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  • SQL Server Import table keeping default values

    - by Chrissi
    I am importing a table from one database to another in SQL Server 2008 by right-clicking the target database and choosing Tasks Import Data... When I import the table I get the column names and types and all the data fine, but I lose the primary key, identity specifications and all the default values that were set in the source table. So now I have to set all the default values for each column again manually. Is there any way to get the default values with the import, or even after with a Query? I am VERY new to this and flailing in the dark, so forgive me if this is a really stupid question...

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  • How to create "cachedXAuthAccessTokenKey" using XAuthTwitterEngine in Twitter in iphone

    - by Pugal Devan
    Hi, I am working on login page validation for twitter application. I have downloaded the sample code of "XAuthTwitterEngineDemo". Now i have created kOAuthConsumerKey and kOAuthConsumerSecret keys and implemented in my code. But i donno, how to create "cachedXAuthAccessTokenKey". #define kCachedXAuthAccessTokenStringKey @"cachedXAuthAccessTokenKey" Is need to create that key?. If yes, Please guide me to how to create?. If i run that program, i entered the correct user name and pass word into the text fields, it shown the message as Incorrect user name/Pass word. I donno why its happened?. so please guide me. Thanks.

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  • Returns an associative array comprising a function's argument list in php

    - by diEcho
    Hello All, in php func_get_args — Returns an array comprising a function's argument list it returns numeric index array is there any function/way in php by which we get associative array i.e. key=value pair i m explaining with example: test.php <?php function foo() { include './fga.inc'; } $x=20; $y=30; foo($x, $y); ?> fga.inc <?php $args = func_get_args(); echo "<pre>"; print_r($args); echo "</pre>"; ?> which should returns array ( 'x'=> 20, 'y' => 30, )

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  • Clone DB table row through MVC in MSSQL

    - by sslepian
    Is there a simple solution for duplicating table rows in MSSQL as well as all table rows with foreign keys pointing to the cloned table row? I've got a "master" table and a bunch of "child" tables which have a foreign key into the ID of the master table. I need to not only create a perfect copy of the master table, but clone each and every child table referencing the master table. Is there a simpler way to do this than creating a new row in the master table, copying in the information from the row to be cloned, then going through each child table and doing the same with each row pointing to the cloned row in the master table? I'm using a MSSQL 2005 Database accessed through C# ASP.net MVC 1.0.

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • How to set initial checked values of rich tree leaf node.

    - by Ajay99
    Hi, How to set the initial the leaf node values. -----------------------Stations.xml AAAAAAAAAAAA BBBBBBBBBBBB CCCCCCCCCC DDDDDDDDDDDD EEEEEEEEEEEEEE Hall Oates - Kiss On My List David Bowie - Let's Dance Lyn Collins - Think (About It) Kim Carnes - Bette Davis Eyes KC the Sunshine Band - Give It Up //inital check values --------------------Libray.java---------------- public class Library { private TreeNode treeData; private List menus=null; public Library()throws Exception { menus=new ArrayList(); //it's initial selection of the check box vardata.attributes.selection("---key1---); vardata.attributes.selection("---key2---); vardata.attributes.selection("---keyn---); yoursuggestedcode.attribute.selection("key"); //I need your suggestion code. FacesContext context = FacesContext.getCurrentInstance(); treeData = XmlTreeDataBuilder.build(new InputSource(getClass().getResourceAsStream("/Stations.xml"))); } public TreeNode getTreeData() { return treeData; } public void setTreeData(TreeNode treeData) { this.treeData = treeData; } public List getMenus() { return menus; } public void setMenus(List menus) { this.menus = menus; }

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  • Select row data as ColumnName and Value

    - by Bobcat1506
    I have a history table and I need to select the values from this table in ColumnName, ColumnValue form. I am using SQL Server 2008 and I wasn’t sure if I could use the PIVOT function to accomplish this. Below is a simplified example of what I need to accomplish: This is what I have: The table’s schema is CREATE TABLE TABLE1 (ID INT PRIMARY KEY, NAME VARCHAR(50)) The “history” table’s schema is CREATE TABLE TABLE1_HISTORY( ID INT, NAME VARCHAR(50), TYPE VARCHAR(50), TRANSACTION_ID VARCHAR(50)) Here is the data from TABLE1_HISTORY ID NAME TYPE TRANSACTION_ID 1 Joe INSERT a 1 Bill UPDATE b 1 Bill DELETE c I need to extract the data from TABLE1_HISTORY into this format: TransactionId Type ColumnName ColumnValue a INSERT ID 1 a INSERT NAME Joe b UPDATE ID 1 b UPDATE NAME Bill c DELETE ID 1 c DELETE NAME Bill Other than upgrading to Enterprise Edition and leveraging the built in change tracking functionality, what is your suggestion for accomplishing this task?

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  • PHP Moving mySQL Tree Node

    - by TK
    I am having trouble trying to move sub nodes or parent nodes up or down... not that good at math. CREATE TABLE IF NOT EXISTS `pages` ( page-id mediumint(8) unsigned NOT NULL AUTO_INCREMENT, page-left mediumint(8) unsigned NOT NULL, page-right smallint(8) unsigned NOT NULL, page-title text NOT NULL, page-content text NOT NULL, page-time int(11) unsigned NOT NULL, page-slug text NOT NULL, page-template text NOT NULL, page-parent mediumint(8) unsigned NOT NULL, page-type text NOT NULL, PRIMARY KEY (page-id) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 ; INSERT INTO pages (page-id, page-left, page-right, page-title, page-content, page-time, page-slug, page-template, page-parent, page-type) VALUES (17, 1, 6, '1', '', 0, 'PARENT', '', 0, ''), (18, 2, 5, '2', '', 0, 'SUB', '', 17, ''), (19, 3, 4, '3', '', 0, 'SUB-SUB', '', 18, ''), (20, 7, 8, '5', '', 0, 'TEST', '', 0, ''); As example how would I move TEST up above PARENT and say move SUB down below SUB-SUB by playing with the page-left/page-right IDs? Code is not required just help with the SQL concept or math for it, would help me understand how to move it better...

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  • Whats the best way/event to use when testing if the textbox text has finished a change of text

    - by Spooky2010
    using winforms, c#, vs 2008 So i have textbox1, textbox2 and textbox3 on a winforms. Textbox3.text = textbox1.text + textbox2.text. I need textbox3 to be updated whenever the contents of textbox1 and textbox2 have been changed either manually or programmatic. The problem is if i use textbox textchanged event it keeps firing as one types in the textbox. I need a way to call my method to fill textbox3 after either tb1 or tb2 have been FINISHED changing programmaticly or via key entry, and not fire everytime a letter of text is entered. How can I have TextBox3 update only when tb1 or tb2 have finished changing?

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  • WPF. How do I create many LIstViews with the same look.

    - by Erik Z
    I've defined a listview in my recent project and realized that I will be using more listviews looking exactly the same and having the same solumns. Since I'm new to WPF am I curious of teh best way to do this. Is it to create a usercontrol? Use styles? I've tried to use styles but it didnt work the way I was hoping. I tried to set the "View" property using style, like this. <Style x:Key="ListViewStyle" TargetType="{x:Type ListView}"> <Setter Property="View"> <ListView.View> <GridView> But it didnt work so I'm asking for your opinion?! Thanks.

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  • How to use a variable to specify filegroup in MSSQL

    - by gt
    I want to alter a table to add a constraint during upgrade on a MSSQL database. This table is normally indexed on a filegroup called 'MY_INDEX' - but may also be on a database without this filegroup. In this case I want the indexing to be done on the 'PRIMARY' filegroup. I tried the following code to achieve this: DECLARE @fgName AS VARCHAR(10) SET @fgName = CASE WHEN EXISTS(SELECT groupname FROM sysfilegroups WHERE groupname = 'MY_INDEX') THEN QUOTENAME('MY_INDEX') ELSE QUOTENAME('PRIMARY') END ALTER TABLE [dbo].[mytable] ADD CONSTRAINT [PK_mytable] PRIMARY KEY ( [myGuid] ASC ) ON @fgName -- fails: 'incorrect syntax' However, the last line fails as it appears a filegroup cannot be specified by variable. Is this possible?

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  • Do i need to insert one fake row in database ?

    - by Ankit Rathod
    Hello, I have few tables like example. Users Books UsersBookPurchase UID BookId UserId UName Name BookId Password Price Email This is fine. I am having my own login system but i am also using some 3rd party to validate like OpenID or facebook Authetication. My question is if the user is able to log in successfully using OpenID or facebook Authentication, what steps do i need to do i.e do i have to insert one fake row in Users table because if i do not insert how will integrity be maintained. I mean what user id should i insert in UsersBookPurchase when the person who has logged in using Facebook Authentication has made a purchase because the UserId is reference key from Users table. Please give me a high level overview of what i need to do because this is fairly common scenario. Thanks in advance :)

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  • linq to sql using foreign keys returning iqueryable(of myEntity]

    - by Gern Blandston
    I'm trying to use Linq to SQL to return an IQueryable(of Project) when using foreign key relationships. Using the below schema, I want to be able to pass in a UserId and get all the projects created for the company the user is associated with. DB tables: Projects Projid ProjCreator FK (UserId from UserInfo table) Companyid FK (CompanyID from Companies table) UserInfo UserID PK Companyid FK Companies CompanyId PK Description I can get the iqueryable(of project) when simply getting the ProjectCreator with this: Return (From p In db.Projects _ Where p.ProjectCreator = Me.UserId) But I'm having trouble getting the syntax to get a iqueryable(of projects) when using foreign keys. Below gives me an IQueryable(of anonymous) but I can't seem to convince it to give me an IQueryable(of project) even if I try to cast it: Dim retval = (From p In db.Projects _ Join c In db.Companies On p.CompanyId Equals c.CompanyId _ Join u In db.UserInfos On u.CompanyId Equals c.CompanyId _ Where u.Login = UserId)

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  • What's the best way to manage a multi-user project on github?

    - by Jim
    I'm looking to host a new project on github. This project will be worked on by two coders. One of these coders will also be the project manager who will have overall control over the github repo. I've followed the instructions regarding forking a github project at http://help.github.com/forking/. This all works fine and I'm working on the basis that the main repo is controlled by the lead coder, with the secondary coder working on a fork and submitting pull requests to the lead. A problem arises with this, however, when changes are made to the main branch and not pulled by the secondary coder into their fork. The secondary coder could then make changes to their own fork and submit a pull request to the lead, only for their patches to not match up with the main branch. What's the best way to manage this? I've not committed too much time to git/github, so I'm totally up for checking out other hosted solutions if they're better. Simplicity is the key!

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  • MOSS search crawl fails with "Access is denied ..."

    - by strongopinions
    Recently the search crawler stopped working on my MOSS installation. The message in the crawl log is Access is denied. Check that the Default Content Access Account has access to this content, or add a crawl rule to crawl this content. (The item was deleted because it was either not found or the crawler was denied access to it.) The default content account is an admin on the site collection that I am trying to crawl. Almost every result for this error on Google tells me to add the DisableLoobackCheck registry key with a value of 1. I have done this and rebooted and the error continues. The "Do not allow Basic Authentication" checkbox in my crawl rule screen is unchecked. Is there anything else that could be causing this error? Something with file system or database permissions maybe?

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  • How do you verify the correct data is in a data mart?

    - by blockcipher
    I'm working on a data warehouse and I'm trying to figure out how to best verify that data from our data cleansing (normalized) database makes it into our data marts correctly. I've done some searches, but the results so far talk more about ensuring things like constraints are in place and that you need to do data validation during the ETL process (E.g. dates are valid, etc.). The dimensions were pretty easy as I could easily either leverage the primary key or write a very simple and verifiable query to get the data. The fact tables are more complex. Any thoughts? We're trying to make this very easy for a subject matter export to run a couple queries, see some data from both the data cleansing database and the data marts, and visually compare the two to ensure they are correct.

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • login through twitter not working in osqa

    - by Pankaj Khurana
    Hi, I have installed osqa on a site hosted on hostgator. The login functionality is working for google,yahoo,facebook. But when i click on twitter icon its generating an exception. I have already added the twitter consumer key and the twitter consumer secret through admin interface. The exception i am getting is: HTTPError at /account/twitter/signin/ HTTP Error 401: Unauthorized Request Method: GET Request URL: http://mydomain/account/twitter/signin/?validate_email=yes Exception Type: HTTPError Exception Value: HTTP Error 401: Unauthorized Exception Location: /usr/lib/python2.4/urllib2.py in http_error_default, line 480 Python Executable: /usr/bin/python Python Version: 2.4.3 I am unable to trace out the reason for the same. Please help me on this. Thanks

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    - by dontWatchMyProfile
    From the docs: If you change the input value in a validate:error: method, you must ensure that you only change the value if it is invalid or uncoerced. The reason is that, since the object and context are now dirtied, Core Data may validate that key again later. If you keep performing a coercion in a validation method, this can therefore produce an infinite loop. So when I modify a value in a validation method, the context gets dirtied? And the next time I save, the validation happens again - and when I change the value even if the validation is OK, then the context is again dirtied, and revalidated again - and I change the value, and Core Data validates, again, because the context is dirtied. And so on...for ever... is that right? Or did they try to say something different?

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    Hello, I'm using Access 2007 and have a data model like this... Passenger - Bookings - Destinations So 1 Passenger can have Many Bookings, each for 1 Destinations. My problem... I can create a form to allow the entry of Passenger details, but I then want to add a NEXT button to take me to a form to enter the details of the Booking (i.e. just a simple drop list of the Destinations). I've added the NEXT button and it has the events of RunCommand SaveRecord OpenForm Destination_form BUT, I cant work out how to pass accross to the new form the primary key of the passenger that was just entered (PassengerID). I'd really like to have just one form, and that allow the entry of the Passenger details and the selection of a Destination, that then creates the entries in the 2 Tables (Passenger & Bookings), but I can't get that to work either. Can anyone help me out please? Thanks Jeff Porter

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  • How to generate a random alpha-numeric string in Java

    - by Todd
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