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  • How an SEO Company Can Push Your Business Higher

    You would get desired results if you choose a Toronto SEO company to do your search engine optimization (SEO) work for you. Toronto is one of most popular cities in the world that houses around 3 million people and millions around the world surf the internet for information on events, businesses, and tourist spots.

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  • Why SEO Services Are Rising

    When we write www that means world wide website, the internet has connected the whole world through websites. Everything is available on internet, products, information, services and lot more. It does not matter where you are located but your address starts from www. These three alphabets have changed the lives of many people.

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  • SEO Hosting Reseller

    There are a number of reasons why SEO Hosting Reseller Accounts have become the most sought after tools in the webmasters hosting world. Making the most of them is the basis of knowing where and when they can be manipulated in the world.

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  • How to Browse Without a Trace with an Ubuntu Live CD

    - by Trevor Bekolay
    No matter how diligently you clear your cache and erase your history, web browsing leaves traces on your computer. If you need keep your browsing private, then an Ubuntu Live CD is the answer. The key to this trick is that the Live CD environment runs completely in RAM, so things like your cache, cookies, and history don’t get saved to a persistent storage location. On a hard drive, even deleted files can be recovered, but once a computer is turned off the data stored in RAM is unrecoverable. In addition, since the Ubuntu Live CD environment is the same no matter what computer you use it on, there’s very little identifying information that a website can use to track you! The first step is to either burn an Ubuntu Live CD, or prepare a non-persistent Ubuntu USB flash drive. Ubuntu treats non-persistent flash drives like CDs, so files will not be written to it, but if you’re paranoid, then using a physical CD ensures that nothing gets written to a storage device. Boot up from the CD or flash drive, and choose to Run Ubuntu from the CD or flash drive if prompted (for more detailed instructions on booting from a CD or USB drive, see this article, or our guide on booting from a flash drive even if your BIOS won’t let you). Once the graphical Ubuntu environment comes up, you can click on the Firefox icon at the top of the screen to start browsing. If your browsing requires Flash, then you can install it by clicking on System at the top-left of the screen, then Administration > Synaptic Package Manager. Click on Settings at the top of the Synaptic window, and then select Repositories. Add a check in the checkbox with the label ending in “multiverse”. Click Close. Click the Reload button in the main Synaptic window. The list of available packages will reload. When they’ve reloaded, type “restricted” in the Quick search box. Right-click on ubuntu-restricted-extras and select Mark for Installation. It will note a number of other packages that will be installed. This list includes audio and video codecs, so after installing these, you should be able to play downloaded movies and songs. Click Mark to accept the installation of these other packages. Once you return to the main Synaptic window, click the Apply button and go through the dialogs to finish the installation of Flash and the other useful packages. If you open up Firefox now, you’ll have no problems using websites that use Flash. When you’re done browsing and shut down or restart your computer, all traces of your web browsing will be gone. It’s a bit of work compared to just using a privacy-centric browser, but if it’s very important that your browsing leave no traces on your hard drive, an Ubuntu Live CD is your best bet. Download Ubuntu Similar Articles Productive Geek Tips Reset Your Ubuntu Password Easily from the Live CDAdding extra Repositories on UbuntuHow to Add a Program to the Ubuntu Startup List (After Login)How to install Spotify in Ubuntu 9.10 using WineInstalling PHP4 and Apache on Ubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere)

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  • Session and Pop Up Window

    - by imran_ku07
     Introduction :        Session is the secure state management. It allows the user to store their information in one page and access in another page. Also it is so much powerful that store any type of object. Every user's session is identified by their cookie, which client presents to server. But unfortunately when you open a new pop up window, this cookie is not post to server with request, due to which server is unable to identify the session data for current user.         In this Article i will show you how to handle this situation,  Description :         During working in a application, i was getting an Exception saying that Session is null, when a pop window opens. After seeing the problem more closely i found that ASP.NET_SessionId cookie for parent page is not post in cookie header of child (popup) window.         Therefore for making session present in both parent and child (popup) window, you have to present same cookie. For cookie sharing i passed parent SessionID in query string,   window.open('http://abc.com/s.aspx?SASID=" & Session.SessionID &','V');           and in Application_PostMapRequestHandler application Event, check if the current request has no ASP.NET_SessionId cookie and SASID query string is not null then add this cookie to Request before Session is acquired, so that Session data remain same for both parent and popup window.    Private Sub Application_PostMapRequestHandler(ByVal sender As Object, ByVal e As EventArgs)           If (Request.Cookies("ASP.NET_SessionId") Is Nothing) AndAlso (Request.QueryString("SASID") IsNot Nothing) Then               Request.Cookies.Add(New HttpCookie("ASP.NET_SessionId", Request.QueryString("SASID")))           End If       End Sub           Now access Session in your parent and child window without any problem. How this works :          ASP.NET (both Web Form or MVC) uses a cookie (ASP.NET_SessionId) to identify the user who is requesting. Cookies are may be persistent (saved permanently in user cookies ) or non-persistent (saved temporary in browser memory). ASP.NET_SessionId cookie saved as non-persistent. This means that if the user closes the browser, the cookie is immediately removed. This is a sensible step that ensures security. That's why ASP.NET unable to identify that the request is coming from the same user. Therefore every browser instance get it's own ASP.NET_SessionId. To resolve this you need to present the same parent ASP.NET_SessionId cookie to the server when open a popup window.           You can confirm this situation by using some tools like Firebug, Fiddler,  Summary :          Hopefully you will enjoy after reading this article, by seeing that how to workaround the problem of sharing Session between different browser instances by sharing their Session identifier Cookie.

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  • VirtualBox Clone Root HD / Ubuntu / Network issue

    - by john.graves(at)oracle.com
    When you clone a root Ubuntu disk in VirtualBox, one thing that gets messed up is the network card definition.  This is because Ubuntu (as it should) uses UDEV IDs for the network device.  When you boot your new disk, the network device ID has changed, so it creates a new eth1 device.  Unfortunately, this conflicts with the VirtualBox network setup.  What to do? Boot the box (no network) Edit the /etc/udev/rules.d/70-persistent-net.rules Delete the eth0 line and modify the eth1 line to be eth0 --------- Example OLD ----------- # This file was automatically generated by the /lib/udev/write_net_rules # program, run by the persistent-net-generator.rules rules file. # # You can modify it, as long as you keep each rule on a single # line, and change only the value of the NAME= key. # PCI device 0x8086:0x100e (e1000) <-------------------- Delete these two lines SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="08:00:27:d8:8d:15", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth0" # PCI device 0x8086:0x100e (e1000) ---Modify the next line and change eth1 to be eth0 SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="08:00:27:89:84:98", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth1" .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } ---------------------------------------- --------- Example NEW ----------- # This file was automatically generated by the /lib/udev/write_net_rules # program, run by the persistent-net-generator.rules rules file. # # You can modify it, as long as you keep each rule on a single # line, and change only the value of the NAME= key. # PCI device 0x8086:0x100e (e1000) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="08:00:27:89:84:98", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth0" .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } ----------------------------------------

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Cannot run "Automation Anywhere" exe files from console (session 0) on Windows Server 2003 64 bit

    - by Tyler
    I have a simple exe created from an Automation Anywhere task that displays a message box saying hello world. I created this simple exe just for debugging the following issue. When I log in to the console (session 0), and run the Automation Anywhere created executable, it starts to run the task, it shows up in the applications and processes list in the task manager and it shows the two "loading..." windows briefly on the screen, just like normal. But after that, nothing happens... the "hello world" message does not show up. The exe is done and is removed from the application and process list in the task manager. The user I am logged in as, has admin rights and the machine uses "autologin" to automatically log in using this profile when it starts up. If I right click on the exe and "run as" another admin user, the exe runs properly, showing the "hello world" message. Also, if I log into the server in a new session, with the original user (the one that has the problems in session 0), and then run the exe, it runs properly and shows the "hello world". It works fine in any session other than the console session. There is something about the console session that is causing the exe not to run properly... even though it does appear to start running the exe. I should also mention that everything was working fine until Monday at midnight, after which none of the executables could be run successfully. Nothing was changed on the server and no updates were installed. I have since installed windows updates, but that didn't change anything. Looking for some advice on how to get these executables working in the console session again. Thanks!

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  • How do I make rsync also check ctime?

    - by Benoît
    rsync detects files modification by comparing size and mtime. However, if for any reason, the mtime is unchanged, rsync won't detect the change, although it's possible to spot it by looking at the ctime. Of course, I can tell rsync do compare the whole files' contents, but that's very very expensive. Is there a way to make rsync smarter, for example by checking mtime+size are the same AND that ctime isn't newer than mtime (on both source and destination) ? Or should I open a feature request ? Here's an example: Create 2 files, same content and atime/mtime benoit@debian:~$ mkdir d1 && cd d1 benoit@debian:~/d1$ echo Hello > a benoit@debian:~/d1$ cp -a a b Rsync them to another (non-exisiting) directory: benoit@debian:~/d1$ cd .. benoit@debian:~$ rsync -av d1/ d2 sending incremental file list created directory d2 ./ a b sent 164 bytes received 53 bytes 434.00 bytes/sec total size is 12 speedup is 0.06 OK, everything is synced benoit@debian:~$ grep . d*/* d1/a:Hello d1/b:Hello d2/a:Hello d2/b:Hello Update file 'b', same size and then reset its atime/mtime benoit@debian:~$ echo World > d1/b benoit@debian:~$ touch -r d1/a d1/b Attempt to rsync again: benoit@debian:~$ rsync -av d1/ d2 sending incremental file list sent 63 bytes received 12 bytes 150.00 bytes/sec total size is 12 speedup is 0.16 Nope, rsync missed the change. benoit@debian:~$ grep . d*/* d1/a:Hello d1/b:World d2/a:Hello d2/b:Hello Tell rsync the compare the file content benoit@debian:~$ rsync -acv d1/ d2 sending incremental file list b sent 144 bytes received 31 bytes 350.00 bytes/sec total size is 12 speedup is 0.07 Gives the correct result: benoit@debian:~$ grep . d*/* d1/a:Hello d1/b:World d2/a:Hello d2/b:World

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  • Performance-optimizing Oracle 10g on a server that is also a Tomcat JSP app server?

    - by PKHunter
    I have inherited a simple RedHat 5 - 64bit platform. It has SCSI disks on RAID1, with 16GB of RAM. Double Core CPU. Oracle 10g, Release 2. This would be a decent platform for running the DB only, perhaps, but the same server in an "A-A mode" clustering (very simple) also runs Tomcat and there are several Java servlets running on this. Sadly there is no caching platform etc. We only use an external CDN for some html caching. I am personally more familiar with web environments on the LAMPP platform (apache, php, mysql, postgresql). PROBLEM: Because the server has both Tomcat JSP/Java and Oracle 10g running on the same server, with no caching, I have some issues of the server going down. Often, sadly. QUESTION: What are my options in terms of improving performance of all these different apps? Connection Pooling? Example, in Postgresql world we have PgBouncer, which really helps things. Does Oracle have something similar? Or is there a famous Java-based external pooler that people use in production environments? (I'm not familiar with Java) Any "SQL cache" as in the MySQL and Postgresql world? Any other kind of application cache, as "APC" or "eAccelarator" in the PHP world? The "OSCache" stuff from the Java world (JSP thingie I found on Google: http://onjava.com/pub/a/onjava/2005/01/05/jspcache.html?page=2) ... What else? Sorry if this is a noob question. I have googled and googled, but problem is I don't know what to google for, other than the broad general concepts above. So if not full answers, I would even appreciate basic pointers and I am happy to JFGI myself. Thanks!

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  • iphone bookmarklet cookie persistence

    - by Larry Davis
    I have an iphone (jqtouch based) web app that uses cookies for authentication. The use flow is as follows : user goes to the mobile landing page and is instructed to save the page as a bookmarklet on their home page. they launch the bookmarklet to go to a login page to login and get a cookie. the cookie works and they can navigate throughout the web site. However this session cookie is not persistent. If they leave safari and then restart using the saved bookmarklet, the cookies set during their previous session are gone. Just using safari (ie: launch safari directly rather than through the bookmarklet) to navigate the pages works fine (ie: start safari, go to url, do login, restart safari, go back to url). I find that that the cookies that were active when the bookmarklet was created are persistent but any cookies set during the session when safari is accessed through the bookmarklet are not persistent. I'm wondering if this is a safari/iphone issue and/or if there is any way around this. Many thanks for any insight you can provide.

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  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • AppEngine JDO-QL : Problem with multiple AND and OR in query

    - by KlasE
    Hi, I'm working with App Engine(Java/JDO) and are trying to do some querying with lists. So I have the following class: @PersistenceCapable(identityType = IdentityType.APPLICATION, detachable="true") public class MyEntity { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) Key key; @Persistent List<String> tags = new ArrayList<String>(); @Persistent String otherVar; } The following JDO-QL works for me: ( tags.contains('a') || tags.contains('b') || tags.contains('c') || tags.contains('d') ) && otherVar > 'a' && otherVar < 'z' This seem to return all results where tags has one or more strings with one or more of the given values and together with the inequality search on otherVar But the following do not work: (tags.contains('a') || tags.contains('_a')) && (tags.contains('b') || tags.contains('_b')) && otherVar > 'a' && otherVar < 'z' In this case I want all hits where there is at least one a (either a or _a) and one b (either b or _b) together with the inequality search as before. But the problem is that I also get back the results where there is a but no b, which is not what I want. Maybe I have missed something obvious, or done a coding error, or possibly there is a restriction on how you can write these queries in appengine, so any tips or help would be very welcome. Regards Klas

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  • Could not determine the size of this expression.

    - by Søren
    Hi, I have resently started to use MATLAB Simulink, and my problem is that i can't implement an AMDF function, because simulink compiler cannot determine the lengths. Simulink errors: |--------------------------------------------------------------------------------------- Could not determine the size of this expression. Function 'Embedded MATLAB Function2' (#38.728.741), line 33, column 32: "1:flength-k+1" Errors occurred during parsing of Embedded MATLAB function 'Embedded MATLAB Function2'(#38) Embedded MATLAB Interface Error: Errors occurred during parsing of Embedded MATLAB function 'Embedded MATLAB Function2'(#38) . |--------------------------------------------------------------------------------------- MY CODE: |--------------------------------------------------------------------------------------- persistent sLength persistent fLength persistent amdf % Length of the frame flength = length(frame); % Pitch period is between 2.5 ms and 19.5 ms for LPC-10 algorithm % This because this algorithm assumes the frequencyspan is 50 and 400 Hz pH = ceil((1/min(fspan))*fs); if(pH flength) pH = flength; end; pL = ceil((1/max(fspan))*fs); if(pL <= 0 || pL = flength) pL = 0; end; sLength = pH - pL; % Normalize the frame frame = frame/max(max(abs(frame))); % Allocating memory for the calculation of the amdf %amdf = zeros(1,sLength); %%%%%%%% amdf = 0; % Calculating the AMDF with unbiased normalizing for k = (pL+1):pH amdf(k-pL) = sum(abs(frame(1:flength-k+1) - frame(k:flength)))/(flength-k+1); end; % Output of the AMDF if(min(amdf) < lvlThr) voiced = 1; else voiced = 0; end; % Output of the minimum of the amdf minAMDF = min(amdf); |---------------------------------------------------------------------------------------- HELP Kind regards Søren

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  • Core Data Inferred Migration – Automatic "lightweight" vs Manual

    - by ohhorob
    I've updated the model of an existing iPhone app in some simple ways (remove attribute, add attribute, remove index), and can use automatic lightweight migration to migrate the persistent store. Due to the typical size of the data set, the processing time is not insignificant, and warrants feedback for the user. NSMigrationManager provides a simple but useful migrationProgress value that sends KVO notifications as the migration is performed. That forms the basis of providing feedback, however attempting to use an inferred model ([NSMappingModel inferredMappingModelForSourceModel:destinationModel:error:]) results in drastically different timing for the exact same dataset. Profile results on and original iPhone (2G) Automatic inferred lightweight migration PROFILE: CacheManager -migrateStore PROFILE: 0.6130 (+0.6130) models loaded PROFILE: 1.1759 (+0.5629) delegate -CacheManagerWillMigrate: PROFILE: 1.2516 (+0.0757) persistent store coordinator loaded PROFILE: 5.1436 (+3.8920) automatic lightweight migration completed PROFILE: 5.5435 (+0.3999) delegate -CacheManagerDidFinishMigration:withError: Manual inferred migration PROFILE: CacheManager -migrateStore PROFILE: 0.6660 (+0.6660) models loaded PROFILE: 1.1471 (+0.4811) inferred mapping model generated PROFILE: 1.4046 (+0.2574) delegate -CacheManagerWillMigrate: PROFILE: 1.5058 (+0.1013) persistent store coordinator loaded PROFILE: 22.6952 (+21.1894) manual migration completed PROFILE: 23.1478 (+0.4525) delegate -CacheManagerDidFinishMigration:withError: So, with an inferred model, the manual migration takes over 5 times longer than automatic! It's a big inconsistency, and the lightweight option that NSPersistentStoreCoordinator -addPersistentStoreWithType:configuration:URL:options:error: provides absolutely no indication of progress while processing. Can anybody provide a supported way to get the migrationProgress values during automatic migration, OR a way to configure an inferred mapping model to be as fast during manual processing as automatic?

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  • Configuring IHS server to direct traffic to the Netty component bound to a port

    - by rbot
    I have a Server Component ( based on Jboss-Netty, which could maintain & handle persistent connections ) deployed in WAS. This component when deployed & initiated within the WAS environment, binds to a port & listens for incoming HTTP connection. [ Why i had to deploy a Netty HTTP Server within WAS is another story - management requirement !! Netty is deployed in WAS as a spring bean which when initiated runs on a port in the machine, independent of WAS ] Clients (mobile app) were able to establish persistent HTTP connections (to the above URL::Port) with this netty component & send/receive requests. Now, I have to replicate this feature in our Production Environment where a IHS Server (Web Server) which sits before the WAS. What i expected is to get a IHS URL which could redirect the incoming packets to the specific PORT on WAS, so that the Client apps can establish a similar persistent http connection. Our Server Admin tried a few combinations and we are not able to identify how to proceed further on this. Your expert ideas would be highly appreciated.

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  • PHP Database connection practice

    - by Phill Pafford
    I have a script that connects to multiple databases (Oracle, MySQL and MSSQL), each database connection might not be used each time the script runs but all could be used in a single script execution. My question is, "Is it better to connect to all the databases once in the beginning of the script even though all the connections might not be used. Or is it better to connect to them as needed, the only catch is that I would need to have the connection call in a loop (so the database connection would be new for X amount of times in the loop). Yeah Example Code #1: // Connections at the beginning of the script $dbh_oracle = connect2db(); $dbh_mysql = connect2db(); $dbh_mssql = connect2db(); for ($i=1; $i<=5; $i++) { // NOTE: might not use all the connections $rs = queryDb($query,$dbh_*); // $dbh can be any of the 3 connections } Yeah Example Code #2: // Connections in the loop for ($i=1; $i<=5; $i++) { // NOTE: Would use all the connections but connecting multiple times $dbh_oracle = connect2db(); $dbh_mysql = connect2db(); $dbh_mssql = connect2db(); $rs_oracle = queryDb($query,$dbh_oracle); $rs_mysql = queryDb($query,$dbh_mysql); $rs_mssql = queryDb($query,$dbh_mssql); } now I know you could use a persistent connection but would that be one connection open for each database in the loop as well? Like mysql_pconnect(), mssql_pconnect() and adodb for Oracle persistent connection method. I know that persistent connection can also be resource hogs and as I'm looking for best performance/practice.

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  • SQL Authority News – Play by Play with Pinal Dave – A Birthday Gift

    - by Pinal Dave
    Today is my birthday. Personal Note When I was young, I was always looking forward to my birthday as on this day, I used to get gifts from everybody. Now when I am getting old on each of my birthday, I have almost same feeling but the direction is different. Now on each of my birthday, I feel like giving gifts to everybody. I have received lots of support, love and respect from everybody; and now I must return it back.Well, on this birthday, I have very unique gifts for everybody – my latest course on SQL Server. How I Tune Performance I often get questions where I am asked how do I work on a normal day. I am often asked that how do I work when I have performance tuning project is assigned to me. Lots of people have expressed their desire that they want me to explain and demonstrate my own method of solving performance problem when I am facing real world problem. It is a pretty difficult task as in the real world, nothing goes as planned and usually planned demonstrations have no place there. The real world, demands real solutions and in a timely fashion. If a consultant goes to industry and does not demonstrate his/her capabilities in very first few minutes, it does not matter how much fame he/she is, the door is shown to them eventually. It is true and in my early career, I have faced it quite commonly. I have learned the trick to be honest from the start and request absolutely transparent communication from the organization where I am to consult. Play by Play Play by Play is a very unique setup. It is not planned and it is a step by step course. It is like a reality show – a very real encounter to the problem and real problem solving approach. I had a great time doing this course. Geoffrey Grosenbach (VP of Pluralsight) sits down with me to see what a SQL Server Admin does in the real world. This Play-by-Play focuses on SQL Server performance tuning and I go over optimizing queries and fine-tuning the server. The table of content of this course is very simple. Introduction In the introduction I explained my basic strategies when I am approached by a customer for performance tuning. Basic Information Gathering In this module I explain how I do gather various information for performance tuning project. It is very crucial to demonstrate to customers for consultant his capability of solving problem. I attempt to resolve a small problem which gives a big positive impact on performance, consultant have to gather proper information from the start. I demonstrate in this module, how one can collect all the important performance tuning metrics. Removing Performance Bottleneck In this module, I build upon the previous module’s statistics collected. I analysis various performance tuning measures and immediately start implementing various tweaks on the performance, which will start improving the performance of my server. This is a very effective method and it gives immediate return of efforts. Index Optimization Indexes are considered as a silver bullet for performance tuning. However, it is not true always there are plenty of examples where indexes even performs worst after implemented. The key is to understand a few of the basic properties of the index and implement the right things at the right time. In this module, I describe in detail how to do index optimizations and what are right and wrong with Index. If you are a DBA or developer, and if your application is running slow – this is must attend module for you. I have some really interesting stories to tell as well. Optimize Query with Rewrite Every problem has more than one solution, in this module we will see another very famous, but hard to master skills for performance tuning – Query Rewrite. There are few do’s and don’ts for any query rewrites. I take a very simple example and demonstrate how query rewrite can improve the performance of the query at many folds. I also share some real world funny stories in this module. This course is hosted at Pluralsight. You will need a valid login for Pluralsight to watch  Play by Play: Pinal Dave course. You can also sign up for FREE Trial of Pluralsight to watch this course. As today is my birthday – I will give 10 people (randomly) who will express their desire to learn this course, a free code. Please leave your comment and I will send you free code to watch this course for free. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Training, SQLAuthority News, T SQL, Video

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • BIP and Mapviewer Mash Up I

    - by Tim Dexter
    I was out in Yellowstone last week soaking up various wildlife and a bit too much rain ... good to be back until the 95F heat yesterday. Taking a little break from the Excel templates; the dev folks are planing an Excel patch in the next week or so that will add a mass of new functionality. At the risk of completely mis leading you I'm going to hang back a while. What I have written so far holds true and will continue to do so. This week, I have been mostly eating 'mapviewer' ... answers on a post card please, TV show and character. I had a request to show how BIP can call mapviewer and render a dynamic map in an output. So I hit the books and colleagues for some answers. Mapviewer is Oracle's geographic information system, hereby known as GIS. I use it a lot in our BIEE demos where the interaction with the maps is very impressive. Need a map of California and its congressional districts? I have contacts; Jerry and David with their little black box of maps. Once in my possession I can build highly interactive, clickable maps that allow the user to drill into more information using a very friendly interface driving BIEE content and navigation. But what about maps in BIP output? Bryan Wise, who has written some articles on this blog did some work a while back with the PL/SQL API interface. The extract for the report called a function that in turn called the mapviewer server, passing a set of mapping requirements, it then returned a URL to a cached copy of that map. Easy to then have BIP render that image. Thats still very doable. You need to install a couple of packages and then load the mapviewer java APIs into the database. Then you can write your function to the APIs. A little involved? Maybe, but the database is doing all the heavy lifting for you. I thought I would investigate another method for getting the maps back into BIP. There is a URL interface you can call, this involves building an XML message to be passed to the mapviewer server. It's pretty straightforward to use on the mapviewer side. On the BIP side things are little more tricksy. After some unexpected messing about I finally got the ubiquitous Hello World map to render using the URL method. Not the most exciting map in the world, lots of ocean and a rather long URL to get it to render. http://127.0.0.1:9704/mapviewer/omserver?xml_request=%3Cmap_request%20title=%22Hello%20World%22%20datasource=%22cagis%22%20format=%22GIF_STREAM%22/%3E Notice all of the encoding in the URL string to handle the spaces, quotes, etc. All necessary to get BIP to make the call to the mapviewer server correctly without truncating the URL if it hits a real space rather than a %20. With that in mind constructing the URL was pretty simple. I'm not going to get into the content of the URL too much, for that you need to bone up on the mapviewer XML API. Check out the home page here and the documentation here. To make the template portable I used the standard CURRENT_SERVER_URL parameter from the BIP server and declared that in my template. <?param@begin:CURRENT_SERVER_URL;'myserver'?> Ignore the 'myserver', that was just a dummy value for testing at runtime it will resolve to: 'http://yourserver:port/xmlpserver' Not quite what we need as mapviewer has its own server path, in my case I needed 'mapviewer/omserver?xml_request=' as the fixed path to the mapviewer request URL. A little concatenation and substringing later I came up with <?param@begin:mURL;concat(substring($CURRENT_SERVER_URL,1,22),'mapviewer/omserver?xml_request=')?> Thats the basic URL that I can then build on. To get the Hello World map I need to add the following: <map_request title="Hello World" datasource="cagis" format="GIF_STREAM"/> Those angle brackets were the source of my headache, BIPs XSLT engine was attempting to process them rather than just pass them. Hok Min to the rescue ... again. I owe him lunch when I get out to HQ again! To solve the problem, I needed to escape all the characters and white space and then use native XSL to assign the string to a parameter. <xsl:param xdofo:ctx="begin"name="pXML">%3Cmap_request%20title=%22Hello%20World%22 %20datasource=%22cagis%22%20format=%22GIF_STREAM%22/%3E</xsl:param> I did not need to assign it to a parameter but I felt that if I were going to do anything more serious than Hello World like plotting points of interest on the map. I would need to dynamically build the URL, so using a set of parameters or variables that I then concatenated would be easier. Now I had the initial server string and the request all I then did was combine the two using a concat: concat($mURL,$pXML) Embedding that into an image tag: <fo:external-graphic src="url({concat($mURL,$pXML)})"/> and I was done. Notice the curly braces to get the concat evaluated prior to the image call. As you will see next time, building the XML message to go onto the URL can get quite complex but I have used it with some data. Ultimately, it would be easier to build an extension to BIP to handle the data to be plotted, it would then build the XML message, call mapviewer and return a URL to the map image for BIP to render. More on that next time ...

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