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  • How do I break down an NSTimeInterval into year, months, days, hours, minutes and seconds on iPhone?

    - by willc2
    I have a time interval that spans years and I want all the time components from year down to seconds. My first thought is to integer divide the time interval by seconds in a year, subtract that from a running total of seconds, divide that by seconds in a month, subtract that from the running total and so on. That just seems convoluted and I've read that whenever you are doing something that looks convoluted, there is probably a built-in method. Is there? I integrated Alex's 2nd method into my code. It's in a method called by a UIDatePicker in my interface. NSDate *now = [NSDate date]; NSDate *then = self.datePicker.date; NSTimeInterval howLong = [now timeIntervalSinceDate:then]; NSDate *date = [NSDate dateWithTimeIntervalSince1970:howLong]; NSString *dateStr = [date description]; const char *dateStrPtr = [dateStr UTF8String]; int year, month, day, hour, minute, sec; sscanf(dateStrPtr, "%d-%d-%d %d:%d:%d", &year, &month, &day, &hour, &minute, &sec); year -= 1970; NSLog(@"%d years\n%d months\n%d days\n%d hours\n%d minutes\n%d seconds", year, month, day, hour, minute, sec); When I set the date picker to a date 1 year and 1 day in the past, I get: 1 years 1 months 1 days 16 hours 0 minutes 20 seconds which is 1 month and 16 hours off. If I set the date picker to 1 day in the past, I am off by the same amount. Update: I have an app that calculates your age in years, given your birthday (set from a UIDatePicker), yet it was often off. This proves there was an inaccuracy, but I can't figure out where it comes from, can you?

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  • Calculating pi using infinite series in C#

    - by Jonathan Chan
    Hi! I tried to write the following program in C# to calculate pi using infinite recursion, but I keep getting confused about integer/double/decimal division. I really have no clue why this isn't working, so pardon me for my lack of understanding of strongly typed stuff, as I'm still learning C#. Thanks in advance! using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { class Program { public static int Main(string[] args) { int numeratornext = 2; int denominatornext = 5; decimal findto = 100.0M; decimal pi = 0.0M; decimal halfpi = 1.0M; int seriesnum = 1; int seriesden = 3; for (int i = 0; i < findto; i++) { halfpi += Decimal.Divide((decimal)seriesnum, (decimal)seriesden); //System.Console.WriteLine(Decimal.Divide((decimal)seriesnum, (decimal)seriesden).ToString()); seriesnum *= numeratornext; seriesden *= denominatornext; numeratornext++; denominatornext += 2; } pi = halfpi * 2; System.Console.WriteLine(pi.ToString()); System.Console.ReadLine(); return 0; } } }

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  • Objective-C scanf spaces issue

    - by Rob
    I am learning objective-C and for the life of me can't figure out why this is happening. When the user inputs when the code is: scanf("%c %lf", &operator, &number); For some reason it messes with this code: doQuit = 0; [deskCalc setAccumulator: 0]; while (doQuit == 0) { NSLog(@"Please input an operation and then a number:"); scanf("%c %lf", &operator, &number); switch (operator) { case '+': [deskCalc add: number]; NSLog (@"%lf", [deskCalc accumulator]); break; case '-': [deskCalc subtract: number]; NSLog (@"%lf", [deskCalc accumulator]); break; case '*': case 'x': [deskCalc multiply: number]; NSLog (@"%lf", [deskCalc accumulator]); break; case '/': if (number == 0) NSLog(@"You can't divide by zero."); else [deskCalc divide: number]; NSLog (@"%lf", [deskCalc accumulator]); break; case 'S': [deskCalc setAccumulator: number]; NSLog (@"%lf", [deskCalc accumulator]); break; case 'E': doQuit = 1; break; default: NSLog(@"You did not enter a valid operator."); break; } } When the user inputs for example "E 10" it will exit the loop but it will also print "You did not enter a valid operator." When I change the code to: scanf(" %c %lf", &operator, &number); It all of a sudden doesn't print this last line. What is it about the space before %c that fixes this?

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  • why assign null value or another default value firstly?

    - by Phsika
    i try to generate some codes. i face to face delegates. Everythings is ok.(Look below) But appearing a warning: you shold assing value why? but second code below is ok. namespace Delegates { class Program { static void Main(string[] args) { HesapMak hesapla = new HesapMak(); hesapla.Calculator = new HesapMak.Hesap(hesapla.Sum); double sonuc = hesapla.Calculator(34, 2); Console.WriteLine("Toplama Sonucu:{0}",sonuc.ToString()); Console.ReadKey(); } } class HesapMak { public double Sum(double s1, double s2) { return s1 + s2; } public double Cikarma(double s1, double s2) { return s1 - s2; } public double Multiply(double s1, double s2) { return s1 * s2; } public double Divide(double s1, double s2) { return s1 / s2; } public delegate double Hesap(double s1, double s2); public Hesap Calculator; ----&#60; they want me assingn value } } namespace Delegates { class Program { static void Main(string[] args) { HesapMak hesapla = new HesapMak(); hesapla.Calculator = new HesapMak.Hesap(hesapla.Sum); double sonuc = hesapla.Calculator(34, 2); Console.WriteLine("Toplama Sonucu:{0}",sonuc.ToString()); Console.ReadKey(); } } class HesapMak { public double Sum(double s1, double s2) { return s1 + s2; } public double Cikarma(double s1, double s2) { return s1 - s2; } public double Multiply(double s1, double s2) { return s1 * s2; } public double Divide(double s1, double s2) { return s1 / s2; } public delegate double Hesap(double s1, double s2); public Hesap Calculator=null; } }

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  • F# passing an operator with arguments to a function

    - by dan
    Can you pass in an operation like "divide by 2" or "subtract 1" using just a partially applied operator, where "add 1" looks like this: List.map ((+) 1) [1..5];; //equals [2..6] // instead of having to write: List.map (fun x-> x+1) [1..5] What's happening is 1 is being applied to (+) as it's first argument, and the list item is being applied as the second argument. For addition and multiplication, this argument ordering doesn't matter. Suppose I want to subtract 1 from every element (this will probably be a common beginners mistake): List.map ((-) 1) [1..5];; //equals [0 .. -4], the opposite of what we wanted 1 is applied to the (-) as its first argument, so instead of (list_item - 1), I get (1 - list_item). I can rewrite it as adding negative one instead of subtracting positive one: List.map ((+) -1) [1..5];; List.map (fun x -> x-1) [1..5];; // this works too I'm looking for a more expressive way to write it, something like ((-) _ 1), where _ denotes a placeholder, like in the Arc language. This would cause 1 to be the second argument to -, so in List.map, it would evaluate to list_item - 1. So if you wanted to map divide by 2 to the list, you could write: List.map ((/) _ 2) [2;4;6] //not real syntax, but would equal [1;2;3] List.map (fun x -> x/2) [2;4;6] //real syntax equivalent of the above Can this be done or do I have to use (fun x -> x/2)? It seems that the closest we can get to the placeholder syntax is to use a lambda with a named argument.

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  • Can I ignore a SIGFPE resulting from division by zero?

    - by Mikeage
    I have a program which deliberately performs a divide by zero (and stores the result in a volatile variable) in order to halt in certain circumstances. However, I'd like to be able to disable this halting, without changing the macro that performs the division by zero. Is there any way to ignore it? I've tried using #include <signal.h> ... int main(void) { signal(SIGFPE, SIG_IGN); ... } but it still dies with the message "Floating point exception (core dumped)". I don't actually use the value, so I don't really care what's assigned to the variable; 0, random, undefined... EDIT: I know this is not the most portable, but it's intended for an embedded device which runs on many different OSes. The default halt action is to divide by zero; other platforms require different tricks to force a watchdog induced reboot (such as an infinite loop with interrupts disabled). For a PC (linux) test environment, I wanted to disable the halt on division by zero without relying on things like assert.

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  • Project Euler Problem #11

    - by SoulBeaver
    Source: http://projecteuler.net/index.php?section=problems&id=11 Quick overview: Take a 20x20 grid of numbers and compute the largest product of 4 pairs of numbers in either horizontal, vertical, or diagonal. My current approach is to divide the 20x20 grid up into single rows and single columns and go from there with a much more manageable grid. The code I'm using to divide the rows into rows is void fillRows ( string::const_iterator& fieldIter, list<int>& rowElements, vector<list<int>>& rows ) { int count(0); for( ; fieldIter < field.end(); ++fieldIter ) { if(isdigit(field[*fieldIter])) { rowElements.push_back(toInt(field[*fieldIter])); ++count; } if(count == 40) { rows.push_back(rowElements); count = 0; rowElements.clear(); } } } Short explanation: I have the field set as static const std::string field and I am filling a vector with lists of rows. Why a list? Because the queue doesn't have a clear function. Also practice using STL container lists and not ones I write myself. However, this thing isn't working. Oftentimes I see it omitting a character( function toInt parses the const char as int ) and I end up with 18 rows, two rows short of the 20x20 grid. The length of the rows seem good. Rows: 18 RowElements[0]: 40 (instead of pairs I saved each number individually. Will fix that later) What am I doing wrong?

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  • Why does the BigFraction class in the Apache-Commons-Math library return incorrect division results?

    - by Timothy Lee Russell
    In the spirit of using existing, tested and stable libraries of code, I started using the Apache-Commons-Math library and its BigFraction class to perform some rational calculations for an Android app I'm writing called RationalCalc. It works great for every task that I have thrown at it, except for one nagging problem. When dividing certain BigFraction values, I am getting incorrect results. If I create a BigFraction with the inverse of the divisor and multiply instead, I get the same incorrect answer but perhaps that is what the library is doing internally anyway. Does anyone know what I am doing wrong? The division works correctly with a BigFraction of 2.5 but not 2.51, 2.49, etc... // *** incorrect! *** BigFraction one = new BigFraction(1.524); //one: 1715871458028159 / 1125899906842624 BigFraction two = new BigFraction(2.51); //two: 1413004383087493 / 562949953421312 BigFraction three = one.divide(two); //three: 0 Log.i("solve", three.toString()); //should be 0.607171315 ?? //returns 0 // *** correct! **** BigFraction four = new BigFraction(1.524); //four: 1715871458028159 / 1125899906842624 BigFraction five = new BigFraction(2.5); //five: 5 / 2 BigFraction six = four.divide(five); //six: 1715871458028159 / 2814749767106560 Log.i("solve", six.toString()); //should be 0.6096 ?? //returns 0.6096

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  • TransactionScope and Transactions

    - by Mike
    In my C# code I am using TransactionScope because I was told not to rely that my sql programmers will always use transactions and we are responsible and yada yada. Having said that It looks like TransactionScope object Rolls back before the SqlTransaction? Is that possible and if so what is the correct methodology for wrapping a TransactionScope in a transaction. Here is the sql test CREATE PROC ThrowError AS BEGIN TRANSACTION --SqlTransaction SELECT 1/0 IF @@ERROR<> 0 BEGIN ROLLBACK TRANSACTION --SqlTransaction RETURN -1 END ELSE BEGIN COMMIT TRANSACTION --SqlTransaction RETURN 0 END go DECLARE @RESULT INT EXEC @RESULT = ThrowError SELECT @RESULT And if I run this I get just the divide by 0 and return -1 Call from the C# code I get an extra error message Divide by zero error encountered. Transaction count after EXECUTE indicates that a COMMIT or ROLLBACK TRANSACTION tatement is missing. Previous count = 1, current count = 0. If I give the sql transaction a name then Cannot roll back SqlTransaction. No transaction or savepoint of that name was found. Transaction count after EXECUTE indicates that a COMMIT or ROLLBACK TRANSACTION statement is missing. Previous count = 1, current count = 2. some times it seems the count goes up, until the app completely exits The c# is just using (TransactionScope scope = new TransactionScope()) { ... Execute Sql scope.Commit() }

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  • How do I make this nested for loop, testing sums of cubes, more efficient?

    - by Brian J. Fink
    I'm trying to iterate through all the combinations of pairs of positive long integers in Java and testing the sum of their cubes to discover if it's a Fibonacci number. I'm currently doing this by using the value of the outer loop variable as the inner loop's upper limit, with the effect being that the outer loop runs a little slower each time. Initially it appeared to run very quickly--I was up to 10 digits within minutes. But now after 2 full days of continuous execution, I'm only somewhere in the middle range of 15 digits. At this rate it may end up taking a whole year just to finish running this program. The code for the program is below: import java.lang.*; import java.math.*; public class FindFib { public static void main(String args[]) { long uLimit=9223372036854775807L; //long maximum value BigDecimal PHI=new BigDecimal(1D+Math.sqrt(5D)/2D); //Golden Ratio for(long a=1;a<=uLimit;a++) //Outer Loop, 1 to maximum for(long b=1;b<=a;b++) //Inner Loop, 1 to current outer { //Cube the numbers and add BigDecimal c=BigDecimal.valueOf(a).pow(3).add(BigDecimal.valueOf(b).pow(3)); System.out.print(c+" "); //Output result //Upper and lower limits of interval for Mobius test: [c*PHI-1/c,c*PHI+1/c] BigDecimal d=c.multiply(PHI).subtract(BigDecimal.ONE.divide(c,BigDecimal.ROUND_HALF_UP)), e=c.multiply(PHI).add(BigDecimal.ONE.divide(c,BigDecimal.ROUND_HALF_UP)); //Mobius test: if integer in interval (floor values unequal) Fibonacci number! if (d.toBigInteger().compareTo(e.toBigInteger())!=0) System.out.println(); //Line feed else System.out.print("\r"); //Carriage return instead } //Display final message System.out.println("\rDone. "); } } Now the use of BigDecimal and BigInteger was delibrate; I need them to get the necessary precision. Is there anything other than my variable types that I could change to gain better efficiency?

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  • Which fieldtype is best for storing PRICE values?

    - by BerggreenDK
    Hi there I am wondering whats the best "price field" in MSSQL for a shoplike structure? Looking at this overview: http://www.teratrax.com/sql_guide/data_types/sql_server_data_types.html We have datatypes called money, smallmoney, then we have decimal/numeric and lastly float and real Name, memory/disk-usage and value ranges: Money: 8 bytes (values: -922,337,203,685,477.5808 to +922,337,203,685,477.5807) Smallmoney: 4 bytes (values: -214,748.3648 to +214,748.3647) Decimal: 9 [default, min. 5] bytes (values: -10^38 +1 to 10^38 -1 ) Float: 8 bytes (values: -1.79E+308 to 1.79E+308 ) Real: 4 bytes (values: -3.40E+38 to 3.40E+38 ) My question is: is it really wise to store pricevalues in those types? what about eg. INT? Int: 4 bytes (values: -2,147,483,648 to 2,147,483,647) Lets say a shop uses dollars, they have cents, but I dont see prices being $49.2142342 so the use of a lot of decimals showing cents seems waste of SQL bandwidth. Secondly, most shops wouldn't show any prices near 200.000.000 (not in normal webshops at least... unless someone is trying to sell me a famous tower in Paris) So why not go for an int? An int is fast, its only 4 bytes and you can easily make decimals, by saving values in cents instead of dollars and then divide when you present the values. The other approach would be to use smallmoney which is 4 bytes too, but this will require the math part of the CPU to do the calc, where as Int is integer power... on the downside you will need to divide every single outcome. Are there any "currency" related problems with regionalsettings when using smallmoney/money fields? what will these transfer too in C#/.NET ? Any pros/cons? Go for integer prices or smallmoney or some other? Whats does your experience tell?

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  • Groovy as a substitute for Java when using BigDecimal?

    - by geejay
    I have just completed an evaluation of Java, Groovy and Scala. The factors I considered were: readability, precision The factors I would like to know: performance, ease of integration I needed a BigDecimal level of precision. Here are my results: Java void someOp() { BigDecimal del_theta_1 = toDec(6); BigDecimal del_theta_2 = toDec(2); BigDecimal del_theta_m = toDec(0); del_theta_m = abs(del_theta_1.subtract(del_theta_2)) .divide(log(del_theta_1.divide(del_theta_2))); } Groovy void someOp() { def del_theta_1 = 6.0 def del_theta_2 = 2.0 def del_theta_m = 0.0 del_theta_m = Math.abs(del_theta_1 - del_theta_2) / Math.log(del_theta_1 / del_theta_2); } Scala def other(){ var del_theta_1 = toDec(6); var del_theta_2 = toDec(2); var del_theta_m = toDec(0); del_theta_m = ( abs(del_theta_1 - del_theta_2) / log(del_theta_1 / del_theta_2) ) } Note that in Java and Scala I used static imports. Java: Pros: it is Java Cons: no operator overloading (lots o methods), barely readable/codeable Groovy: Pros: default BigDecimal means no visible typing, least surprising BigDecimal support for all operations (division included) Cons: another language to learn Scala: Pros: has operator overloading for BigDecimal Cons: some surprising behaviour with division (fixed with Decimal128), another language to learn

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  • Total Average Week using a Parameter

    - by Jose
    I have a crystal report that shows sales volumes called week to date volume. It shows current week, previous week, and average week. The report prompts for a date parameter and I extract the week number to get current week and previous week volumes. Did it this way because Mngmt wants to be able to run report whenever. My problem is for Average Week I cant figure out how to get the number of weeks to divide by for my average. Report originates from June 1st, 2010. Right now I have: DATEPART("ww", {?date}) - DATEPART("ww", DATE(2010, 6, 1)) This returns 2 right now which is perfect, so i divide my total by 2. This code will work until the end of the year then I'm hooped. Any idea how I can make this a little more dynamic. I was thinking a counter somehow, just can't get the logic down because the date parameter will keep changing, meaning I cant increase my counter by 1 after each week??? Cheers.

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  • OpenMP: Get total number of running threads

    - by Konrad Rudolph
    I need to know the total number of threads that my application has spawned via OpenMP. Unfortunately, the omp_get_num_threads() function does not work here since it only yields the number of threads in the current team. However, my code runs recursively (divide and conquer, basically) and I want to spawn new threads as long as there are still idle processors, but no more. Is there a way to get around the limitations of omp_get_num_threads and get the total number of running threads? If more detail is required, consider the following pseudo-code that models my workflow quite closely: function divide_and_conquer(Job job, int total_num_threads): if job.is_leaf(): # Recurrence base case. job.process() return left, right = job.divide() current_num_threads = omp_get_num_threads() if current_num_threads < total_num_threads: # (1) #pragma omp parallel num_threads(2) #pragma omp section divide_and_conquer(left, total_num_threads) #pragma omp section divide_and_conquer(right, total_num_threads) else: divide_and_conquer(left, total_num_threads) divide_and_conquer(right, total_num_threads) job = merge(left, right) If I call this code with a total_num_threads value of 4, the conditional annotated with (1) will always evaluate to true (because each thread team will contain at most two threads) and thus the code will always spawn two new threads, no matter how many threads are already running at a higher level. I am searching for a platform-independent way of determining the total number of threads that are currently running in my application.

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  • How do I break down an NSTimeInterval into year, months, days, hours, minutes and seconds on iPhone?

    - by willc2
    I have a time interval that spans years and I want all the time components from year down to seconds. My first thought is to integer divide the time interval by seconds in a year, subtract that from a running total of seconds, divide that by seconds in a month, subtract that from the running total and so on. That just seems convoluted and I've read that whenever you are doing something that looks convoluted, there is probably a built-in method. Is there? I integrated Alex's 2nd method into my code. It's in a method called by a UIDatePicker in my interface. NSDate *now = [NSDate date]; NSDate *then = self.datePicker.date; NSTimeInterval howLong = [now timeIntervalSinceDate:then]; NSDate *date = [NSDate dateWithTimeIntervalSince1970:howLong]; NSString *dateStr = [date description]; const char *dateStrPtr = [dateStr UTF8String]; int year, month, day, hour, minute, sec; sscanf(dateStrPtr, "%d-%d-%d %d:%d:%d", &year, &month, &day, &hour, &minute, &sec); year -= 1970; NSLog(@"%d years\n%d months\n%d days\n%d hours\n%d minutes\n%d seconds", year, month, day, hour, minute, sec); When I set the date picker to a date 1 year and 1 day in the past, I get: 1 years 1 months 1 days 16 hours 0 minutes 20 seconds which is 1 month and 16 hours off. If I set the date picker to 1 day in the past, I am off by the same amount. Update: I have an app that calculates your age in years, given your birthday (set from a UIDatePicker), yet it was often off. This proves there was an inaccuracy, but I can't figure out where it comes from, can you?

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  • Creating a C++ DLL and then using it in C#

    - by Major
    Ok I'm trying to make a C++ DLL that I can then call and reference in a c# App. I've already made a simple dll using the numberous guides out there, however when I try to reference it in the C# app I get the error Unable to load DLL 'SDES.dll': The specified module could not be found. The code for the program is as follows (bear with me I'm going to include all the files) //These are the DLL Files. ifndef TestDLL_H define TestDLL_H extern "C" { // Returns a + b __declspec(dllexport) double Add(double a, double b); // Returns a - b __declspec(dllexport) double Subtract(double a, double b); // Returns a * b __declspec(dllexport) double Multiply(double a, double b); // Returns a / b // Throws DivideByZeroException if b is 0 __declspec(dllexport) double Divide(double a, double b); } endif //.cpp include "test.h" include using namespace std; extern double __cdecl Add(double a, double b) { return a + b; } extern double __cdecl Subtract(double a, double b) { return a - b; } extern double __cdecl Multiply(double a, double b) { return a * b; } extern double __cdecl Divide(double a, double b) { if (b == 0) { throw new invalid_argument("b cannot be zero!"); } return a / b; } //C# Program using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.InteropServices; namespace ConsoleApplication1 { class Program { [DllImport("SDES.dll")] public static extern void SimulateGameDLL(int a, int b); static void Main(string[] args) { SimulateGameDLL(1, 2); //Error here... } } } Anyone have any idea's what I may be missing in my program? Let me know if I missed some code or if you have any questions.

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  • Why my linux signal handler run only once

    - by Henry Fané
    #include <iostream> #include <signal.h> #include <fenv.h> #include <string.h> void signal_handler(int sig, siginfo_t *siginfo, void* context) { std::cout << " signal_handler " << fetestexcept(FE_ALL_EXCEPT) << std::endl; throw "exception"; } void divide() { float a = 1000., b = 0., c, f = 1e-300; c = a / b; std::cout << c << " and f = " << f << std::endl; } void init_sig_hanlder() { feenableexcept(FE_ALL_EXCEPT); struct sigaction sa, initial_sa; sa.sa_sigaction = &signal_handler ; sigemptyset( &sa.sa_mask ) ; sa.sa_flags = SA_SIGINFO; // man sigaction(3) // allows for void(*)(int,siginfo_t*,void*) handler sigaction(SIGFPE, &sa, &initial_sa); } int main(int argc, char** argv) { init_sig_hanlder(); while(true) { try { sleep(1); divide(); } catch(const char * a) { std::cout << "Exception in catch: " << a << std::endl; } catch(...) { std::cout << "Exception in ..." << std::endl; } } return 0; } Produce the following results on Linux/g++4.2: signal_handler 0 Exception in catch: exception inf and f = 0 inf and f = 0 inf and f = 0 inf and f = 0 So, signal handler is executed the first time but the next fp exception does not trigger the handler again. Where am I wrong ?

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  • virsh vcpu_period and vcpu_quota

    - by Programster
    I have been looking into ways to divide my CPU amongst KVM guests other than by just setting vCPU access limits. I understand the concept of cpu_shares which can be set/displayed with virsh schedinfo, but I also found vcpu_period and vcpu_quota listed with this command as shown below: Looking at the man page, I know what the acceptable input values are but could somebody please explain in simple terms what these two parameters actually do?

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  • Huge Image Problem

    - by Amira Elsayed
    Hi All, I have a great problem , and I have no idea how to solve it , I have create a chart (Mind map) in Smart draw, what I want now is to print this Mind map , the mind map is very large when i Export it as Image I have a big image , so can any one tell me if there is any software that can divide this big image into small parts of size (A4) to be able to print it on several papers and show it to my boss please help as soon as you can Thanks in Advance

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  • load-causing processes disappearing from "top" ps -o pcpu shows bogus numbers

    - by Alec Matusis
    I administer a large number of servers, and I have this problem only with Ubuntu 10.04 LTS: I run a server under normal load (say load average 3.0 on an 8-core server). The "top" command shows processes taking certain % of CPU that cause this load average: say PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 11008 mysql 20 0 25.9g 22g 5496 S 67 76.0 643539:38 mysqld ps -o pcpu,pid -p11008 %CPU PID 53.1 11008 , everything is consistent. The all of the sudden, the process causing the load average disappears from "top", but the process continues to run normally (albeit with a slight performance decrease), and the system load average becomes somewhat higher. The output of ps -o pcpu becomes bogus: # ps -o pcpu,pid -p11008 %CPU PID 317910278 1587 This happened to at least 5 different severs (different brand new IBM System X hardware), each running different software: one httpd 2.2, one mysqld 5.1, and one Twisted Python TCP servers. Each time the kernel was between 2.6.32-32-server and 2.6.32-40-server. I updated some machines to 2.6.32-41-server, and it has not happened on those yet, but the bug is rare (once every 60 days or so). This is from an affected machine: top - 10:39:06 up 73 days, 17:57, 3 users, load average: 6.62, 5.60, 5.34 Tasks: 207 total, 2 running, 205 sleeping, 0 stopped, 0 zombie Cpu(s): 11.4%us, 18.0%sy, 0.0%ni, 66.3%id, 4.3%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 74341464k total, 71985004k used, 2356460k free, 236456k buffers Swap: 3906552k total, 328k used, 3906224k free, 24838212k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 805 root 20 0 0 0 0 S 3 0.0 1493:09 fct0-worker 982 root 20 0 0 0 0 S 1 0.0 111:35.05 fioa-data-groom 914 root 20 0 0 0 0 S 0 0.0 884:42.71 fct1-worker 1068 root 20 0 19364 1496 1060 R 0 0.0 0:00.02 top Nothing causing high load is showing on top, but I have two highly loaded mysqld instances on it, that suddenly show crazy %CPU: #ps -o pcpu,pid,cmd -p1587 %CPU PID CMD 317713124 1587 /nail/encap/mysql-5.1.60/libexec/mysqld and #ps -o pcpu,pid,cmd -p1624 %CPU PID CMD 2802 1624 /nail/encap/mysql-5.1.60/libexec/mysqld Here are the numbers from # cat /proc/1587/stat 1587 (mysqld) S 1212 1088 1088 0 -1 4202752 14307313 0 162 0 85773299069 4611685932654088833 0 0 20 0 52 0 3549 27255418880 5483524 18446744073709551615 4194304 11111617 140733749236976 140733749235984 8858659 0 552967 4102 26345 18446744073709551615 0 0 17 5 0 0 0 0 0 the 14th and 15th numbers according to man proc are supposed to be utime %lu Amount of time that this process has been scheduled in user mode, measured in clock ticks (divide by sysconf(_SC_CLK_TCK). This includes guest time, guest_time (time spent running a virtual CPU, see below), so that applications that are not aware of the guest time field do not lose that time from their calculations. stime %lu Amount of time that this process has been scheduled in kernel mode, measured in clock ticks (divide by sysconf(_SC_CLK_TCK). On a normal server, these numbers are advancing, every time I check the /proc/PID/stat. On a buggy server, these numbers are stuck at a ridiculously high value like 4611685932654088833, and it's not changing. Has anyone encountered this bug?

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Slot Machine Pay Out

    - by Kris.Mitchell
    I have done a lot of research into random number generators for slot machines, reel stop calculations and how to physically give the user a good chance on winning. What I can't figure out is how to properly insure that the machine is going to have a payout rating of (lets say) 95%. So, I have a reel set up wit 22 spaces on it. Filled with 16 different symbols. When I get my random number, mod divide it by 64 and get the remainder, I hop over to a loop up table to see how the virtual stop relates to the reel position. Now that I have how the reels are going to stop, do I make sure the payout ratio is correct? For every dollar they put in, how to I make sure the machine will pay out .95 cents? Thanks for the ideas. I am working in actionscript, if that helps with the language issues, but in general I am just looking for theory.

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  • Creating Wizard in ASP.NET MVC (Part 1)

    - by bipinjoshi
    At times you want to accept user input in your web applications by presenting them with a wizard driven user interface. A wizard driven user interface allows you to logically divide and group pieces of information so that user can fill them up easily in step-by-step manner. While creating a wizard is easy in ASP.NET Web Forms applications, you need to implement it yourself in ASP.NET MVC applications. There are more than one approaches to creating a wizard in ASP.NET MVC and this article shows one of them. In Part 1 of this article you will develop a wizard that stores its data in ASP.NET Session and the wizard works on traditional form submission.http://www.binaryintellect.net/articles/9a5fe277-6e7e-43e5-8408-a28ff5be7801.aspx    

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  • Answers to “What source control system do you use?” (and some winners)

    - by jamiet
    About a month ago I posed a question here on my blog SQL Server devs–what source control system do you use, if any? (answer and maybe win free stuff) in which I asked SQL Server developers to answer the following questions: Are you putting your SQL Server code into a source control system? If so, what source control server software (e.g. TFS, Git, SVN, Mercurial, SourceSafe, Perforce) are you using? What source control client software are you using (e.g. TFS Team Explorer, Tortoise, Red Gate SQL Source Control, Red Gate SQL Connect, Git Bash, etc…)? Why did you make those particular software choices? Any interesting anecdotes to share in regard to your use of source control and SQL Server? I had some really great responses (I highly recommend going and reading them). I promised that the five best, most thought-provoking, responses (as determined by me) would win one of five pairs of licenses for Red Gate SQL Source Control and Red Gate SQL Connect; here are the five that I chose (note that if you responded but did not leave a means of getting in touch then you weren’t considered for one of the prizes – sorry): In general, I don't think the management overhead and licensing cost associated with TFS is worthwhile if all you're doing is using source control. To get value from TFS, at a minimum you need to be using team build, and possibly other stuff as well, such as the sharepoint integration. If that's all you need, then svn with Tortoise would be my first choice. If you want to add build automation later, you can do this with cruisecontrol (is it still called that?), JetBrains, etc. For a long time I thought that Redgate's claims about "bridging the SSMS-VS divide" were a load of hot air, since in my experience anyone who knew what they were doing was using Visual Studio, in particular SSDT and its predecessors. However, on a recent client I was putting in source control for the first time, and I discovered that the "divide" really does exist. That client has ended up using svn with Redgate SQL Source Control, with no build automation, but with scope to add it in the future. Gavin Campbell I think putting the DB under source control is a great idea.  I have issues with the earlier versions of SQL Source Control in that it provides little help in versioning the DB. I think the latest version merges SQL Compare and SQL Source Control together.  Which is how it should have been all along. Sure I have the DB scripts in SVN, but I can't automate DB builds and changes without more tools.  Frankly I'm surprised databases don't have some sort of versioning built into them. Nick Portelli Source control has been immensely useful and saved me from a lot of rework on more than one occasion.  I have learned that you have to be extremely careful checking in data.  Our system is internal only so during the system production run once a week, if there is a problem that I can fix easily(for example, a control table points to a file in the wrong environment), I'll do it directly in production so the run can continue as soon as possible since we have a specified time window.  We do full test runs to minimize this but it has come up once or twice.  We use Red-Gate source control to "push" from the test environment to the production environment.  There have been a couple of occasions where the test environment with the wrong setting was pushed back over the production environment because the change was made only in production.  Gotta keep an eye on that. Alan Dykes Goodness is it manual.  And can be extremely painful at times.  Not only are we running thin, we are constrained on the tools we can get ($$ must mean free).  Certainly no excuse, and a great opportunity to improve my skills by learning new things.  But...  Getting buy in a on a proven process or methodology is hard, takes time, and diverts us from development.  If SQL Source Control is easy to use and proven oh boy could you get some serious fans around here!  Seriously though, as the "accidental dba" of this shop any new ideas / easy to implement tools can make a world of difference in productivity and most importantly accuracy.  Manual = bad. :) John Hennesey (who left his email address) The one thing I would love to know more about is the unique challenges of working with databases as source code - you can store scripts, but are they written as deployment scripts with all the logic about how to apply them to an existing DB? Where is that baseline DB? Where's the data? How does a team share the data and the code? It's a real challenge. Merrill Aldrich Congratulations to the five of you. Red Gate will be in touch with you soon about your free licenses. Thank you to all those that responded. And again, go and check out all the responses – those above are only small proportion from what is a very interesting comment thread. @Jamiet

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  • Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

    - by Jason Fitzpatrick
    If you’re currently using any 64-bit version of Windows you may have noticed there are two “Program Files” folders, one for 64-bit and one for 32-bit apps. Why does Windows need to sub-divide them? Read on to see why. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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