
    Over the years I have been exposed to a number of standards.  EDI was the first.  More recently it has been the CIECA standard for Insurance and now the embattled document standards of Open XML and ODF. Standards actually came up at the last CAG meeting.  The debate was over how effective they really are.  Even back in the late 80’s to early 90’s people found they had to customize these standards to get any work done.  I even had one vendor about a year ago tell me that they really weren’t standards, they were more of a guideline. The problem is that standards are created either by committee or by companies trying to sell a product.  They never fit all situations.  This is why most of them leave extension points in their definition.  Of course if you use those extension points everyone has to have custom code to know how to consume the new product. Standards increase reliability but they stifle innovation and slow the time to market cycle of products.  In this age of ever shortening windows of opportunity that could mean that a company could lose its competitive advantage. I believe that standards are not only good, but essential.  I also believe that they are not a silver bullet.  People who turn competing standards into a type of holy war are really missing the point.  I think we should make the best standards we can, whether that is for a product so that customers can use API, or by committee so that they cross products.  But they also need to be as feature rich and flexible as possible.  They can’t be just the lowest common denominator since this type of standard will be broken the day it is published.  In the end though, it is the market will vote with their dollars. del.icio.us Tags: Office Open XML,ODF,Standards,EDI

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  • SQL SERVER – Capturing Wait Types and Wait Stats Information at Interval – Wait Type – Day 5 of 28

    - by pinaldave
    Earlier, I have tried to cover some important points about wait stats in detail. Here are some points that we had covered earlier. DMV related to wait stats reset when we reset SQL Server services DMV related to wait stats reset when we manually reset the wait types However, at times, there is a need of making this data persistent so that we can take a look at them later on. Sometimes, performance tuning experts do some modifications to the server and try to measure the wait stats at that point of time and after some duration. I use the following method to measure the wait stats over the time. -- Create Table CREATE TABLE [MyWaitStatTable]( [wait_type] [nvarchar](60) NOT NULL, [waiting_tasks_count] [bigint] NOT NULL, [wait_time_ms] [bigint] NOT NULL, [max_wait_time_ms] [bigint] NOT NULL, [signal_wait_time_ms] [bigint] NOT NULL, [CurrentDateTime] DATETIME NOT NULL, [Flag] INT ) GO -- Populate Table at Time 1 INSERT INTO MyWaitStatTable ([wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], [CurrentDateTime],[Flag]) SELECT [wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], GETDATE(), 1 FROM sys.dm_os_wait_stats GO ----- Desired Delay (for one hour) WAITFOR DELAY '01:00:00' -- Populate Table at Time 2 INSERT INTO MyWaitStatTable ([wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], [CurrentDateTime],[Flag]) SELECT [wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], GETDATE(), 2 FROM sys.dm_os_wait_stats GO -- Check the difference between Time 1 and Time 2 SELECT T1.wait_type, T1.wait_time_ms Original_WaitTime, T2.wait_time_ms LaterWaitTime, (T2.wait_time_ms - T1.wait_time_ms) DiffenceWaitTime FROM MyWaitStatTable T1 INNER JOIN MyWaitStatTable T2 ON T1.wait_type = T2.wait_type WHERE T2.wait_time_ms > T1.wait_time_ms AND T1.Flag = 1 AND T2.Flag = 2 ORDER BY DiffenceWaitTime DESC GO -- Clean up DROP TABLE MyWaitStatTable GO If you notice the script, I have used an additional column called flag. I use it to find out when I have captured the wait stats and then use it in my SELECT query to SELECT wait stats related to that time group. Many times, I select more than 5 or 6 different set of wait stats and I find this method very convenient to find the difference between wait stats. In a future blog post, we will talk about specific wait stats. Read all the post in the Wait Types and Queue series. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL DMV, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • What's a good approach to adding debug code to your application when you want more info about what's going wrong?

    - by Andrei
    When our application doesn't work the way we expect it to (e.g. throws exceptions etc.), I usually insert a lot of debug code at certain points in the application in order to get a better overview of what exactly is going on, what the values for certain objects are, to better trace where this error is triggered from. Then I send a new installer to the user(s) that are having the problem and if the problem is triggered again I look at the logs and see what they say. But I don't want all this debug code to be in the production code, since this would create some really big debug files with information that is not always relevant. The other problem is that our code base changes, and the next time, the same debug code might have to go in different parts of the application. Questions Is there a way to merge this debug code within the production code only when needed and have it appear at the correct points within the application? Can it be done with a version control system like git so that all would be needed is a git merge? P.S. The application I'm talking about now is .NET, written in C#.

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  • How can I find the right UV coordinates for interpolating a bezier curve?

    - by ssb
    I'll let this picture do the talking. I'm trying to create a mesh from a bezier curve and then add a texture to it. The problem here is that the interpolation points along the curve do not increase linearly, so points farther from the control point (near the endpoints) stretch and those in the bend contract, causing the texture to be uneven across the curve, which can be problematic when using a pattern like stripes on a road. How can I determine how far along the curve the vertices actually are so I can give a proper UV coordinate? EDIT: Allow me to clarify that I'm not talking about the trapezoidal distortion of the roads. That I know is normal and I'm not concerned about. I've updated the image to show more clearly where my concerns are. Interpolating over the curve I get 10 segments, but each of these 10 segments is not spaced at an equal point along the curve, so I have to account for this in assigning UV data to vertices or else the road texture will stretch/shrink depending on how far apart vertices are at that particular part of the curve.

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Creating packages in code - Workflow

    This is just a quick one prompted by a question on the SSIS Forum, how to programmatically add a precedence constraint (aka workflow) between two tasks. To keep the code simple I’ve actually used two Sequence containers which are often used as anchor points for a constraint. Very often this is when you have task that you wish to conditionally execute based on an expression. If it the first or only task in the package you need somewhere to anchor the constraint too, so you can then set the expression on it and control the flow of execution. Anyway, back to my code sample, here’s a quick screenshot of the finished article: Now for the code, which is actually pretty simple and hopefully the comments should explain exactly what is going on. Package package = new Package(); package.Name = "SequenceWorkflow"; // Add the two sequence containers to provide anchor points for the constraint // If you use tasks, it follows exactly the same pattern, they all derive from Executable Sequence sequence1 = package.Executables.Add("STOCK:Sequence") as Sequence; sequence1.Name = "SEQ Start"; Sequence sequence2 = package.Executables.Add("STOCK:Sequence") as Sequence; sequence2.Name = "SEQ End"; // Add the precedence constraint, here we use the package's constraint collection // as it hosts the two objects we want to constrain (link) // The default constraint is a basic On Success constraint just like in the designer PrecedenceConstraint constraint = package.PrecedenceConstraints.Add(sequence1, sequence2); // Change the settings to use a (dummy) expression only constraint.EvalOp = DTSPrecedenceEvalOp.Expression; constraint.Expression = "1 == 1";   The complete code file is available to download below. SequenceWorkflow.cs

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • Is this possible?

    - by PythonNewbie2
    Hello, I'm exploring some technologies and JSP with JSF 2.0 and Primefaces seems really cool. I'm new to all of these, but I'm a fast learner. I wondering if I can create the web app I want withh JSP/JSF/Primefaces or should I be looking to different technologies? If I should, which ones do you recommend? Here's a basic description of the app: Users log in with their username and password (maybe I can somehow incorporate google OPENID)? With a really nice UI, they will be presented a large list of questions specific to a certain category, for example, JSP. When they click on any of these questions, a little input opens up below it to allow the user to put in a link. If the link they enter has the same question on that webpage the URL points to, they will be awarded one point. This question then disappears and gets added to a different page that has a list of all correctly linked questions. On the right side of the screen, there will be a leaderboard with the usernames of the people with the top ten points. Is this possible with JSP/JSF/Primefaces, or should I be looking elsewhere for a different web technology? The idea is relatively simple - to be able to compile links to external websites for specific questions. I know I can build the UI easily with Primefaces. What I'm not sure is if JSP/JSF gives the ability to parse HTML at a certain URL to see if it contains words. I can do this with python easily by using urllib. Any help would be appreciated!!! What would be more helpful than a "Yes" or "No" answer would be links to where I can see sample code of external HTML parsing. Your input is truly appreciated! Thanks!

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  • Alternatives to a leveling system

    - by Bane
    I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D (<canvas>) Persistent (as in, players have accounts and don't have to use a new mech each time they start a match) Players earn money upon destroying another mech, which is used to buy parts (guns, armor, boosters, etc) Simplicity (both of the game itself, and of the development of said game) No "leveling" (as in, players don't get awarded with XP) The last part is bothering me. At first, I wanted to have players gain experience points (XP) when destroying other mechs, but gaining two things at once (money and XP) seemed to be in conflict with my last point, which is simplicity. If I were to have a leveling system, that would require additional development. But, the biggest problem is that I simply couldn't fit it anywhere! Adding levels would require adding meaning to these levels, and most of the things that I hoped to achieve could already be achieved with the money mechanic I introduced. So I decided to drop leveling off completely. That, in turn, removed a fairly popular and robust mean of progression in games from my game (not that I would use it well anyway). Is there another way of progression in games, aside from leveling and XP points, that wouldn't get rendered redundant by my money mechanic, would be somehow meaningful (even on a symbolic level), and wouldn't be in conflict with my last point, which is simplicity?

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  • Can .htaccess slow down a site?

    - by Cody Sharp
    I'm working with a client on an e-commerce website. I implemented clean URLs using .htaccess. I also used .htaccess to solve canonical issues such as redirecting www to non-www and removing index.php from the URL. The website recently began to slow down dramatically, sometimes not even loading. The site is hosted on GoDaddy, and when the client called GoDaddy they told him it was the .htaccess file slowing down the website. I find this highly unlikely because of my past experiences, but I'm not 100% sure. My thinking is that the client's website is most likely on a shared server with a busy neighborhood, thus slowing down the site. It's not always slow, but rather sporadic throughout the day, loading fast at some points and slow at other points in time. Can the .htaccess file slow down a website to a crawl? If so, are there better ways to solve these problems with different rewrite rules and such? Here is what the actual .htaccess file looks like: Options +FollowSymlinks RewriteEngine On RewriteBase / RewriteCond %{HTTP_HOST} ^www.example.net [NC] RewriteRule ^(.*)$ http://example.net/$1 [L,R=301] RewriteRule ^products/([0-9a-zA-Z\_\-]*)\.htm([l]?)$ index.php p=product&product_code=$1 [L] RewriteRule ^catalog/([0-9a-zA-Z\_\-]*)\.htm([l]?)$ index.php p=catalog&catalog_code=$1 [L] RewriteRule ^pages/([0-9a-zA-Z\_\-]*)\.htm([l]?)$ index.php?p=page&page_id=$1 [L] RewriteRule ^index\.htm([l]?)$ index.php?p=home [L] RewriteRule ^site_map\.htm([l]?)$ index.php?p=site_map [L] RewriteCond %{QUERY_STRING} ^p=home$ RewriteRule (.*) ? [R=permanent] I'm a .htaccess and regex novice, so any pointed out mistakes would also help. Thank you.

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  • Eculidean space and vector magnitude

    - by Starkers
    Below we have distances from the origin calculated in two different ways, giving the Euclidean distance, the Manhattan distance and the Chebyshev distance. Euclidean distance is what we use to calculate the magnitude of vectors in 2D/3D games, and that makes sense to me: Let's say we have a vector that gives us the range a spaceship with limited fuel can travel. If we calculated this with Manhattan metric, our ship could travel a distance of X if it were travelling horizontally or vertically, however the second it attempted to travel diagonally it could only tavel X/2! So like I say, Euclidean distance does make sense. However, I still don't quite get how we calculate 'real' distances from the vector's magnitude. Here are two points, purple at (2,2) and green at (3,3). We can take two points away from each other to derive a vector. Let's create a vector to describe the magnitude and direction of purple from green: |d| = purple - green |d| = (purple.x, purple.y) - (green.x, green.y) |d| = (2, 2) - (3, 3) |d| = <-1,-1> Let's derive the magnitude of the vector via Pythagoras to get a Euclidean measurement: euc_magnitude = sqrt((x*x)+(y*y)) euc_magnitude = sqrt((-1*-1)+(-1*-1)) euc_magnitude = sqrt((1)+(1)) euc_magnitude = sqrt(2) euc_magnitude = 1.41 Now, if the answer had been 1, that would make sense to me, because 1 unit (in the direction described by the vector) from the green is bang on the purple. But it's not. It's 1.41. 1.41 units is the direction described, to me at least, makes us overshoot the purple by almost half a unit: So what do we do to the magnitude to allow us to calculate real distances on our point graph? Worth noting I'm a beginner just working my way through theory. Haven't programmed a game in my life!

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Would this be viewed poorly amongst the programming community?

    - by Eric P
    So one of my responsibilities at work is to build an internal tool that helps the workers enter in all their information. It's an enterprise application that is similar to a Windows forms database tool. So it's not much different than like developing a Word + Excel combo application, but the average person in this workgroup is a 20-40 year old woman or a random chatty male type. Plus I know all of these people are heavily involved with Facebook on a daily basis. How bad would it be if I styled my new interface to be similar to what Facebook does. People could get award points and stuff when they fill out different types of forms and basically compete against each other like it was a game. When people had completed one, it would be posted on their wall and everyone could comment/like stuff just like in Facebook. And it would be like they are doing peer reviewing for fun. The rewards would be outstanding I would imagine. These people are so into Facebook and Facebook games that productivity would rise due to them trying to compete and earn points and achievements. Would this be taking advantage of the people by 'tricking them into working harder by giving them a game' or would it be viewed as something that would improve happiness at work?

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