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  • Upcoming Presentation Session's in 2012

    - by NeilHambly
    Hello With the remaining quarter of the year, promising to be as manic as the rest, having already done the following events SQLBits 10, SQL Relay 2012, 24HOP (SQL Server 2012), SQLRally 2012 Dallas, TechEd AMS {PASS Ambassador} & 3 SQLSaturday's (Portugal, Dublin, Johannesburg), as well as SQLDay in Poland, virtual event for Perth UG {Australian} and not to mention a host of events for my own SQL London PASS Chapter, as the 1st UG event in Belfast {Good luck Ryan with the next one} I still...(read more)

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Creating advanced website by redirecting and replacing content from Google Sites

    - by David
    I would like to create a corporate website with members area. Importantly, I want many novice webadmins to be able to modify static content themselves. Therefore, I got the idea to create the site using Google Sites and insert elements with width and height in places where I want dynamic content. The website would be read using PHP on a different server and the marker elements would be replaced with dynamic content created by PHP. What would be the drawbacks of this approach?

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  • Creating Multiple Queries for Running Objects

    - by edurdias
    Running Objects combines the power of LINQ with Metadata definition to let you leverage multiples perspectives of your queries of objects. By default, RO brings all the objects in natural order of insertion and including all the visible properties of your class. In this post, we will understand how the QueryAttribute class is structured and how to make use of it. The QueryAttribute class This class is the responsible to specify all the possible perspectives of a list of objects. In other words, is...(read more)

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  • HTG Explains: What Are Character Encodings and How Do They Differ?

    - by YatriTrivedi
    ASCII, UTF-8, ISO-8859… You may have seen these strange monikers floating around, but what do they actually mean? Read on as we explain what character encoding is and how these acronyms relate to the plain text we see on screen.HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • Excellent Source of Upgrade Information in Japanese

    - by roy.swonger
    If you are a regular reader of this blog you will know that we have enjoyed our visits to Tokyo, Osaka, and Kyoto immensely. We work very closely with our colleagues in Japan, and I would like to highlight a website that will be extremely useful to anybody who can read Japanese. The site is oracledatabase.jp/upgrade. Here is a screenshot: With plenty of good information from web articles to white papers, this site is a terrific resource for our Japanese partners and customers! 

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  • PASS Summit edition of SolidQ Journal (November edition)

    - by Greg Low
    I've been travelling a lot again lately and while I was in Beijing, our SolidQ Journal team released the November edition, so I'm a bit late letting you know about it. In addition to the regular columnists, the November edition brought articles from some of our mentors that were presenting at the PASS summit. In the BI area this month, we have a feature from Davide Mauri that covers a new dimension loading tool (DLPC) which is available for free download to SolidQ Journal readers and PASS attendees....(read more)

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  • Is that true that .Net will be dumped by Microsoft in Windows 8? [closed]

    - by Dee Jay
    Possible Duplicate: What does Windows 8 mean for the future of .NET? Ok, I read this question and someone pointed that C# will be sidelined in next version of windows. There is a link in that question pointed at another link, i.e. this one: Dumping .NET - Microsoft's Madness Is that true that .Net will be dumped by Microsoft in Windows 8? Someone with insider information please share with us your opinions. I'm deeply worried about this.

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  • SQL Server 2008 R2: StreamInsight changes at RTM: AdvanceTimeSettings

    - by Greg Low
    For those that have worked with the earlier versions of the simulator that Bill Chesnut and I constructed for the Metro content (the Highway Simulator), changes are also required to how AdvanceTimeSettings are specified. The AdapterAdvanceTimeSettings value is now generated by binding an AdvanceTimeGenerationSettings (that is based on your adapter configuration) with an AdvanceTimePolicy setting. public class TollPointInputFactory : ITypedInputAdapterFactory < TollPointInputConfig >, ITypedDeclareAdvanceTimeProperties...(read more)

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  • Load Plan article in Oracle Magazine

    - by David Allan
    Timely article in Oracle Magazine on ODI Load Plans from Mark Rittman in the current issue, worth having a quick read of the article and play with the sample which is included if you get the time. Thanks to Mark for investing the time and energy providing such useful information to the community.http://www.oracle.com/technetwork/issue-archive/2012/12-sep/o52bi-1735905.htmlMark goes over the main benefits of the load plan in the article. Interested to hear any creative use cases or comments in general.

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  • Data Mining Introduction

    Many people that work for years with SQL Server never use the Data Mining. This article has the objective to introduce them to this magic and exciting new world. 24% of devs don’t use database source control – make sure you aren’t one of themVersion control is standard for application code, but databases haven’t caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out…

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  • Top 10 Tips For Better SEO Website Design

    What makes the difference between mediocre SEO and stellar SEO? The answer is good onsite optimization that tells the search engines what you're all about. Read these tips to find out how to best communicate your site's topic to the search engines.

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  • Upgrading 10.04LTS -> 10.10 using custom sources

    - by Boatzart
    I'm trying to upgrade to 10.10 from 10.04 LTS using a custom sources.list file that points to an unofficial mirror*. The mirror does have maverick, but I get the following output when upgrading: boatzart@somecomputer: > sudo do-release-upgrade Checking for a new ubuntu release Done Upgrade tool signature Done Upgrade tool Done downloading extracting 'maverick.tar.gz' authenticate 'maverick.tar.gz' against 'maverick.tar.gz.gpg' tar: Removing leading `/' from member names Reading cache Checking package manager Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Updating repository information WARNING: Failed to read mirror file No valid mirror found While scanning your repository information no mirror entry for the upgrade was found. This can happen if you run a internal mirror or if the mirror information is out of date. Do you want to rewrite your 'sources.list' file anyway? If you choose 'Yes' here it will update all 'lucid' to 'maverick' entries. If you select 'No' the upgrade will cancel. Continue [yN] y WARNING: Failed to read mirror file 96% [Working] Checking package manager Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Calculating the changes Calculating the changes Could not calculate the upgrade An unresolvable problem occurred while calculating the upgrade: The package 'update-manager-kde' is marked for removal but it is in the removal blacklist. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug against the 'update-manager' package and include the files in /var/log/dist-upgrade/ in the bug report. Restoring original system state Aborting Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Here is the relevant section from /var/log/dist-upgrade/main.log: 2010-11-18 14:05:52,117 DEBUG The package 'update-manager-kde' is marked for removal but it's in the removal blacklist 2010-11-18 14:05:52,136 ERROR Dist-upgrade failed: 'The package 'update-manager-kde' is marked for removal but it is in the removal blacklist.' 2010-11-18 14:05:52,136 DEBUG abort called *I'm located inside of USC, and for some crazy reason any sustained downloads to anywhere outside of the University are throttled down to 5kbps inside of my lab. Because of this I need to use the following sources.list: deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid main restricted universe multiverse deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid-updates main restricted universe multiverse deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid-backports main restricted universe multiverse deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid-security main restricted universe multiverse I've tried adding four more entries to the sources.list with s/lucid/maverick/ but that didn't help. Does anyone know how to fix this? Thanks!

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  • How to Open an InPrivate Tab in the Metro Version of Internet Explorer

    - by Taylor Gibb
    Internet Explorer has a secret mode called InPrivate which is pretty much the same as Chrome’s incognito mode. It can be accessed on the desktop by right-clicking on the Internet Explorer icon on the taskbar, but how do you open an InPrivate tab in the Metro IE? Read on to find out. HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks

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  • Let Oracle University help you become a Certified Implementation Specialist

    - by user12875760
    Oracle recognizes partner competency skills and commitment through the new Oracle PartnerNetwork Specialized program and offers a variety of accreditations that count towards OPN Certification. Be Recognized! Validate your knowledge and get the credit you deserve by passing the Specialist exams offered across Oracle's portfolio of products and solutions. Pass the exam(s) and get your OPN Specialist Certificate! Read more by clicking here

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  • Rounding functions in DAX

    - by Marco Russo (SQLBI)
    Today I prepared a table of the many rounding functions available in DAX (yes, it’s part of the book we’re writing), so that I have a complete schema of the better function to use, depending on the round operation I need to do. Here is the list of functions used and then the results shown for a relevant set of values. FLOOR = FLOOR( Tests[Value], 0.01 ) TRUNC = TRUNC( Tests[Value], 2 ) ROUNDDOWN = ROUNDDOWN( Tests[Value], 2 ) MROUND = MROUND( Tests[Value], 0.01 ) ROUND = ROUND( Tests[Value], 2 )...(read more)

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  • Microsoft SQL Server 2008 R2 Administration Cookbook - Book and eBook expected June 2011. Pre-order now!

    - by ssqa.net
    Over 85 practical recipes for administering a high-performance SQL Server 2008 R2 system. Book and eBook expected June 2011 . Pre-order now! Multi-format orders get free access on PacktLib , This practical cookbook will show you the advanced administration techniques for managing and administering a scalable and high-performance SQL Server 2008 R2 system. It contains over 85 practical, task-based, and immediately useable recipes covering a wide range of advanced administration techniques for administering...(read more)

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  • SharePoint MVP Chat tomorrow and day after

    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). This feed URL has been discontinued. Please update your reader's URL to : http://feeds.feedburner.com/winsmarts Read full article .... ...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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  • How can I do Mouse Selection In OpenGL 3.0?

    - by NoobScratcher
    Hello I'm pretty good programmer I've made my own 2D games in SDL and made a gui in 3D using Old OpenGL and Modern OpenGL but.. I'm having problems with trying to click 3D models with opengl I have no idea what to do too be honest. Do I read the area that I've clicked? or what do I do? 100% shore this has been asked before but I just don't know what to do...?? using : OpenGL 3.0 WIN32 API C++

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  • FIX: A network error occurred during SQL Server Native Client installation

    - by Greg Low
    One of the things that I have been pestering the SQL team to do is to name their updates according to what is contained in them. For example, instead of just: sqlncli.msi What I'd prefer is that the file was called something like: SQLServerNativeClient2k8SP1CU3x64.msi So I normally rename them as soon as I receive them, to avoid confusion in future. However, today I found that doing so caused me a problem. After renaming the file, and installing it, the installation failed with the error: " A network...(read more)

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  • Community is Great

    - by GrumpyOldDBA
    I have a great respect for so many who contribute to the community, without them I would often struggle in my role for sure. When "strange events" happen in a busy production environment it can be quite daunting when it seems everyone around is expecting you to have the answer/solution at your finger tips. I'm indebted to Paul White http://sqlblog.com/blogs/paul_white/default.aspx in confirming I'd found a bug and doing all the hard work including raising a connect item https:/...(read more)

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  • How To Use The Search Feature in Almost any App on Windows 8

    - by Taylor Gibb
    Searching in Windows 8 has changed significantly, in fact at first you might think that all most Metro apps “lack” a search function altogether. Read on to find out how you can use the search feature in almost any app in Windows 8. HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How

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