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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • How many developers actually have private offices?

    - by Morgan Herlocker
    So I know everyone here is all about private offices, how many developers actually have them. I am sort of half skeptical. I can believe that lead developers have them, but thats normally just one person in your average office. If it would not be to much to ask: Do you work in a totally awesome office or a nasty old cube? (or somewhere in between) What's your relative rank in the office? (junior, programmer II, senior, lead, etc.) are you doing internal software, or are you in a software-centric environment? (the general thought seems to be that internal developers get cubes while others live in "Joel-Spolsky-Programmer-Candyland")

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  • Where can I find game postmortems with a programmer perspective [on hold]

    - by Ken
    There are a number of interesting game post-mortems in places like GDC vault or gamastura.com. The post-mortems are generally give with a CEO/manager perspective or a designer perspective, or, more often a combination of both e.g DOOM postmortem But I have not been able to find many post-mortems which are primarily from the programmers perspective. I'm looking for discussions and rational for technical choices and tradeoffs and how technical problems were overcome. The motivation here is to learn what kind of problems real game programmers encounter and how they go about solving them. A perfect example of what I'm looking for is Renaud Bédard's excellent GDC talk on the development of Fez, "Cubes all the way down". Where can I find more like that?

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  • sell applications that run only on a GPL v2 Server

    - by gadri mabrouk
    I have been testing Pentaho BI server community edition, and after reading their licensing terms I found out that the community edition is under GPLv2. As you may know the server is intended to host different types of files and applications (like reports, olap cubes,etc...) My question is : are we allowed to sell applications that run on the GPLv2 server ? (we will maybe modify the server source code a bit but we won't charge it to our clients. thus the modified GPL server will be just an execution environment or a container for the reports and applications that we intend to sell) ? this suggests that our clients must install the GPL v2 edition first and then buy from us the reports that work on it but not their source code. Thanks in advance.

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  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • Assigning a different texture based on picking(XNA)

    - by Thomas Carmichael
    I'm making a game using XNA. I have some simple objects like cube and sphere, and I would like to change the texture of one face of these objects based on picking. That is, when the cursor is over one face, it turns red. The only way I've seen to do this is to overload the content processor as here: http://xbox.create.msdn.com/en-US/education/catalog/sample/picking_triangle but it seems like it shouldn't be this complicated. I'm using .x models, and would like to be able to implement this for more complex models in the future beyond cubes/spheres/etc. Is this the best/only way to go about it? I'll figure that out if that's what is necessary, but it seems that there would be a simpler solution to load a different texture to a face than I've seen, I just don't know what it is.

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  • Russian Hydrodynamic Modeling, Prediction, and Visualization in Java

    - by Geertjan
    JSC "SamaraNIPIoil", located in Samara, Russia, provides the following applications for internal use. SimTools. Used to create & manage reservoir history schedule files for hydrodynamic models. The main features are that it lets you create/manage schedule files for models and create/manage well trajectory files to use with schedule files. DpSolver. Used to estimate permeability cubes using pore cube and results of well testing. Additionally, the user visualizes maps of vapor deposition polymerization or permeability, which can be visualized layer by layer. The base opportunities of the application are that it enables calculation of reservoir vertical heterogeneity and vertical sweep efficiency; automatic history matching of sweep efficiency; and calculations using Quantile-Quantile transformation and vizualization of permeability cube and other reservoir data. Clearly, the two applications above are NetBeans Platform applications.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch?

    - by Andy Harglesis
    I want to tackle some basic 3-D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy ... I want to do it all myself, however. 2-D collision detection is extremely simple and can be done multiple ways that even beginner programmers could think up: 1.When the pixels touch; 2.when a rectangle range is exceeded; 3.when a pixel object is detected near another one in a pixel-based rendering engine. But 3-D is different with one dimension, but complex in many more so ... what are the general, basic understanding/examples on how 3-D collision detection can be implemented? Think two shaded, OpenGL cubes that are moved next to each other with a simple OpenGL rendering context and keyboard events.

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  • What are the pros and cons of Coffeescript?

    - by Philip
    Of course one big pro is the amount of syntactic sugar leading to shorter code in a lot of cases. On http://jashkenas.github.com/coffee-script/ there are impressive examples. On the other hand I have doubts that these examples represent code of complex real world applications. In my code for instance I never add functions to bare objects but rather to their prototypes. Moreover the prototype feature is hidden from the user, suggesting classical OOP rather than idiomatic Javascript. The array comprehension example would look in my code probably like this: cubes = $.map(list, math.cube); // which is 8 characters less using jQuery...

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  • 3D primitive rendering library

    - by tomzx
    Hi, I am looking for a library which would easily allow me to render shapes (cubes, spheres, lines, circles, etc.) in 3D3 and OpenGL if possible. I want to be able to rapidly design visual debugging tools and I am not proefficient enough in graphics rendering to do it myself (writing the low level stuff that is). The library would have to be for C/C++. I've already taken a look at the open-source 3d engine, but I feel those are too big for what I really need. Do any of you know if such library exist? If so, links would be appreciated!

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  • INFORMATION ON BO VOYAGER AND SOFTWARE

    - by praveen
    Hi All, I would like to know information on BO VOYAGER and its text books and how to get software for practice. We have developed OLAP cubes using SSAS 2008 and we are concern to look for VOYAGER. any opinions on the VOYAGER and how to start learning VOYAGER. I would like to know the complete information. thanks all prav

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  • .NET Geometry Library

    - by dewald
    Does anyone know of a good (efficient, nice API, etc.) geometry open source library for .NET? Some of the operations needed: Data Structures Vectors (2D and 3D with floats and doubles) Lines (2D and 3D) Rectangles / Squares / Cubes / Boxes Spheres / Circles N-Sided Polygon Matrices (floats and doubles) Algorithms Intersection calculations Area / Volume calculations

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  • A polygon creation program, adjacent face ignoring not working right. Any solutions?

    - by user292767
    I'm working on a simple program that converts a 3d array into a polygon structure similar to voxels. It reads the array and creates cubes for positions with a value and checks adjacent directions (North,south,east,west,up,down) for a null value before setting up a cube's face. A link that displays the full code is below, written in GLBasic. Some snapshots to show you whats up. link text

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  • missing subscript c++

    - by Makenshi
    right now c++ is giving me this error: error C2087 'color' missing subscript first time i get this and i dont know what to do .< hope any1 can help me struct Color{ float r; float g; float b; };Color color[][]; and im using it here for(int i=0;i<cubes;i++) { color[i][0].r = fRand();color[i][0].g=fRand(.5);color[i][0].b=fRand(); ...etc

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  • vir-install virtual machine hang on Probbing EDD

    - by user2256235
    I'm using vir-stall virtual machine, and my command is virt-install --name=gust --vcpus=4 --ram=8192 --network bridge:br0 --cdrom=/opt/rhel-server-6.2-x86_64-dvd.iso --disk path=/opt/as1/as1.img,size=50 --accelerate After running the command, it hangs on probing EDD, - Press the <ENTER> key to begin the installation process. +----------------------------------------------------------+ | Welcome to Red Hat Enterprise Linux 6.2! | |----------------------------------------------------------| | Install or upgrade an existing system | | Install system with basic video driver | | Rescue installed system | | Boot from local drive | | Memory test | | | | | | | | | | | | | | | +----------------------------------------------------------+ Press [Tab] to edit options Automatic boot in 57 seconds... Loading vmlinuz...... Loading initrd.img...............................ready. Probing EDD (edd=off to disable)... ok ÿ Previously, I wait a long time, it seems no marching. After I press ctrl + ] and stop it. I find it was running using virsh list, but I cannot console it using virsh concole gust. Any problem and how should I do. Many Thanks

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  • What are some good algorithms for drawing lines between graph nodes?

    - by ApplePieIsGood
    What I'm specifically grappling with is not just the layout of a graph, but when a user selects a graph node and starts to drag it around the screen area, the line has to constantly be redrawn to reflect what it would look like if the user were to release the node. I suppose this is part of the layout algorithm? Also some applications get a bit fancy and don't simply draw the line in a nice curvy way, but also bend the line around the square shaped node in almost right angles. See attached image and keep in mind that as a node is dragged, the line is drawn as marching ants, and re-arranged nicely, while retaining its curved style.

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  • SQL SERVER – Guest Post – Architecting Data Warehouse – Niraj Bhatt

    - by pinaldave
    Niraj Bhatt works as an Enterprise Architect for a Fortune 500 company and has an innate passion for building / studying software systems. He is a top rated speaker at various technical forums including Tech·Ed, MCT Summit, Developer Summit, and Virtual Tech Days, among others. Having run a successful startup for four years Niraj enjoys working on – IT innovations that can impact an enterprise bottom line, streamlining IT budgets through IT consolidation, architecture and integration of systems, performance tuning, and review of enterprise applications. He has received Microsoft MVP award for ASP.NET, Connected Systems and most recently on Windows Azure. When he is away from his laptop, you will find him taking deep dives in automobiles, pottery, rafting, photography, cooking and financial statements though not necessarily in that order. He is also a manager/speaker at BDOTNET, Asia’s largest .NET user group. Here is the guest post by Niraj Bhatt. As data in your applications grows it’s the database that usually becomes a bottleneck. It’s hard to scale a relational DB and the preferred approach for large scale applications is to create separate databases for writes and reads. These databases are referred as transactional database and reporting database. Though there are tools / techniques which can allow you to create snapshot of your transactional database for reporting purpose, sometimes they don’t quite fit the reporting requirements of an enterprise. These requirements typically are data analytics, effective schema (for an Information worker to self-service herself), historical data, better performance (flat data, no joins) etc. This is where a need for data warehouse or an OLAP system arises. A Key point to remember is a data warehouse is mostly a relational database. It’s built on top of same concepts like Tables, Rows, Columns, Primary keys, Foreign Keys, etc. Before we talk about how data warehouses are typically structured let’s understand key components that can create a data flow between OLTP systems and OLAP systems. There are 3 major areas to it: a) OLTP system should be capable of tracking its changes as all these changes should go back to data warehouse for historical recording. For e.g. if an OLTP transaction moves a customer from silver to gold category, OLTP system needs to ensure that this change is tracked and send to data warehouse for reporting purpose. A report in context could be how many customers divided by geographies moved from sliver to gold category. In data warehouse terminology this process is called Change Data Capture. There are quite a few systems that leverage database triggers to move these changes to corresponding tracking tables. There are also out of box features provided by some databases e.g. SQL Server 2008 offers Change Data Capture and Change Tracking for addressing such requirements. b) After we make the OLTP system capable of tracking its changes we need to provision a batch process that can run periodically and takes these changes from OLTP system and dump them into data warehouse. There are many tools out there that can help you fill this gap – SQL Server Integration Services happens to be one of them. c) So we have an OLTP system that knows how to track its changes, we have jobs that run periodically to move these changes to warehouse. The question though remains is how warehouse will record these changes? This structural change in data warehouse arena is often covered under something called Slowly Changing Dimension (SCD). While we will talk about dimensions in a while, SCD can be applied to pure relational tables too. SCD enables a database structure to capture historical data. This would create multiple records for a given entity in relational database and data warehouses prefer having their own primary key, often known as surrogate key. As I mentioned a data warehouse is just a relational database but industry often attributes a specific schema style to data warehouses. These styles are Star Schema or Snowflake Schema. The motivation behind these styles is to create a flat database structure (as opposed to normalized one), which is easy to understand / use, easy to query and easy to slice / dice. Star schema is a database structure made up of dimensions and facts. Facts are generally the numbers (sales, quantity, etc.) that you want to slice and dice. Fact tables have these numbers and have references (foreign keys) to set of tables that provide context around those facts. E.g. if you have recorded 10,000 USD as sales that number would go in a sales fact table and could have foreign keys attached to it that refers to the sales agent responsible for sale and to time table which contains the dates between which that sale was made. These agent and time tables are called dimensions which provide context to the numbers stored in fact tables. This schema structure of fact being at center surrounded by dimensions is called Star schema. A similar structure with difference of dimension tables being normalized is called a Snowflake schema. This relational structure of facts and dimensions serves as an input for another analysis structure called Cube. Though physically Cube is a special structure supported by commercial databases like SQL Server Analysis Services, logically it’s a multidimensional structure where dimensions define the sides of cube and facts define the content. Facts are often called as Measures inside a cube. Dimensions often tend to form a hierarchy. E.g. Product may be broken into categories and categories in turn to individual items. Category and Items are often referred as Levels and their constituents as Members with their overall structure called as Hierarchy. Measures are rolled up as per dimensional hierarchy. These rolled up measures are called Aggregates. Now this may seem like an overwhelming vocabulary to deal with but don’t worry it will sink in as you start working with Cubes and others. Let’s see few other terms that we would run into while talking about data warehouses. ODS or an Operational Data Store is a frequently misused term. There would be few users in your organization that want to report on most current data and can’t afford to miss a single transaction for their report. Then there is another set of users that typically don’t care how current the data is. Mostly senior level executives who are interesting in trending, mining, forecasting, strategizing, etc. don’t care for that one specific transaction. This is where an ODS can come in handy. ODS can use the same star schema and the OLAP cubes we saw earlier. The only difference is that the data inside an ODS would be short lived, i.e. for few months and ODS would sync with OLTP system every few minutes. Data warehouse can periodically sync with ODS either daily or weekly depending on business drivers. Data marts are another frequently talked about topic in data warehousing. They are subject-specific data warehouse. Data warehouses that try to span over an enterprise are normally too big to scope, build, manage, track, etc. Hence they are often scaled down to something called Data mart that supports a specific segment of business like sales, marketing, or support. Data marts too, are often designed using star schema model discussed earlier. Industry is divided when it comes to use of data marts. Some experts prefer having data marts along with a central data warehouse. Data warehouse here acts as information staging and distribution hub with spokes being data marts connected via data feeds serving summarized data. Others eliminate the need for a centralized data warehouse citing that most users want to report on detailed data. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Best Practices, Business Intelligence, Data Warehousing, Database, Pinal Dave, PostADay, Readers Contribution, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • The Missing Post

    - by Joe Mayo
    It’s somewhat of a mystery how the writing process can conjure up results that weren’t initially intended. Case in point is the fact that another post was planned to be in place of this one, but it never made the light of day.  This particular post started off as an introduction to a technology I had just learned, used, and wanted to share the experience with others.  The beginning was fun and demonstrated how easy it was to get started.  One of the things I’ve been pondering over time is that the Web is filled with introductions to new technologies and quick first looks, so I set out to add more depth, share lessons learned, and generally help you avoid the problems I encountered along the way; problems being a key theme of why you aren’t reading that post at this very minute.  Problems that curiously came from nowhere to thwart my good intentions. Success was sweet when using the tool for the prototypical demo scenario. The thing is, I intended the tool to accomplish a real task.  Having embarked on the path toward getting the job done, glitches began creeping into the process.  Realizing that this was all a bit new, I had patience and found a suitable work-around, but this was to be short lived. As in marching ants to a freshly laid out picnic, the problems kept coming until I had to get up and walk away.  Not to be outdone, sheer will and brute force manual intervention led to mission accomplishment.  Though I kept a positive outlook and was pleased at the final result, the process of using the tool had somewhat soured. Regardless of a less than stellar experience with the tool, I have a great deal of respect for the company that produced it and the people who built it. Perhaps I empathize for what they might feel after reading a post that details such deficiencies in their product.  Sure, if you’re in this business, you’ve got to have a thick skin; brush it off, fix the problem, and move on to greatness. But, today I feel like they’re people and are probably already aware of any issues I would seemingly reveal.  Anyone who builds a product or provides a service takes a lot of pride in what they do.  Sometimes they screw up and if their worth a dime, they make it up. I think that will happen in this case and there’s no reason why I should post information that has the potential to sound more negative than helpful.  While no one would ever notice or care either way, I’m posting something that won’t harm. Joe

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  • Building a Data Warehouse

    - by Paul
    I've seen tutorials articles and posts on how to build datawarehouses with star and snowflakes schemas, denormalization of OLTP databases fact and dimension tables and so on. Also seen comments like: Star schemas are for datamarts, at best. There is absolutely no way a true enterprise data warehouse could be represented in a star schema, or snowflake either. I want to create a database that will server for reporting services and maybe (if that isn't enough) install analisys services and extract reports and data from cubes. My question was : Is it really necesarry to redesign my current database and follow the star/snowflake schemas with fact and dimension tables ? Thank you

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  • SQL2005 reporting server: intense security activity

    - by David Wimbush
    On my reporting server the Security log shows large numbers of Logon/Logoff events, often 10 or more, when you run pretty much any report in the Report Manager. Is this normal or is it a classic sign of having the wrong setup? Some system details: Windows Server 2003 R2 SP2, virtual server running under VMWare). SQL Server 2005 SP3 Standard Edition, running databases, Report Manager, and Ananlysis Services cubes. No other major services on the machine (i.e. it's not a domain controller, Exchange server or anything like that). Any ideas, please, guys?

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