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  • How can I ensure that nested transactions are committed independently of each other?

    - by Caldera
    If I have a stored procedure that executes another stored procedure several times with different arguments, is it possible to have each of these calls commit independently of the others? In other words, if the first two executions of the nested procedure succeed, but the third one fails, is it possible to preserve the results of the first two executions (and not roll them back)? I have a stored procedure defined something like this in SQL Server 2000: CREATE PROCEDURE toplevel_proc .. AS BEGIN ... while @row_count <= @max_rows begin select @parameter ... where rownum = @row_count exec nested_proc @parameter select @row_count = @row_count + 1 end END

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  • Is there a Content Management System that allows multiple & independent blogs to be running on one domain?

    - by Ron
    Hello Webmasters, I am a Wordpress fan, and I'm now building a new site and I'm not sure which CMS can achieve what I'm trying to do. I am building a food blog network for a bunch of cities in the US, and I want to my city pages to be independently running blogs themselves. So basically... Home Page - Its own blog with its own users, talking about Food in general Dallas Page (child of home page) - Its own blog with its own users Chicago Page ..... so on and so forth. The web layout and design will be all the same, but just trying to achieve 25~50 independent blogs on one domain. How can I achieve this? I'm hoping that I don't have to install Wordpress into as many subdomains that I create... Thank you for your help in advance. -RP

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • Should we have a database independent SQL like query language in Django? [closed]

    - by Yugal Jindle
    Note : I know we have Django ORM already that keeps things database independent and converts to the database specific SQL queries. Once things starts getting complicated it is preferred to write raw SQL queries for better efficiency. When you write raw sql queries your code gets trapped with the database you are using. I also understand its important to use the full power of your database that can-not be achieved with the django orm alone. My Question : Until I use any database specific feature, why should one be trapped with the database. For instance : We have a query with multiple joins and we decided to write a raw sql query. Now, that makes my website postgres specific. Even when I have not used any postgres specific feature. I feel there should be some fake sql language which can translate to any database's sql query. Even Django's ORM can be built over it. So, that if you go out of ORM but not database specific - you can still remain database independent. I asked the same question to Jacob Kaplan Moss (In person) : He advised me to stay with the database that I like and endure its whole power, to which I agree. But my point was not that we should be database independent. My point is we should be database independent until we use a database specific feature. Please explain, why should be there a fake sql layer over the actual sql ?

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  • How to develop screen resolution independent smart device application in C#?

    - by Shailesh Jaiswal
    I am developing smart device application in C#. I am developing this application for 240*320 screen resolution. I want to make this application screen resolution independent so that it can run on different mobile devices with different screen resolutions. Currently I am testing my application on different emulators for platform- Pocket PC 2003, Windows mobile 6 standard SDK & Windows Mobile 6 professional SDK . When I run the application on emulator for 240*320 screen resolution or less than that it works well ( only it provide the horizontal & vertical scrall bar in case of resolution less tha 240*320). If I run my application on emulator with more than 240*320 screen resolution its User Inferface gets badly affected. How to make the smart device application screen resolution independent ? Can you provide me the code or link through which i can resolve the above issue? Is there any setting for making the application screen resolution independent?

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  • What is the correct way to deal with similar but independent features?

    - by Koviko
    Let's say we have a feature request come in and we begin work on it, which we'll call feature-1. It introduces some new logic to the application, which we'll call logic-A and logic-B. A programmer branches from the release branch and begins work on the feature. Soon after, we get another feature request, which we'll call feature-2. It will implement logic-A and logic-C into the application. The logic A being implemented by this feature is the same logic-A as was implemented in feature-1. Let's also say that given logic-B, logic-A might be implemented slightly differently than it would have been given logic-C, and also differently given both logic-B and logic-C (eg. with only one feature, the code would be less flexible than with both). How should this situation be handled? Concrete Example (to help with any confusion in my wording) feature-1 is a feed from programmers.stackexchange.com. feature-2 is a feed from gaming.stackexchange.com. logic-A is the implementation of a feed at all (assuming the application currently has no feeds), which links to the content as well and gives related information. logic-B is that the feed's source is from programmers.stackexchange.com. Adds to logic-A that the related programming language is displayed. logic-C is that the feed's source is from gaming.stackexchange.com. Adds to logic-A that the related game's name and box art is displayed.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Is there a shell-independent search tool like the Unity's Dash?

    - by Bucic
    The only thing I will miss after moving to LXDE from Unity will be the Unity Dash. Its functionality, not the piss-poor performance that is. So here's my question. I know there is synapse but AFAIK it only returns text, without multiple large-sized thumbnails of files etc. ** I'm looking for a tool with thumb ailing capability. Immediate presentation of recently used files and apps is also a must.** Please don't be afraid of the NO answer. Related question: Any search tool for LXDE menu?

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  • Is there a shell-independent HUD-like menu search tool for Xfce/GNOME/Cinnamon?

    - by Redsandro
    The Ubuntu Heads-Up Display (HUD) - you love it or you hate it. Personally I rather like a classic desktop, so I use Xfce or GNOME-fork Cinnamon, and I'd like to keep those menu's where they are. But the HUD is pretty awesome when your menus are complex and you forgot where an option sits. This makes that search trick very interesting. I know the HUD is Unity specific. I am looking for a HUD-like tool to complement the menu in shells other than Unity. There is Appmenu Runner for KDE that does this. There is also appmenu-qt for KDE. Problem with the above is that it uses KDE libs, and it only works for KDE apps. This is Linux, there aught to be something like this for GNOME/GTK apps, right? Looking for any tool that can search the menus. I already use(d) Synapse, Kupfer and GNOME Do, but those are simply app-launchers (with some tricks). Something like that would suffice if only they included searching the menus for the currently focused application. The HUD allows users to activate menu items by typing part of the name. It uses a fuzzy search algorithm that will highlight partial matches. It can match menu items that are multiple layers deep in an application's menu hierarchy. The feature, which replaces traditional menu accelerators, is activated by pressing the alt key. Similar questions: Is there a way to search a menu bar in Debian? - Unix.StackExchange How can I access menu bar items alike hud (unity)? - Unix.StackExchange HUD in other window managers (especially xmonad) - AskUbuntu

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  • git in non-distributed, independent, lone programming ...best practice(s) ?

    - by explorest
    I am currently studying the git documentation to get a hang of distributed version control workflow and use of git command line. I want to first start using git with small, personal, pet projects so to gain experience before doing it on large scale (i.e., bigger projects, team dev). What areas of the git system should I, as a lone player, devote most of my study time to... what parts should I leave for the larger scale work later on. In other words what features of the git system will fully be grasped in team work only, and therefore should not be too involved with at an individual level?

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  • Is there a shell-independent HUD-like menu search tool for Gnome?

    - by Redsandro
    The Ubuntu HUD - you love it or you hate it. Personally I rather like a classic desktop, so I use Xfce and Cinnamon, and I don't want to lose my menu in applications. But the HUD is pretty awesome when your menus are complex and you forgot where an option sits. This makes that search trick very interesting. I know the HUD is Unity specific. I am looking for a HUD-like tool to complement the menu in shells other than Unity. There is Appmenu Runner for KDE that does this. There is also appmenu-qt for KDE. Problem with the above is that it uses KDE libs, and it only works for KDE apps. This is Linux, there aught to be something like this for GNOME/GTK apps, right? Looking for any tool that can search the menus. I already use(d) Kupfer and Gnome-do, something like that would suffice if only it includes searching the menus for the currently focussed application.

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  • Is it possible install one instance of Trac for multiple independent projects?

    - by grigy
    I want to set up an SVN/Trac environment for multiple projects, something like the GitHub. It will host multiple projects with multiple developers in each. For simplicity the developers can be independent from other projects. I want to setup this environment for every project automatically, from a registration page. What would be your recommendation? Particularly is it possible to do with Trac?

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  • How is Java Platform independent when it needs JVM to run ?

    - by happysoul
    Just started learning Java and I am confused about this whole independent platform thingy. Doesn't independent means that Java code should be able to run on any machine and would need no special software to be installed (JVM in this case has to be present in the machine)? Like, for example, we need to have Turbo C Compiler in order to compile C/C++ source code and then execute it.. The machine has to have the C compiler. guess I am confused..Somebody please explain in simple language or may be direct me to a tutorial that explain things in simple language ? that would be great I am just not getting the concept.

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  • Foreign Key vs. Independent Relationships - is there improvement with Entity Framework 5?

    - by zam6ak
    I have read several articles and questions on concept of foreign key vs independent relationship when using Entity Framework. And I am still not 100% sure which way to go.... I would prefer not to "pollute" my domain POCOs by having a property that will be used in FK relationship when I already have a property reference to "has a" object. My questions are (looking at you @EFTeam, @Ladislav Mrnka) are there any improvements on this subject in the upcoming Entity Framework v5? are there more advantages if I use FK instead of independent associations (particularly with code first)?

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  • Is dual-channel RAM operation independent for each bank?

    - by user553702
    For dual-channel usage of DDR3 SDRAM, what happens if one bank has DIMMs in both channels but the other bank has only one DIMM in one channel? Will the bank with the paired DIMMs operate at the dual-channel rate while the bank with the unpaired DIMM operates at the single-channel rate? Or does having a bank with an unpaired DIMM force all of the RAM to operate as single-channel? For example, if I initially have only one bank populated with paired 4GB sticks operating as dual-channel, what happens if I then add a single 8GB stick to the other channel leaving the last DIMM slot empty? Will this stop the 4GB sticks from being dual-channel? In addition, what happens if each bank has DIMMs of different clock speeds? Does each dual-channel bank operate at an independent speed, or does all of the RAM operate at the slowest DIMM's speed? For example, in the above scenario, what would happen if the 8GB stick I added is slower than the original 4GB sticks in the other bank? Will the (paired) 4GB sticks then operate at a slower speed than before?

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  • When and how should independent hierarchies be used in clojure?

    - by Rob Lachlan
    Clojure's system for creating an ad hoc hierarchy of keywords is familiar to most people who have spent a bit of time with the language. For example, most demos and presentations of the language include examples such as (derive ::child ::parent) and they go on to show how this can be used for multi-method dispatch. In all of the slides and presentations that I've seen, they use the global hierarchy. But it is possible to put keyword relationships in independent hierarchies, by using (derive h ::child ::parent), where h is created by (make-hierarchy). Some questions, therefore: Are there any guidelines on when this is useful or necessary? Are there any functions for manipulating hierarchies? Merging is particularly useful, so I do this: (defn merge-h [& hierarchies] (apply merge-with (cons #(merge-with clojure.set/union %1 %2) hierarchies)) But I was wondering if such functions already exist somewhere. EDIT: Changed "custom" hierarchy to "independent" hierarchy, since that term better describes this animal. Also, I've done some research and included my own answer below. Further comments are welcome.

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  • How to create platform independent 3D video on 3D TV via HDMI 1.4?

    - by artif
    I am writing a real-time, interactive 3D visualization program and at each point in the program, I can compute 2 images (bitmaps) that are meant to look 3D together by means of stereoscopy. How do I get my program to display the image pairs such that they look 3D on a 3D TV? Is there a platform independent way of accomplishing it? (By platform I mean independent of GPU brand, operating system, 3D TV vendor, etc.) If not, which is preferable-- to lock in by GPU, OS, or 3D TV? I suppose I need to be using an HDMI 1.4 cable with the 3D TV? HDMI 1.4 can encode stereoscopy via side-by-side method. But how do I send such an encoded signal to the monitor? What kind of libraries do I use for this sort of thing? Windows DirectShow? If DirectShow is correct, is there a cross platform equivalent available? If anyone asks, yes I have seen this question: http://stackoverflow.com/questions/2811350/generating-3d-tv-stereoscopic-output-programmatically. However, correct me if I am wrong, it does not appear to be what I'm looking for. I do not have an OpenGL or Direct3D program that generates polygons, for which a Nvidia card can do ad-hoc impromptu stereoscopy simply by rendering the scene from 2 slightly offset points of view and then displaying those 2 images on the monitor-- my program already has those image pairs and needs to display them (and they are not the result of rendering polygons). Btw, I have never done any major multimedia programming before and know very little about HDMI, Direct Show, 3D TVs, etc so pardon me if any parts of this question did not make any sense at all.

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  • HTML/CSS: What should I use to define image height/width to make it resolution independent?

    - by Tedy
    I've read all over the Internet that I should not define fonts (or anything) with absolute pixel height/width/size and instead, use EM ... so that on higher resolution displays, my web site can scale appropriately. However, what do I use to define IMAGE height/width ... because images won't scale well (they look pixelated) UPDATE: To clarify, I'm not referring to page zoom. I'm referring to how to make my web application resolution independent so that it will look correct on higher DPI displays.

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  • How to convert an application to be a database independent app ?

    - by Eslam
    I have a java web application that has informix DB as it's back end database , now i take a decision to make my app work with SqlServer so i changed all the informix related syntax into SqlServer, and i may take a decision in the future to switch into oracle so the pain will be repeated again and again, as a result i decided to make my application a DataBase independent one that's able to work with any DB vendor smoothly, but i have no idea till now about how to do that, so your ideas is welcomed.

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  • How to make Date locale-independent? (GMT timezone newbie question)

    - by folone
    I have a db, that stores dates in OleDateTime format, in GMT timezone. I've implemented a class, extending Date in java to represent that in classic date format. But my class is locale-dependent (I'm in GMT+2). Therefore, it converts the date in the db as date - 2 hours. How do I make it convert the date correctly? I want my class to be locale-independent, always using GMT timezone. Actually, the question is: class MyOleDateTime extends Date { static { Locale.setDefault(WhatGoesHere?) } // ... some constructors // ... some methods }

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