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  • Using a Group Managed Service Account (gMSA) for a scheduled task

    - by Trevor Sullivan
    Back in Windows Server 2008 R2, when stand-alone Managed Service Accounts (sMSA) were new, they could not be used to execute scheduled tasks. In Windows Server 2012 however, there is a new type of account called the Group Managed Service Account (gMSA). This type of account is supposedly capable of launching scheduled tasks in the task scheduler on clients & member servers inside of a Windows Server 2012 forest/domain functional level. So far, I have: Established a Windows Server 2012 forest/domain Created a Group Managed Service Account (gMSA) Installed the gMSA on a Windows Server 2012 member server And currently I'm having trouble with: Setting a scheduled task to use the gMSA When I attempt to use a gMSA on a scheduled task, I get the error message that says "The object cannot be found" (paraphrased) message. My question is: How do I configure a Scheduled Task to execute using a Group Managed Service Account (gMSA)?

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  • Get program that is stuck under task bar in Windows 7

    - by user1413
    I have a program that is stuck under the task bar in Windows 7. I cannot click on it because (I think) the click is interpreted as being on the task bar and not on the program. How do I recover it? The program does not show up when I alt-tab through all of the programs. It also does not show up in Applications in the Task Manager.

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  • Script Task/Component and Template Information

    The Script Task and Script component are often used by people developing SSIS packages because they are easy to use and now because SSIS could be perceived to be more developer friendly they are very powerful. That being said we should no be using them everywhere.  There are generally Tasks/Components already provided that will do the job it may be that we have to rethink the way we want to draw our package. I had cause last week to break out the script component in SQL Server 2008 SP1 and found that it was broken.  I don’t know when it broke as I do not use them all that often.  My error was as below.     Something must have overwritten this template information.  I looked in Event Viewer and tried the things it suggested but the templates still did not work.  Here is how I got them eventually to work for me (Your Mileage may vary) Open up a Command Prompt window using an administrator level account and “as an administrator” vsta.exe /hostid SSIS_ScriptTask /setup vsta.exe /hostid SSIS_ScriptComponent /setup   This worked for me.  Hope it helps.

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  • Script Task/Component and Template Information

    The Script Task and Script component are often used by people developing SSIS packages because they are easy to use and now because SSIS could be perceived to be more developer friendly they are very powerful. That being said we should no be using them everywhere.  There are generally Tasks/Components already provided that will do the job it may be that we have to rethink the way we want to draw our package. I had cause last week to break out the script component in SQL Server 2008 SP1 and found that it was broken.  I don’t know when it broke as I do not use them all that often.  My error was as below.     Something must have overwritten this template information.  I looked in Event Viewer and tried the things it suggested but the templates still did not work.  Here is how I got them eventually to work for me (Your Mileage may vary) Open up a Command Prompt window using an administrator level account and “as an administrator” vsta.exe /hostid SSIS_ScriptTask /setup vsta.exe /hostid SSIS_ScriptComponent /setup   This worked for me.  Hope it helps.

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  • Dynamic State Machine in Ruby? Do State Machines Have to be Classes?

    - by viatropos
    Question is, are state machines always defined statically (on classes)? Or is there a way for me to have it so each instance of the class with has it's own set of states? I'm checking out Stonepath for implementing a Task Engine. I don't really see the distinction between "states" and "tasks" in there, so I'm thinking I could just map a Task directly to a state. This would allow me to be able to define task-lists (or workflows) dynamically, without having to do things like: aasm_event :evaluate do transitions :to => :in_evaluation, :from => :pending end aasm_event :accept do transitions :to => :accepted, :from => :pending end aasm_event :reject do transitions :to => :rejected, :from => :pending end Instead, a WorkItem (the main workflow/task manager model), would just have many tasks. Then the tasks would work like states, so I could do something like this: aasm_initial_state :initial tasks.each do |task| aasm_state task.name.to_sym end previous_state = nil tasks.each do |tasks| aasm_event task.name.to_sym do transitions :to => "#{task.name}_phase".to_sym, :from => previous_state ? "#{task.name}_phase" : "initial" end previous_state = state end However, I can't do that with the aasm gem because those methods (aasm_state and aasm_event) are class methods, so every instance of the class with that state machine has the same states. I want it so a "WorkItem" or "TaskList" dynmically creates a sequence of states and transitions based on the tasks it has. This would allow me to dynamically define workflows and just have states map to tasks. Are state machines ever used like this?

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  • How can I merge two Linq IEnumerable<T> queries without running them?

    - by makerofthings7
    How do I merge a List<T> of TPL-based tasks for later execution? public async IEnumerable<Task<string>> CreateTasks(){ /* stuff*/ } My assumption is .Concat() but that doesn't seem to work: void MainTestApp() // Full sample available upon request. { List<string> nothingList = new List<string>(); nothingList.Add("whatever"); cts = new CancellationTokenSource(); delayedExecution = from str in nothingList select AccessTheWebAsync("", cts.Token); delayedExecution2 = from str in nothingList select AccessTheWebAsync("1", cts.Token); delayedExecution = delayedExecution.Concat(delayedExecution2); } /// SNIP async Task AccessTheWebAsync(string nothing, CancellationToken ct) { // return a Task } I want to make sure that this won't spawn any task or evaluate anything. In fact, I suppose I'm asking "what logically executes an IQueryable to something that returns data"? Background Since I'm doing recursion and I don't want to execute this until the correct time, what is the correct way to merge the results if called multiple times? If it matters I'm thinking of running this command to launch all the tasks var AllRunningDataTasks = results.ToList(); followed by this code: while (AllRunningDataTasks.Count > 0) { // Identify the first task that completes. Task<TableResult> firstFinishedTask = await Task.WhenAny(AllRunningDataTasks); // ***Remove the selected task from the list so that you don't // process it more than once. AllRunningDataTasks.Remove(firstFinishedTask); // TODO: Await the completed task. var taskOfTableResult = await firstFinishedTask; // Todo: (doen't work) TrustState thisState = (TrustState)firstFinishedTask.AsyncState; // TODO: Update the concurrent dictionary with data // thisState.QueryStartPoint + thisState.ThingToSearchFor Interlocked.Decrement(ref thisState.RunningDirectQueries); Interlocked.Increment(ref thisState.CompletedDirectQueries); if (thisState.RunningDirectQueries == 0) { thisState.TimeCompleted = DateTime.UtcNow; } }

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • Google I/O 2011: Large-scale Data Analysis Using the App Engine Pipeline API

    Google I/O 2011: Large-scale Data Analysis Using the App Engine Pipeline API Brett Slatkin The Pipeline API makes it easy to analyze complex data using App Engine. This talk will cover how to build multi-phase Map Reduce workflows; how to merge multiple large data sources with "join" operations; and how to build reusable analysis components. It will also cover the API's concurrency model, how to debug in production, and built-in testing facilities. From: GoogleDevelopers Views: 3320 17 ratings Time: 51:39 More in Science & Technology

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  • Multilingual Search Engine

    Users can formulate a question in any language and receive a precise answer in the same language Web search engine - Search - Language - Google - Web Design and Development

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  • The understanding of flight search engine

    - by Jens Jensen
    Today I just discovered a search engine website who offered a service to enter your departure destination, and then search for which possible destinations you can have for the cheapest price. This is very nice to use, if one wants to flight somewhere but doesn't know which "good deals" are available. This is the site: http://www.kayak.com/explore/ Can someone explain to me, which programs are (mostly) used, and summarize how to make this sort of search engine. I think this is very interesting but unfortunately there are not shown all the possible flight tickets and therefore I think this project could be improved.

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  • Is SimplePHPBlog a secure blogging engine?

    - by authentictech
    Has anyone used the blog engine SimplePHPBlog? It is a simple blog engine that uses only text files (no database). My problem with it is that the content directory where the texts files are stored appears to require being world writeable/readable (i.e. permission 777) for it to work. This means anyone can access the text files with a browser! These text files include the blog/comment poster's IP and email address! This is not secure or good practice, right?

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  • Avoid Ajax loaded content for search engine bots

    - by Majiy
    A website I run has a lot of content that is being loaded using Ajax. The reason for using Ajax is that the content generation takes some time (a few seconds), because it loads data from other websites using their respective APIs. My concern is, that search engine bots will not see any useful content. The solution I've been thinking about would be to serve search engine bots differently, so that the content will be displayed directly for them. Technically, this would not be a big problem. My question is: Will search engines (read: Google) consider this behaviour as website cloaking? Are there other concerns I might not have considered?

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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  • Using C++11 for cross-platform Game Engine Development

    - by Samaursa
    Note: This is not a 'give your opinion' question about C++03 and C++11. Our game engine, written in C++03, is designed to be compiled on Windows, OSX and iOS. Linux support is planned for the (very) near future. Our experience is limited when it comes to consoles, which is why I am asking this question. Currently, we are debating whether switching to C++11 and using non-compatible features of the C++11 standard could pose a problem in the near future when we need to port our engine to any of the current gen consoles (perhaps the compilers supported by some console(s) do not support C++11 yet? We don't know...). So, game developers who have experience across multiple platforms and consoles, do you think we should stick to C++03 until the new generation of consoles arrive and most everybody has switched to C++11 standard (have they already?). Or are most consoles using/support compilers (VC++, GCC or variants?) that are already supporting C++11 features?

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  • Beginning android games, 2nd edition engine

    - by Benjamin Stephen
    I recently bought the book from Apress and have worked my way through it, unfortunately, it seems to just be dealing with side scrolling games and not Zelda-like top down games. I was wondering if anyone out there can tell me if it's possible to use their engine to create such a game? It doesn't go into how to build a top down tile map. Using the engine in their book, how can I make a tile map easily that has walls and things like that? Any help would be appreciated. Thanks in advance.

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  • SharpDOM, view engine for ASP.NET MVC

    Hi everyone! There is a new view engine for ASP.NET MVC platform, SharpDOM, http://sharpdom.codeplex.com. It's targeting hard coders who appreciate code-first approach a lot. This view engine combines pure HTML layout and the view logic in rather consistent manner, so that HTML layout still looks like HTML layout but it is C# code now :-) If you are interested, please, navigate to SharpDOM project on CodePlex site for more details - http://sharpdom.codeplex.com. Thanks!...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Game engines and monetization of indie games

    - by Extrakun
    Does the game engine you use affect monetization of indie games? Of course, targeting difficult platforms is one of the issues. Besides that, how would the game engine used impact monetization of games, assuming cases where the developers is going through a portal and handling the online distribution themselves? As an example, if I make a game in DarkBASIC, will it be harder to sell it than one made with Popcaps Framework or ClanLib etc.?

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  • All About Search Engine Position Optimization

    Search engine optimization or SEO is a method increasing the amount of traffic or hits to your website, which results in making your website rank high in search engine results. These results are produced whenever an individual types in a keyword or a set of keywords in a search query in search engines like Yahoo!, Google and the like. Being high on the list of search results matters a lot because it makes you more visible to the general public, especially to your target market. This differentiates you from your competitors who may rank low in the search results, or may not even appear in the results lists at all.

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  • Textual descriptions of 8-bit and 16-bit game engines

    - by ixtmixilix
    I found a good description of the engine in the Sonic games. It describes roughly how the engine works for people writing their own clones. In my case, I am simply interested in getting a general view of how the many 8-bit and 16-bit game engines worked on their respective consoles. So, this is a big-list style question asking, what other online descriptions of specific game engines have people found?

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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