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  • Check if row already exists, if so tell the referenced table the id

    - by flhe
    Let's assume I have a table magazine: CREATE TABLE magazine ( magazine_id integer NOT NULL DEFAULT nextval(('public.magazine_magazine_id_seq'::text)::regclass), longname character varying(1000), shortname character varying(200), issn character varying(9), CONSTRAINT pk_magazine PRIMARY KEY (magazine_id) ); And another table issue: CREATE TABLE issue ( issue_id integer NOT NULL DEFAULT nextval(('public.issue_issue_id_seq'::text)::regclass), number integer, year integer, volume integer, fk_magazine_id integer, CONSTRAINT pk_issue PRIMARY KEY (issue_id), CONSTRAINT fk_magazine_id FOREIGN KEY (fk_magazine_id) REFERENCES magazine (magazine_id) MATCH SIMPLE ON UPDATE NO ACTION ON DELETE NO ACTION ); Current INSERTS: INSERT INTO magazine (longname,shotname,issn) VALUES ('a long name','ee','1111-2222'); INSERT INTO issue (fk_magazine_id,number,year,volume) VALUES (currval('magazine_magazine_id_seq'),'8','1982','6'); Now a row should only be inserted into 'magazine', if it does not already exist. However if it exists, the table 'issue' needs to get the 'magazine_id' of the row that already exists in order to establish the reference. How can i do this? Thx in advance!

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  • IF I have multiple candidate keys which one is a primary key and justify your choice ??

    - by zahrani
    Given R = { Account , Analyst , Assets, Broker, Client, Commission, Company, Dividend, Exchange, Investment, Office, Profile, Return, Risk_profile, Stock, Volume} and a set of functional dependencies F{fd1, fd2,fd3, fd4, fd5,fd6, fd7, fd8, fd9, fd10, fd11} where: fd1: Client - Office fd2: Stock - Exchange, Dividend fd3: Broker - Profile fd4: Company - Stock fd5: Client - Risk_profile, Analyst fd6: Analyst - Broker fd7: Stock, Broker - Invenstment, Volume fd8: Stock - Company fd9: Investment,Commission - Return fd10: Stock, Broker - Client fd11: Account - Assests these are candidate key(s) : (Account, Commission,Analyst ,Company) (Account, Commission,Analyst ,Stock) (Account ,Commission,Broker ,Company) (Account ,Commission,Broker ,Stock) (Account ,Commission,Client, Company) (Account ,Commission,Client ,Stock) (Q) Select a primary key and justify your choice ? I was select (Account ,Commission,Broker ,Stock) as a primary key ??? I chose that because it has the most direct dependencies compared to other ones. e.g. more attributes are functionally dependent on this primary key. please check if my answer is it true ? or Not I'm waiting your answer asap thank you

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  • Looking for suggestions about an architecture of a MultiThreaded app.

    - by Dimitri
    Hello everyone. I am looking to develop a multithreaded application that will be running in unconditional loop and processing high volume of data. High volume is 2000+ records per minute. Processing will involve data retrieval, calculations and data updates. I need the application to perform so that there is virtually no back log, meaning i need to be able to finish up all of the 2000 points in one minute or even faster. Our current implementation features a multithreaded application that is spawn multiple times (from 10 to 20) and we are noticing that it's not handling data as expected and i even feel that instances of the application compete with each other for processor time and eventually if not slowing, not benefiting each other for sure. I would like to know what would be the best approach: have a single instance running but maximize threads that can run simultaneously? or is there other ways i don't know? I'm open to suggestions. Thank you in advance

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  • Mysql Master Slave Replication on Large Database table (how to sync initial data)

    - by Brian Lovett
    We have a production server and a dev server. We have found that backups are nearly impossible on the production server because of the query volume we experience. So, we're looking at setting up replication with our dev server being the slave. This is ideal because we can afford to lock the tables on that server and additionally it will be nice to have up to date data for the developers. Now, the issues. The production server can't really be taken down or locked at this point, at least not easily. We have a high query volume and fairly large 30+ GB innodb tables. Both servers are running all innodb and are also both on mysql 5.1. What can we do to sync the data initially to get replication started? I've tried a few options, but so far, none have worked.

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  • JAX-B annotations for elements that inherit from a parent

    - by AlexM
    When adding JAX-B Java annotations for Java classes - if I have a parent Class Entry, with two children, Book and JournalArticle, Would I add these annotations for all three classes: @XmlAccessorType(XmlAccessType.FIELD) @XmlRootElement ie: @XmlSeeAlso({au.com.library.Book.class, au.com.library.JournalArticle.class}) @XmlAccessorType(XmlAccessType.FIELD) @XmlRootElement public abstract class Entry implements Serializable{ private static final long serialVersionUID = -1895155325179947581L; @XmlElement(name="title") protected String title; @XmlElement(name="author") protected String author; @XmlElement(name="year") protected int year; and @XmlAccessorType(XmlAccessType.FIELD) @XmlRootElement public class Book extends Entry { @XmlElement(name="edition") private String edition; @XmlElement(name="publisher") private String publisher; @XmlElement(name="placeOfPublication") private String placeOfPub; and @XmlAccessorType(XmlAccessType.FIELD) @XmlRootElement public class JournalArticle extends Entry { @XmlElement(name="journalTitle") private String journalTitle; @XmlElement(name="volume") private String volume; @XmlElement(name="issue") private String issue; @XmlElement(name="pageNumbers") private String pgNumbers;

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  • cygwin g++ produces no output

    - by fred basset
    I just installed g++ from cygwin, when I try to compile a C++ file I am not getting any executable produced by the compiler, see example below. What's going wrong? Directory of C:\helloworld 01/02/2011 04:50 PM . 01/02/2011 04:50 PM .. 01/02/2011 04:48 PM 94 helloworld.cpp 1 File(s) 94 bytes 2 Dir(s) 24,658,272,256 bytes free C:\helloworldg++-4 helloworld.cpp C:\helloworlddir Volume in drive C is OS Volume Serial Number is C47B-942D Directory of C:\helloworld 01/02/2011 04:50 PM . 01/02/2011 04:50 PM .. 01/02/2011 04:48 PM 94 helloworld.cpp 1 File(s) 94 bytes 2 Dir(s) 24,657,747,968 bytes free C:\helloworld

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  • What Is Causing The Humming Sound On My Website?

    - by Draven Vestatt
    I've noticed this on a handful of websites on the web. Sometimes there will be a low humming sound, that doesn't increase or decrease with volume. I've searched the web, and I can't find anything addressing it. My website that I've working on(still under construction): http://nottheactualaddress.com Do you hear a low humming sound? The audio is low even if you turn up your volume. If so, what do you think is causing it? It's driving me crazy...

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  • Game-a-Week One Completed

    - by Matt Christian
    Last night I finished my Game-a-Week One and felt and extreme sense of accomplishment with what I finished in a single week. I removed all traces of the JigLibX code since it wasn't working properly due to my implementation and got my collision working thanks to some BoundingSpheres and Riemer's tutorials.  However, since the characters are Corndogs a rectangle bounding box would have made more sense although the bullets are only able to move forward currently. While developing it in a week was a challenge, developing it in a week while maintaining proper coding standards and clean, reusable code was damn near impossible.  It's possible my next step will be to either refactor it or move onto Game-a-Week Two. I will post a link to the game ZIP in the future.

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  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

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  • Most efficient AABB - Ray intersection algorithm for input/output distance calculation

    - by Tobbey
    Thanks to the following thread : most efficient AABB vs Ray collision algorithms I have seen very fast algorithm for ray/AABB intersection point computation. Unfortunately, most of the recent algorithm are accelerated by omitting the "output" intersection point of the box. In my application, I would interested in getting both the the distance from source ray to input: t0 and source ray to output of bounding box: t1. I have seen for instance Eisemann designed a very fast version regarding plucker, smits, ... , but it does not compare the case when both input/output distance should be computed see: http://www.cg.cs.tu-bs.de/publications/Eisemann07FRA/ Does someone know where I can find more information on algorithm performances for the specific input/output problem ? Thank you in advance

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  • How can I test if a point lies between two parallel lines?

    - by Harold
    In the game I'm designing there is a blast that shoots out from an origin point towards the direction of the mouse. The width of this blast is always going to be the same. Along the bottom of the screen (what's currently) squares move about which should be effected by the blast that the player controls. Currently I am trying to work out a way to discover if the corners of these squares are within the blast's two bounding lines. I thought the best way to do this would be to rotate the corners of the square around an origin point as if the blast were completely horizontal and see if the Y values of the corners were less than or equal to the width of the blast which would mean that they lie within the effected region, but I can't work out

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • How to perform efficient 2D picking in HTML5?

    - by jSepia
    I'm currently using an R-Tree for both picking and collision testing. Each entity on screen has a bounding box for collisions and a separate one for picking. Since entities may change position very frequently, both trees must be updated/reordered once per frame. While this is very efficient for collisions, because the tree is used in hundreds of collision queries every frame, I'm finding it too costly for picking, because it only gets queried when the user clicks, thus leading to a lot of wasted tree updates. What would be a more efficient way to implement picking without as much overhead?

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • Detect Open Space in Farseer

    - by Tom G
    I'm working on a 2D platformer using XNA and Farseer. I would like the player's character to be able to grab and climb up ledges. Detecting a collision between the player and the side of a wall is simple enough with the OnCollision delegate, but I have to admit I'm a bit stumped on how to detect that there's enough clearance for the PC to mount the ledge. Essentially, I want to ensure there's an appropriately sized rectangle above and to the left or right of the PC (depending on their direction) and I'm not sure how I would check for such a space. Any suggestions on how to determine there is nothing in the simulated world within some bounding rectangle?

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • Tile transitions - external vs internal

    - by omgnoseat
    I've been looking at a couple of games and noticed that the transitions between tiles are handled somewhat different. I was wondering which methods are to be used in different situations and why. I'm currently using internal edges in a top-down game, and it's working out so far. But I don't want to run into problems later on, and have to redo the whole tileset. I noticed that platforming games mostly use the internal edges, and top-down games mostly use external and hybrid transitions. I can see how these tiles are used to create "depth" in top-down games, where the player apears to be standing in front of a wall for example. But it seems unlikely that such a small feature decides the entire method for tile transitions. You could always alter the bounding box to create the same effect.

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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  • using per pixel collision for an elastic response

    - by Codejoy
    I realize this might be open ended ended but curious if I just did some over kill... I had this http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and i reworked it to work with my animation code in XNA and what not. It works well, but now I want to use this to decide if there was a collision and to have the items (characters) bounce off eachother elastically. Was the per pixel too much and I could of just used a bounding box ? (in fact would that of been preferred for what needs to be calculated in the response for an elastic collision?) Looking for guidance really.

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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • ImgBurn fails to burn data CD-R disk due to "Layouts do not match" error

    - by 0xAether
    I have a reoccurring problem with the program ImgBurn. Whenever I try and burn anything to a CD-R using ImgBurn it burns just fine, except for when I go and verify the disk. It tells me that the "Layouts do not match". Windows 7 shows the disk as completely blank. Although, I see on the bottom of the disk it has been written to. I can burn ISO files to DVD-R's just fine. This only seems to happen with CD-R's. The CD-R's I'm using are Memorex Cool Colors 52x CD-R's. I have looked on Google, and it seems like I'm not the only one this happens to. Unfortunately, no one is able to provide an explanation. I have included the log file from the last CD I just burnt. If you need anything else to better diagnose this problem, I will gladly provide it. ; //****************************************\\ ; ImgBurn Version 2.5.7.0 - Log ; Monday, 19 November 2012, 16:11:57 ; \\****************************************// ; ; I 16:04:55 ImgBurn Version 2.5.7.0 started! I 16:04:55 Microsoft Windows 7 Ultimate x64 Edition (6.1, Build 7601 : Service Pack 1) I 16:04:55 Total Physical Memory: 4,156,380 KB - Available: 3,317,144 KB I 16:04:55 Initialising SPTI... I 16:04:55 Searching for SCSI / ATAPI devices... I 16:04:56 -> Drive 1 - Info: Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:04:56 Found 1 DVD±RW/RAM! I 16:05:37 Operation Started! I 16:05:37 Source File: C:\Users\Aaron\Desktop\VMware Workstation 9.iso I 16:05:37 Source File Sectors: 223,057 (MODE1/2048) I 16:05:37 Source File Size: 456,820,736 bytes I 16:05:37 Source File Volume Identifier: VMwareWorksta9 I 16:05:37 Source File Volume Set Identifier: 20121119_2102 I 16:05:37 Source File File System(s): ISO9660, Joliet I 16:05:37 Destination Device: [1:0:0] Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:05:37 Destination Media Type: CD-R (Disc ID: 97m17s06f, Moser Baer India) I 16:05:37 Destination Media Supported Write Speeds: 10x, 16x, 20x, 24x I 16:05:37 Destination Media Sectors: 359,847 I 16:05:37 Write Mode: CD I 16:05:37 Write Type: SAO I 16:05:37 Write Speed: 6x I 16:05:37 Lock Volume: Yes I 16:05:37 Test Mode: No I 16:05:37 OPC: No I 16:05:37 BURN-Proof: Enabled W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - Wanted: 1,058 KB/s (6x), Got: 1,764 KB/s (10x) / 11,080 KB/s (63x) W 16:05:37 The drive only supports writing these discs at 10x, 16x, 20x, 24x. I 16:05:38 Filling Buffer... (80 MB) I 16:05:40 Writing LeadIn... I 16:06:07 Writing Session 1 of 1... (1 Track, LBA: 0 - 223056) I 16:06:07 Writing Track 1 of 1... (MODE1/2048, LBA: 0 - 223056) I 16:11:00 Synchronising Cache... I 16:11:18 Exporting Graph Data... I 16:11:18 Graph Data File: C:\Users\Aaron\AppData\Roaming\ImgBurn\Graph Data Files\Optiarc_DVD_RW_AD-7560S_SH03_MONDAY-NOVEMBER-19-2012_4-05_PM_97m17s06f_6x.ibg I 16:11:18 Export Successfully Completed! I 16:11:18 Operation Successfully Completed! - Duration: 00:05:41 I 16:11:18 Average Write Rate: 1,522 KB/s (10.1x) - Maximum Write Rate: 1,544 KB/s (10.3x) I 16:11:18 Cycling Tray before Verify... W 16:11:23 Waiting for device to become ready... I 16:11:47 Device Ready! E 16:11:47 CompareImageFileLayouts Failed! - Session Count Not Equal (1/0) E 16:11:47 Verify Failed! - Reason: Layouts do not match. I 16:11:57 Close Request Acknowledged I 16:11:57 Closing Down... I 16:11:57 Shutting down SPTI... I 16:11:57 ImgBurn closed!

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  • Exchange Server 2007 Setup

    - by AlamedaDad
    Hi, I'm working on a upgrade to Exchange 2007 and I wanted to get some advise on hardware choices. We currently have an Exchange 2003 STD server with 400 users split between 6 AD Sites, that is housed on a single server. We need to move to a redundant, fault tolerant system to support our users. I'm planning on installing 2 Dell 1950 servers with W2k8-std to act as CAS and Hub servers, with NLB to allow abstraction of the actual server name to the users. There won't be an edge system since we have a Barracuda box already that will handle in/out spam/virus filtering. Backend I'm planning on 2 mailbox servers which will be Dell 2950s with 16GB RAM, 2 either dual-core or quad-core CPUs and 6 300GB SAS drives in some RAID config. These systems will be clustered using W2k8 Ent clustering and running CCR in Exchange. My questions are as follows: Is 16GB enough RAM for serving that many mailboxes along with the windows clustering and ccr? I'm trying to figure out disk layouts and I'm unsure of whether to use all local disk or some local and some SAN, via an OpenFiler iSCSI server. The SAN would be a Dell 2850 with 6 - 300GB SCSI drives and a PERC controller to slice as I want, with 8GB RAM. Option 1: 2 drives, RAID 1 - OS 2 drives, RAID 1 - Logs 2 drives, RAID 1 - Mail stores Option 2: 2 drives, RAID 1 - OS and logs 4 drives, RAID 5 - Mail Stores and scratch space for eseutil. Option 3: 2 drives, RAID 1 - OS 2 drives, RAID 1 - Logs 2 drives, RAID 0 - scratch space ~300GB iSCSI volume for mail stores Option 4: 2 drives, RAID 1 - OS 4 drives, RAID 5 - scratch space ~300GB iSCSI volume for mail stores ~300GB iSCSI volume for logs I have 2 sockets for CPUs and need to chose between dual and quad cores. The dual core have faster clocks but less cache and I'm thinking older architecture. Am I better off with more cores and cache while sacraficing clock speed? I am planning on adding the new E2K7 cluster to the E2K3 server and then move each mailbox over, all at once, then remove the old server. This seems more complicated than simply getting rid of the 2003 server and then adding the 2007 cluster and restoring the mailboxes using PowerControls or exmerge. The migration option lets me do this on my time, where a cutover means it all needs to work at once. If I go with the cutover method, how can I prebuild the servers and add them to the domain right after removing the 2003 server, or can't I? I think the answer is no and the migration is my only real option if I want to prebuild. I need to also migrate about 30GB of Public Folders. Is there anything special about this, other than specifying in the E2K7 install that I want older Outlook clients and PF's setup? I guess I could even keep the E2K3 server to host just the PFs? Lastly, if I have a mix of Outlook 200, 2003 and 2007 what do I need to do to make sure they all have access to the GAL and OAB? At time of cutover, we'll be at like 90% 2007, but we will have some older stuff around. My plan is to use Outlook Anywhere on laptops that are used outside the physical network. Are there any gotchas involved in that? I'm even thinking about using is for all Outlook clients, does anyone do that? The reason I'm considering it is that our WAN is really VPN tunnels over internet connections, so not a fully messhed, stable WAN. Thank you all very much for the assistance in advance and I look forward to discussion of these points! Regards...Michael

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