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  • PLPGSQL array assignment not working, "array subscript in assignment must not be null"

    - by Koen Schmeets
    Hello there, When assigning mobilenumbers to a varchar[] in a loop through results it gives me the following error: "array subscript in assignment must not be null" Also, i think the query that joins member uuids, and group member uuids, into one, grouped on the user_id, i think it can be done better, or maybe this is even why it is going wrong in the first place! Any help is very appreciated.. Thank you very much! CREATE OR REPLACE FUNCTION create_membermessage(in_company_uuid uuid, in_user_uuid uuid, in_destinationmemberuuids uuid[], in_destinationgroupuuids uuid[], in_title character varying, in_messagecontents character varying, in_timedelta interval, in_messagecosts numeric, OUT out_status integer, OUT out_status_description character varying, OUT out_value VARCHAR[], OUT out_trigger uuid[]) RETURNS record LANGUAGE plpgsql AS $$ DECLARE temp_count INTEGER; temp_costs NUMERIC; temp_balance NUMERIC; temp_campaign_uuid UUID; temp_record RECORD; temp_mobilenumbers VARCHAR[]; temp_destination_uuids UUID[]; temp_iterator INTEGER; BEGIN out_status := NULL; out_status_description := NULL; out_value := NULL; out_trigger := NULL; SELECT INTO temp_count COUNT(*) FROM costs WHERE costtype = 'MEMBERMESSAGE' AND company_uuid = in_company_uuid AND startdatetime < NOW() AND (enddatetime > NOW() OR enddatetime IS NULL); IF temp_count > 1 THEN out_status := 1; out_status_description := 'Invalid rows in costs table!'; RETURN; ELSEIF temp_count = 1 THEN SELECT INTO temp_costs costs FROM costs WHERE costtype = 'MEMBERMESSAGE' AND company_uuid = in_company_uuid AND startdatetime < NOW() AND (enddatetime > NOW() OR enddatetime IS NULL); ELSE SELECT INTO temp_costs costs FROM costs WHERE costtype = 'MEMBERMESSAGE' AND company_uuid IS NULL AND startdatetime < NOW() AND (enddatetime > NOW() OR enddatetime IS NULL); END IF; IF temp_costs != in_messagecosts THEN out_status := 2; out_status_description := 'Message costs have changed during sending of the message'; RETURN; ELSE SELECT INTO temp_balance balance FROM companies WHERE company_uuid = in_company_uuid; SELECT INTO temp_count COUNT(*) FROM users WHERE (user_uuid = ANY(in_destinationmemberuuids)) OR (user_uuid IN (SELECT user_uuid FROM targetgroupusers WHERE targetgroup_uuid = ANY(in_destinationgroupuuids)) ) GROUP BY user_uuid; temp_campaign_uuid := generate_uuid('campaigns', 'campaign_uuid'); INSERT INTO campaigns (company_uuid, campaign_uuid, title, senddatetime, startdatetime, enddatetime, messagetype, state, message) VALUES (in_company_uuid, temp_campaign_uuid, in_title, NOW() + in_timedelta, NOW() + in_timedelta, NOW() + in_timedelta, 'MEMBERMESSAGE', 'DRAFT', in_messagecontents); IF in_timedelta > '00:00:00' THEN ELSE IF temp_balance < (temp_costs * temp_count) THEN UPDATE campaigns SET state = 'INACTIVE' WHERE campaign_uuid = temp_campaign_uuid; out_status := 2; out_status_description := 'Insufficient balance'; RETURN; ELSE UPDATE campaigns SET state = 'ACTIVE' WHERE campaign_uuid = temp_campaign_uuid; UPDATE companies SET balance = (temp_balance - (temp_costs * temp_count)) WHERE company_uuid = in_company_uuid; SELECT INTO temp_destination_uuids array_agg(DISTINCT(user_uuid)) FROM users WHERE (user_uuid = ANY(in_destinationmemberuuids)) OR (user_uuid IN(SELECT user_uuid FROM targetgroupusers WHERE targetgroup_uuid = ANY(in_destinationgroupuuids))); RAISE NOTICE 'Array is %', temp_destination_uuids; FOR temp_record IN (SELECT u.firstname, m.mobilenumber FROM users AS u LEFT JOIN mobilenumbers AS m ON m.user_uuid = u.user_uuid WHERE u.user_uuid = ANY(temp_destination_uuids)) LOOP IF temp_record.mobilenumber IS NOT NULL AND temp_record.mobilenumber != '' THEN --THIS IS WHERE IT GOES WRONG temp_mobilenumbers[temp_iterator] := ARRAY[temp_record.firstname::VARCHAR, temp_record.mobilenumber::VARCHAR]; temp_iterator := temp_iterator + 1; END IF; END LOOP; out_status := 0; out_status_description := 'Message created successfully'; out_value := temp_mobilenumbers; RETURN; END IF; END IF; END IF; END$$;

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • Is inconsistent formatting a sign of a sloppy programmer?

    - by dreza
    I understand that everyone has their own style of programming and that you should be able to read other people's styles and accept it for what it is. However, would one be considered a sloppy programmer if one's style of coding was inconsistent across whatever standard they were working against? Some example of inconsistencies might be: Sometimes naming private variables with _ and sometimes not Sometimes having varying indentations within code blocks Not aligning braces up i.e. same column if using start using new line style Spacing not always consistent around operators i.e. p=p+1, p+=1 vs other times p =p+1 or p = p + 1 etc Is this even something that as a programmer I should be concerned with addressing? Or is it such a minor nit picking thing that at the end of the day I should just not worry about it and worry about what the end user sees and whether the code works rather than how it looks while working? Is it sloppy programming or just over obsessive nit picking? EDIT: After some excellent comments I realized I may have left out some information in my question. This question came about after reviewing another colleagues code check-in and noticing some of these things and then realizing that I've seen these kind of in-consistencies in previous check-ins. It then got me thinking about my code and whether I do the same things and noticed that I typically don't etc I'm not suggesting his technique is either bad or good in this question or whether his way of doing things is right or wrong. EDIT: To answer some queries to some more good feed back. The specific instance this review occurred in was using Visual Studio 2010 and programming in c# so I don't think the editor would cause any issues. In fact it should only help I would hope. Sorry if I left that piece of info out and it effects any current answers. I was trying to be a bit more generic in understanding if this would be considered sloppy etc. And to add an even more specific example of a code piece I saw during reading of the check-in: foreach(var block in Blocks) { // .. some other code in here foreach(var movement in movements) { movement.Moved.Zero(); } // the un-formatted brace } Such a minor thing I know, but many small things add up(???), and I did have to double glance at the code at the time to see where everything lined up I guess. Please note this code was formatted appropriately before this check-in. EDIT: After reading some great answers and varying thoughts, the summary I've taken from this was. It's not necessarily a sign of a sloppy programmer however as programmers we have a duty (to ourselves and other programmers) to make the code as readable as possible to assist in further ongoing development. However it can hint at inadequacies which is something that is only possible to review on a case by case (person by person) basis. There are many reasons why this might occur. They should be taken in context and worked through with the person/people involved if reasonable. We have a duty to try and help all programmers become better programmers! In the good old days when development was done using good old notepad (or other simple text editing tool) this occurred much more frequently. However we have the assistance of modern IDE's now so although we shouldn't necessarily become OTT about this, it should still probably be addressed to some degree. We as programmers vary in our standards, styles and approaches to solutions. However it seems that in general we all take PRIDE in our work and as a trait it is something that can stand programmers apart. Making something to the best of our abilities both internal (code) and external (end user result) goes along way to giving us that big fat pat on the back that we may not go looking for but swells our heart with pride. And finally to quote CrazyEddie from his post below. Don't sweat the small stuff

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • ntpd on Fedora Core 6 with high negative time rest values

    - by Mark White
    The basic problem is we have a FC6 server instance running on a virtual machine, and the system time seems to have been slowly varying until it is now causing a problem. The server runs 24/7 and has been up for 155 days. It has been changed to show GMT, and reports the time as (example) 00:15:15 GMT whereas the actual time is 00:00:00 GMT. This is an offset of 915 seconds. selinux has been changed to 'setenforce 0' for testing and I am running as root. I stop the ntpd service and change the time in System|Administration|Date & Time. The time still shows the same with 'date' in bash. There are no error logs. I change the date with 'date --set' in bash. The response confirms the changed date. I run 'date' and the incorrect date is shown. There are no error logs. I start the ntpd service and /var/log/messages shows success with 'time reset -915.720139s'. The date remains unchanged. ntpq -p shows three three time servers all have offsets of around -915 seconds. I stop ntpd service and try 'ntpd -gqx' and get the same result as above - success, but a large negative time reset. I've tried varying combinations of the above, and a few more settings in System|Administration|Date & Time - no change. I just need to reset the system time to GMT. No offset. But I can't wait for ntpd to slew the time over the next few weeks. Any advice is welcome, cheers! Sure this shouldn't be this difficult... Mark...

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  • postgresql error - ERROR: input is out of range

    - by CaffeineIV
    The function below keeps returning this error message. I thought that maybe the double_precision field type was what was causing this, and I tried to use CAST, but either that's not it, or I didn't do it right... Help? Here's the error: ERROR: input is out of range CONTEXT: PL/pgSQL function "calculate_distance" line 7 at RETURN ********** Error ********** ERROR: input is out of range SQL state: 22003 Context: PL/pgSQL function "calculate_distance" line 7 at RETURN And here's the function: CREATE OR REPLACE FUNCTION calculate_distance(character varying, double precision, double precision, double precision, double precision) RETURNS double precision AS $BODY$ DECLARE earth_radius double precision; BEGIN earth_radius := 3959.0; RETURN earth_radius * acos(sin($2 / 57.2958) * sin($4 / 57.2958) + cos($2/ 57.2958) * cos($4 / 57.2958) * cos(($5 / 57.2958) - ($3 / 57.2958))); END; $BODY$ LANGUAGE 'plpgsql' VOLATILE COST 100; ALTER FUNCTION calculate_distance(character varying, double precision, double precision, double precision, double precision) OWNER TO postgres; //I tried changing (unsuccessfully) that RETURN line to: RETURN CAST( (earth_radius * acos(sin($2 / 57.2958) * sin($4 / 57.2958) + cos($2/ 57.2958) * cos($4 / 57.2958) * cos(($5 / 57.2958) - ($3 / 57.2958))) ) AS text);

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  • Accuracy of OpenGL ES Instrument

    - by Rob Jones
    I'm developing a game for the iPhone. I've decided that 30FPS is plenty so I've written some code that only allows the App to present the render buffer every 1/30 of a second. When I tried to verify this with Instruments I got varying information. On an iPod Touch (2009 edition, 32G) it reports 30 FPS for Core Animation Frames Per Second. On an iPhone 3G I get wildly varying results. And not just less than 30 FPS. I see 30 FPS on a regular basis. It actually seems to hang closer to 36-39. To investigate this anomaly I added my own FPS to the app and update it once per second. I stays right at 29 FPS on both devices. So, does anyone have any suggestions as to what might be going on? I expect Instruments to be accurate so it really concerns me that it appears inaccurate. It makes me think I have a bug somewhere, but I sure can't find it.

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  • Bulk Insert of hundreds of millions of records

    - by Dave Jarvis
    What is the fastest way to insert 237 million records into a table that has rules (for distributing the data across 84 child tables)? First I tried inserts. No go. Then I tried inserts with BEGIN/COMMIT. Not nearly fast enough. Next, I tried COPY FROM, but then noticed the documentation states that the rules are ignored. (And it was having difficulties with the column order and date format -- it said that '1984-07-1' was not a valid integer; true, but a bit unexpected.) Some example data: station_id,taken,amount,category_id,flag 1,'1984-07-1',0,4, 1,'1984-07-2',0,4, 1,'1984-07-3',0,4, 1,'1984-07-4',0,4,T Here is the table structure (with one rule included): CREATE TABLE climate.measurement ( id bigserial NOT NULL, station_id integer NOT NULL, taken date NOT NULL, amount numeric(8,2) NOT NULL, category_id smallint NOT NULL, flag character varying(1) NOT NULL DEFAULT ' '::character varying ) WITH ( OIDS=FALSE ); ALTER TABLE climate.measurement OWNER TO postgres; CREATE OR REPLACE RULE i_measurement_01_001 AS ON INSERT TO climate.measurement WHERE date_part('month'::text, new.taken)::integer = 1 AND new.category_id = 1 DO INSTEAD INSERT INTO climate.measurement_01_001 (id, station_id, taken, amount, category_id, flag) VALUES (new.id, new.station_id, new.taken, new.amount, new.category_id, new.flag); I can generate the data into any format. Am looking for something that won't take four days. I originally had the data in MySQL (still do), but am hoping to get a performance increase by switching to PostgreSQL and am eager to use its PL/R extensions for stats. I was also thinking about using: http://pgbulkload.projects.postgresql.org/ Any help, tips, or guidance would be greatly appreciated. Thank you!

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  • Selectively search and replace certain lines using a regular expression

    - by eneveu
    I have a file containing a lot of SQL statements, such as: CREATE TABLE "USER" ( "ID" INTEGER PRIMARY KEY, "NAME" CHARACTER VARYING(50) NOT NULL, "AGE" INTEGER NOT NULL ); COPY "USER" (id, name, age) FROM stdin; 1 Skywalker 19 2 Kenobi 57 I want the column names in the COPY statements to be uppercased and quoted: COPY "USER" ("ID", "NAME", "AGE") FROM stdin; Using sed, I found the following regexp: sed -r 's/([( ])(\w+)([,)])/\1"\U\2\E"\3/g' It does replace the column names, but it is not selective enough, and replaces other words in the file: ~/test]$sed -r 's/([( ])(\w+)([,)])/\1"\U\2\E"\3/g' star_wars_example CREATE TABLE "USER" ( "ID" INTEGER PRIMARY "KEY", "NAME" CHARACTER VARYING("50")NOT "NULL", "AGE" INTEGER NOT NULL ); COPY "USER" ("ID", "NAME", "AGE") FROM stdin; 1 Skywalker 19 2 Kenobi 57 To avoid this problem, I want sed to only apply my regexp to the lines starting with COPY and ending with FROM stdin;. I have looked into lookahead / lookbehind, but they are not supported in sed. They seem to be supported in super-sed, but I am currently using Cygwin (Windows is mandatory here...) and it does not seem available in the package list. Is there a way to force sed to only consider specific line? I've considered piping my file through grep before applying sed, but other lines will then disappear from the output. Am I missing something obvious? It would be great if the answer was easily applicable on a default Cygwin install. I guess I could try installing super-sed on cygwin, but I'd like to know if there are more obvious ideas

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  • own drawImage / drawLine in OpenGL

    - by Chrise
    I'm implementing some native 2D-draw functions in my graphics engine for android, but now there's another question coming up, when I observe the performance of my program. At the moment I'm implementing a drawLine/drawImage function. In summary, there are following different values for drawing each different line / image: the color the alpha value the width of the line rotation (only for images) size/scale (also for images) blending method (subrtract, add, normal-alpha) Now, when an imageLine is drawn, I put the CPU-calculated vertex-positions and uv-values for 6 vertices (2 triangles), into a Floatbuffer and draw it immediately with drawArrays, after passing information for drawing (color,alpha, etc.) via uniforms to the shader. When I draw an image, the pre-set VBO is directly drawn after passing information. The first fact I recognized, is: of course drawing Images is much faster, than imagelines (beacuse of VBOs), but also: I cannot pre-put vertex-data into a VBO for imageLines, because imageLines have no static shape like normal images (varying linelength, varying linewidth and the vertex positions of x1,y1 and x2,y2 change too often) That's why I use a normal Floatbuffer, instead of a VBO. So my question is: What's the best way for managing images, and other 2D-graphics functions. For me it's some kind of important, that the user of the engine is able to draw as many images/2D graphics as possible, without loosing to much performance. You can find the functions for drawing images, imagelines, rects, quads, etc. here: https://github.com/Chrise55/LLama3D/blob/master/Llama3DLibrary/src/com/llama3d/object/graphics/image/ImageBase.java Here an example how it looks with many images (testing artificial neural networks), it works fine, but already little bit slow with that many images... :(

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  • How to speed up a slow UPDATE query

    - by Mike Christensen
    I have the following UPDATE query: UPDATE Indexer.Pages SET LastError=NULL where LastError is not null; Right now, this query takes about 93 minutes to complete. I'd like to find ways to make this a bit faster. The Indexer.Pages table has around 506,000 rows, and about 490,000 of them contain a value for LastError, so I doubt I can take advantage of any indexes here. The table (when uncompressed) has about 46 gigs of data in it, however the majority of that data is in a text field called html. I believe simply loading and unloading that many pages is causing the slowdown. One idea would be to make a new table with just the Id and the html field, and keep Indexer.Pages as small as possible. However, testing this theory would be a decent amount of work since I actually don't have the hard disk space to create a copy of the table. I'd have to copy it over to another machine, drop the table, then copy the data back which would probably take all evening. Ideas? I'm using Postgres 9.0.0. UPDATE: Here's the schema: CREATE TABLE indexer.pages ( id uuid NOT NULL, url character varying(1024) NOT NULL, firstcrawled timestamp with time zone NOT NULL, lastcrawled timestamp with time zone NOT NULL, recipeid uuid, html text NOT NULL, lasterror character varying(1024), missingings smallint, CONSTRAINT pages_pkey PRIMARY KEY (id ), CONSTRAINT indexer_pages_uniqueurl UNIQUE (url ) ); I also have two indexes: CREATE INDEX idx_indexer_pages_missingings ON indexer.pages USING btree (missingings ) WHERE missingings > 0; and CREATE INDEX idx_indexer_pages_null ON indexer.pages USING btree (recipeid ) WHERE NULL::boolean; There are no triggers on this table, and there is one other table that has a FK constraint on Pages.PageId.

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  • Python: How to transfer varrying length arrays over a network connection

    - by Devin
    Hi, I need to transfer an array of varying length in which each element is a tuple of two integers. As an example: path = [(1,1),(1,2)] path = [(1,1),(1,2),(2,2)] I am trying to use pack and unpack, however, since the array is of varying length I don't know how to create a format such that both know the format. I was trying to turn it into a single string with delimiters, such as: msg = 1&1~1&2~ sendMsg = pack("s",msg) or sendMsg = pack("s",str(msg)) on the receiving side: path = unpack("s",msg) but that just prints 1 in this case. I was also trying to send 4 integers as well, which send and receive fine, so long as I don't include the extra string representing the path. sendMsg = pack("hhhh",p.direction[0],p.direction[1],p.id,p.health) on the receive side: x,y,id,health = unpack("hhhh",msg) The first was for illustration as I was trying to send the format "hhhhs", but either way the path doesn't come through properly. Thank-you for your help. I will also be looking at sending a 2D array of ints, but I can't seem to figure out how to send these more 'complex' structures across the network. Thank-you for your help.

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  • Server unresponsive after successful OpenSSL connection

    - by Dan B
    I'm testing server connections using OpenSSL, with varying results Server A: connection is successful, as are user login and the other commands I expected to work Server B: connection is successful, but the server is unresponsive when I try to submit a command. I don't get an error, or even a disconnection – just a blank line from where I hit Enter or ^M My hunch is that Server B's configuration requires a different character encoding or something and it's simply not recognizing my Enter keystroke, but I've looked to no avail... any suggestions would be appreciated!

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  • On OS X, what is pubsubagent and why does it connect so many places?

    - by Eric
    I use Little Snitch to monitor network connections on OS X, and I frequently see attempts by something called pubsubagent to connect to many varying sites. What is this program for and why does it use so many connections? According to this article it's used by .me sync to synchronize RSS feeds and bookmarks. But I don't have any RSS feeds. And if it's synching bookmarks, then why is it going to places like 'l.google.com' (and many more random ones) instead of just to .me?

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  • Utility for managing window locations

    - by chief7
    Any suggestions for a free or cheap app for managing window locations/placement in Windows 7? I'm constantly remoting in and out of my workstation with a varying number of monitors and would like to setup profiles of windows placement that can be run to readjust my window locations depending on the number of screens I'm using.

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  • Want to create an SQL function that removes table row duplicates [migrated]

    - by Hoser
    I'd be following the procedure outlined here (unless of course someone has a better way to do it), and I'm wondering if I could just have some help being pointed in the right direction on how to start. Basically I need help first on HOW to create functions, and general tips on making it adjustable for varying number of columns etc. This may be a very complicated task, as I have no previous experience making SQL functions, so please let me know if this is a difficult task for an SQL noobie working with MS SQL 2005.

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  • Can I have the Windows 7 taskbar pinned icons change like they do when unpinned?

    - by root45
    I just discovered that if Windows Explorer is unpinned from my taskbar it displays the icon of the currently active folder. This is what I see if it's pinned But if it's unpinned I see the current icon. Downloads: Documents: C: I really like seeing the "correct" icon, and I've noticed this also applies to other programs that have varying icons. Is there a way I can have explorer pinned, but to see the icons as though it's unpinned?

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  • jQuery Masonry – the answer to vertical flow layout

    - by joelvarty
    “Masonry is a layout plugin for jQuery. Think of it as the flip side of CSS floats. Whereas floating arranges elements horizontally then vertically, Masonry arranges elements vertically then horizontally according to a grid. The result minimizes vertical gaps between elements of varying height, just like a mason fitting stones in a wall.” I love this concept, and until it shows up in css (if ever…), I plan on using it. from jQuery Masonary via Daring Fireball   More later - joel

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  • Building Java EE in the Cloud–Webcast August 30th 2012

    - by JuergenKress
    Building Java EE in the Cloud Thursday, August 30, 2012 at 10:00 AM PDT While cloud computing is making big strides, there are challenges in enterprises to start meaningful adoption of the technology. Steps to cloud adoption by the enterprises are different - often with varying results. Some choose to optimize current applications with basic steps, resulting in minimal benefits. Others transform the entire portfolio, with a complete architecture overhaul, and build business agility as a result. Join Anand Kothari, Principal Product Manager for Oracle Cloud Java Service and Larry Carvalho, Principal Analyst at Robust Cloud, LLC as they discuss the evolution of the cloud, and how Oracle Cloud Java Service enables enterprises to make transformational changes. Speakers: Anand Kothari and Larry Carvalho For details please visit the registration page WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Anand Kothari,Larry Carvalho,Java,Java EE6,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,Cloud

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  • Battling Emacs Pinky?

    - by haziz
    My problem is not so much emacs pinky as much as having to work with multiple machines, across 3 operating systems, both desktop and laptop, with differing keyboard layouts and different locations for Ctrl and Alt\Meta keys so I often have to pause and think about where is the Ctrl key on this machine. How do you deal with varying keyboard layouts, between Mac keyboards (mostly the laptops) and PC keyboards (mostly 101 keys in my case, yes the original PC keyboard)? I have turned the Caps lock Key into a Ctrl key (losing the Caps lock function completely rather than swapping with Ctrl) on most of them but still find myself hunting for the original Ctrl labeled key most of the time. How do you deal with this keyboard confusion? Suggestions, ideas and feedback welcome.

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  • A Six Step Plan for Introducing Kids to Tabletop RPGs

    - by Jason Fitzpatrick
    Introducing your kids, nieces and nephews, or other budding geeks to your geeky hobbies like role-playing games can be tricky. This handy plan lays out some simple steps to make RPGs fun for younger kids. Courtesy of Ryan Carlson over at Geek Dad, the six-step primer covers topics like simplifying the rules, varying task difficulty, fun character creation ideas, and ensuring there are adequate opportunities for in-game success. Hit up the link below for the full guide. Have a RPG-introduction success story or tip to share? Add to the conversation in the comments below. Running an Introductory Roleplaying Game for Kids [GeekDad] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Great Discussion of ETL and ELT Tooling in TDWI Linkedin Group

    - by antonio romero
    All, There’s a great discussion of ETL and ELT tooling going on in the official TDWI Linkedin group, under the heading “How Sustainable is SQL for ETL?” It delves into a wide range of topics: The pros and cons of handcoding vs. using tools to design ETL ETL (with separate transformation engines) vs. ELT (transforms in the database) and push-down solutions The future of ETL and data warehousing products A number of community members (of varying affiliations) have kept this conversation going for many months, and are learning from each other as they go. So check it out… Also, while you’re on Linkedin, join the Oracle ETL/Data Integration Linkedin group (for both OWB and ODI users), which recently passed the 2000 member mark.

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  • OpenGL ES Basic Fragment Shader help with transparency

    - by Chris
    I have just spent my first half hour playing with the shader language. I have modified the basic program I have which renders the texture, to allow me to colour the texture. varying vec2 texCoord; uniform sampler2D texSampler; /* Given the texture coordinates, our pixel shader grabs the corresponding * color from the texture. */ void main() { //gl_FragColor = texture2D(texSampler, texCoord); gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).xyz,1); } I have noticed how this affects my transparent textures, and I believe I am loosing the alpha channel which would explain why previously transparent area's appear totally black. If I use the following line instead, I am shown the transparent area's gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).aaa,1); How can I retain the transparency after this modification to the colour? I have seen various things about a .w property, and also luminous, but my tweaks with those and the .aaa property are not working XD

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  • Why are a seemingly disproportionate amount of programmers just, well, not nice?

    - by Macy Abbey
    Maybe it's just my personal experience, but I associate with varying different groups and types of people and it seems to me that an oddly large percentage of programmers I have encountered are "not nice" or for an attempt at a better definition: Condescending Snarky Negative in the way they talk about people If you have noticed the same thing, any theories as to why? Any suggestions on how to politely or not so politely let one of these programmers know how they are acting and suggest they correct it if they want to be perceived as professional one would want to work with? Or perhaps I've just come across a bad sample and there are bad seeds in every group of people one can name.

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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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