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  • Monitor SQL Server Agent Jobs with Policy Based Management

    I need to monitor all the SQL Agents to find out if a job failed in the last 24 hours. Could this be done with policy based management? If so, can you show me how to create the policy? Join SQL Backup’s 35,000+ customers to compress and strengthen your backups "SQL Backup will be a REAL boost to any DBA lucky enough to use it." Jonathan Allen. Download a free trial now.

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  • Read about Interface-Based Programming in C#

    - by Editor
    Learn to program using interfaces by reading C# Online.NET articles like Interfaces and Abstract Classes. And, here is an excerpt from a VSLive! article on Interface-Based Programming in C#. "Interfaces help define a contract, or agreement, between your application and other objects. This agreement indicates what sort of methods, properties and events are exposed by an object. [...]

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  • A memory leak occurs in a .NET Framework 2.0-based application that uses the AesCryptoServiceProvide

    981575 ... A memory leak occurs in a .NET Framework 2.0-based application that uses the AesCryptoServiceProvider classThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....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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  • Developing a cloud based app

    - by user134897
    I am a company owner that has developed a cloud based app. My code writer has told me how good he is more than once, well, better stated, he did a good job telling me he was better than everyone else in my rather small community. In the last 18 months I have spent nearly 160,000.00 dollars trying to get this company to the "making money" stage. I am now nearly broke, sitting on the edge of a brilliant marketing plan to launch a much needed cloud based app. We did launch our app last year (late 2013), and the feedback was amazing from the users. One user that signed up to use the free app stated that we needed to call him the moment our company goes public because he wants to be the first to buy stock. Now, here's my problem. We did not originally set out to develop a freemium app, we just sort of ended up there by the natural progression of the app. So, now I have an app that really needs to be scrapped and re-built. Although I do feel my code writer has displayed some brilliance in what he has done, he was extremely weak on graphics and every time we speak he tells me there is a newer better way to code that he is trying to learn. So, here's the million dollar question. Ho do I find code writers that already know the newest, best ways to write code? Or maybe better asked, what is the newest best code writing technique? Second, is it even possible to find code writers that are good at graphics? In short, I am nearly broke and need to start over, but I do not know where to find people qualified to write it good the first time around and display good graphic skills. I am trying to build a team of writers instead of just one person. Maybe 3 good at code and two good at graphics, but I am clueless as to what criteria I should use to determine if I am building the right team members. Please help, I am sure you can tell I am fairly lost by my continued rambling.

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  • Event ID 8021 The browser was unable to retrieve a list of servers from the browser master

    - by Ash
    We have a LAN where workstations are randomly losing network connectivity for brief moments of time. The workstations can also take a long time to login to the domain. During our troubleshooting we have found an error log on a few Windows 7 workstations: Warning BROWSER 8021 The browser was unable to retrieve a list of servers from the browser master \\random-pc on the network \Device\NetBT_Tcpip_{BBABCDE9-D8A0-4399-93F2-492FE0848B12}. The data is the error code. What do these errors mean? What computers should have the Computer Browser service enabled, workstations and/or servers? The environment is a mix of Windows 7 & Windows XP workstations on a Windows Server SBS 2011 SP1 domain.

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  • Chrome browser full Kiosk mode in Linux (Puppy Linux)

    - by Brandon Ellis
    Let me just say thanks in advance. I am having issues getting google-chrome browser into full KIOSK MODE with no browser bar on a linux platform Looking through the google forums I have found numerous postings on how to get Chrome to show full kiosk mode BUT tried to execute with --kiosk but doesnt seem to get the job done. I dont know if this is platform specific or not, but any useful information would help. I know F11 will display the browser in full kiosk mode, with no browser bar BUT is there a way to do this with a linux script and no need for a monkey pressing F11??

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  • Perl program doesn't get displayed in browser (windows)

    - by Dextar
    system info: i have installed XAMPP on my machine having Window XP OS . also installed Apache2.2, now, i have created two folders in C:\xampp\htdocs they are php and perl . these folder contains programs in their respective languages (ie index.php and index.pl respectively) when i type in browser : http: //localhost:88/php/ the program in index.php gets executed and o/p is displayed in browser but , when i type: http://localhost:88/perl/ browser displays a blank page PROBLEM : how to run .pl file in above scenario ?

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  • Restart browser on error

    - by billfredtom
    Is there a way to restart a browser (Internet Explorer, Firefox, etc) automatically upon receiving an error such as a DNS error or Page not found? Background: It is for a web based signage application that has intermittent network drop outs, therefore if there's no internet, and the sign tries to go to the next page, an error occurs on browser, and we get one big ugly sign. We need a way to either restart the browser, or customise displayed error messages to use javascript to try redirection to the live sign again.

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  • Why do some games randomly turn my screen a random solid color?

    - by Emlena.PhD
    When playing some games my computer will randomly have an error that I cannot fix without turning it off and back on again. The screen changes to one solid color, which varies (off the top of my head I can remember seeing solid green, magenta, etc..) and the sound blares a single tone. The sound sometimes briefly restores and I can still hear the game sounds and even hear and still be heard by people in my Mumble channel, but the screen doesn't right itself so I'm still blind. What's more is this happens in some games but not in others. While the game is actually running, not while I'm still in the menu. However, it does happen if I'm afk or idle but the game world is still rendering. Games where the error occurs: League of Legends World of Warcraft Trine The Sims 2 Dungeon Defenders Safe games: games where it has never occurred: Tribes: Ascend Star Wars: the Old Republic Battlefield 3 So relatively older games cause the problem while newer games do not? I cannot predict when it will happen, it just seems random. However, if it happens and I try playing the same game further after restart it does appear to occur more frequently after the first time. But if I switch to a safe game it doesn't continue happening. Both of my RAM sticks appear fine, flipped position or either one on their own and games still run, computer still boots. I would think over-heating, but then why not all games? ALso, sometimes it happens immediately after I start playing, within seconds of the 3D world booting up. I'm looking to upgrade very soon so I want to figure out what component or software is fubar and replace/repair it. Any suggestions or recommendations of tools would be helpful. Below is some system information. Dxdiag does not detect any problems. Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120305-1505) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: EP45-UD3R BIOS: Award Modular BIOS v6.00PG Processor: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz (2 CPUs), ~3.2GHz Memory: 4096MB RAM DirectX Version: DirectX 11 DxDiag Version: 6.01.7601.17514 64bit Unicode Graphics card name: NVIDIA GeForce GTX 285 Driver Version: 8.17.12.9610 (error has occurred w/several driver versions) Sound: I do not have a sound card, been using motherboard's built in sound)

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  • Control Targeted Browser Window

    - by Brent Arias
    When I have multiple browser windows open, I don't know how to control which is chosen to open a new link - when that link is selected in a non-browser application. For example, when I click a web link in OneNote or Word, the already-open browser that is chosen is whichever one of my Internet Explorer windows happens to have the least number of open browsing tabs. I would like to change that behavior. I'd like that each newly opened page, as selected from a non-browser app, always goes to the last internet explorer window I had active. Can this be done?

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  • Full computer freeze with audio stuttering after playing games for a period of time

    - by Wes
    I've been having a problem with my computer freezing completely when playing games like LA Noire or SW:TOR (yay early access!). Basically, what happens is I will play for around an hour or so (depending on the game) and when the freeze happens, the entire computer locks up and any audio that was being played glitches out and stutters broken-record style (only much shorter. Very techno). I think it might be heat related and thought it might be my video card overheating, so I have been setting my video card (Nvidia Geforce 260GTX 216-core) fan to highest setting, but that has little to no effect. Now I'm beginning to think it's either my FSB or CPU overheating. Can anyone provide some insight or similar experiences? I'm really at a loss and don't wanna damage my rig beyond repair.

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  • games and movies become too slow after some time

    - by ishaq
    On my gaming desktop, I was fixing my desktop's power supply when something seemed to burn (I got that stinging burning smell). However when I turned ON the computer (it was OFF before), everything seemed to be fine. However, I have noticed that now it becomes too slow if I play a game or movie on it. I am talking about the computer becoming painfully slow after about 5 minutes into the movie/game (it works fine otherwise e.g. browsing), it becomes so slow I can see individual frames from movies/games. What could be the problem? A fried video card? friend memory (RAM), something else? My system's configuration is: Intel Core i7 CPU 3.40GHz 8GB DDR3 RAM 2TB WDC HDD NVIDIA GeForece GT 220 (1GB) Thermal Take Commander MS1 Chassis ( http://www.thermaltakeusa.com/Product.aspx?S=1394&ID=2051 ) mainboard: Intel DH67CL AAG10212-208 Realtek High Definition Audio

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • How can I rank teams based off of head to head wins/losses

    - by TMP
    I'm trying to write an algorithm (specifically in Ruby) that will rank teams based on their record against each other. If a team A and team B have won the same amount of games against each other, then it goes down to point differentials. Here's an example: A beat B two times B beats C one time A beats D three times C bests D two times D beats C one time B beats A one time Which sort of reduces to A[B] = 2 B[C] = 1 A[D] = 3 C[D] = 2 D[C] = 1 B[A] = 1 Which sort of reduces to A[B] = 1 B[C] = 1 A[D] = 3 C[D] = 1 D[C] = -1 B[A] = -1 Which is about how far I've got I think the results of this specific algorithm would be: A, B, C, D But I'm stuck on how to transition from my nested hash-like structure to the results. My psuedo-code is as follows (I can post my ruby code too if someone wants): For each game(g): hash[g.winner][g.loser] += 1 That leaves hash as the first reduction above hash2 = clone of hash For each key(winner), value(losers hash) in hash: For each key(loser), value(losses against winner): hash2[loser][winner] -= losses Which leaves hash2 as the second reduction Feel free to as me question or edit this to be more clear, I'm not sure of how to put it in a very eloquent way. Thanks!

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Internet connection lost for browser but still there for transmission

    - by Ashu2982
    I brought Dell Inspiron N5050 few months back. from day 1 i am getting problem with wired connection, i am able to use web browser for few minutes then all of the sudden i lost internet connection but i don't know why transmission is still able to download torrent from internet. today i installed steadyflow download manager and i see it is also downloading fine but beside these everything fails to connect to internet. one more thing internet connection is recovered automatically after few minutes. But this problem occurred repeatedly I have reinstalled ubuntu 12.04 three times, but problem is still there

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