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  • SQL – Difference Between INNER JOIN and JOIN

    - by Pinal Dave
    Here is the follow up question to my earlier question SQL – Difference between != and Operator <> used for NOT EQUAL TO Operation. There was a pretty good discussion about this subject earlier and lots of people participated with their opinion. Though the answer was very simple but the conversation was indeed delightful and was indeed very informative. In this blog post I have another following up question to all of you. What is the difference between INNER JOIN and JOIN? If you are working with database you will find developers use above both the kinds of the joins in their SQL Queries. Here is the quick example of the same. Query using INNER JOIN SELECT * FROM Table1 INNER JOIN  Table2 ON Table1.Col1 = Table2.Col1 Query using JOIN SELECT * FROM Table1 JOIN  Table2 ON Table1.Col1 = Table2.Col1 The question is what is the difference between above two syntax. Here is the answer – They are equal to each other. There is absolutely no difference between them. They are equal in performance as well as implementation. JOIN is actually shorter version of INNER JOIN. Personally I prefer to write INNER JOIN because it is much cleaner to read and it avoids any confusion if there is related to JOIN. For example if users had written INNER JOIN instead of JOIN there would have been no confusion in mind and hence there was no need to have original question. Here is the question back to you - Which one of the following syntax do you use when you are inner joining two tables – INNER JOIN or JOIN? and Why? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Joins, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Is there ever a reason to use C++ in a Mac-only application?

    - by Emil Eriksson
    Is there ever a reason to use C++ in a Mac-only application? I not talking about integrating external libraries which are C++, what I mean is using C++ because of any advantages in a particular application. While the UI code must be written in Obj-C, what about logic code? Because of the dynamic nature of Objective-C, C++ method calls tend to be ever so slightly faster but does this have any effect in any imaginable real life scenario? For example, would it make sense to use C++ over Objective-C for simulating large particle systems where some methods would need to be called over and over in short time? I can also see some cases where C++ has a more appropriate "feel". For example when doing graphics, it's nice to have vector and matrix types with appropriate operator overloads and methods. This, to me, seems like it would be a bit clunkier to implement in Objective-C. Also, Objective-C objects can never be treated plain old data structures in the same manner as C++ types since Objective-C objects always have an isa-pointer. Wouldn't it make sense to use C++ instead in something like this? Does anyone have a real life example of a situation where C++ was chosen for some parts of an application? Does Apple use any C++ except for the kernel? (I don't want to start a flame war here, both languages have their merits and I use both equally though in different applications.)

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  • How Do I Search For Struct Items In A Vector? [migrated]

    - by Vladimir Marenus
    I'm attempting to create an inventory system using a vector implementation, but I seem to be having some troubles. I'm running into issues using a struct I made. NOTE: This isn't actually in a game code, this is a separate Solution I am using to test my knowledge of vectors and structs! struct aItem { string itemName; int damage; }; int main() { aItem healingPotion; healingPotion.itemName = "Healing Potion"; healingPotion.damage= 6; aItem fireballPotion; fireballPotion.itemName = "Potion of Fiery Balls"; fireballPotion.damage = -2; vector<aItem> inventory; inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(fireballPotion); if(find(inventory.begin(), inventory.end(), fireballPotion) != inventory.end()) { cout << "Found"; } system("PAUSE"); return 0; } The preceeding code gives me the following error: 1c:\program files (x86)\microsoft visual studio 11.0\vc\include\xutility(3186): error C2678: binary '==' : no operator found which takes a left-hand operand of type 'aItem' (or there is no acceptable conversion) There is more to the error, if you need it please let me know. I bet it's something small and silly, but I've been thumping at it for over two hours. Thanks in advance!

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  • Is it bad idea to use flag variable to search MAX element in array?

    - by Boris Treukhov
    Over my programming career I formed a habit to introduce a flag variable that indicates that the first comparison has occured, just like Msft does in its linq Max() extension method implementation public static int Max(this IEnumerable<int> source) { if (source == null) { throw Error.ArgumentNull("source"); } int num = 0; bool flag = false; foreach (int num2 in source) { if (flag) { if (num2 > num) { num = num2; } } else { num = num2; flag = true; } } if (!flag) { throw Error.NoElements(); } return num; } However I have met some heretics lately, who implement this by just starting with the first element and assigning it to result, and oh no - it turned out that STL and Java authors have preferred the latter method. Java: public static <T extends Object & Comparable<? super T>> T max(Collection<? extends T> coll) { Iterator<? extends T> i = coll.iterator(); T candidate = i.next(); while (i.hasNext()) { T next = i.next(); if (next.compareTo(candidate) > 0) candidate = next; } return candidate; } STL: template<class _FwdIt> inline _FwdIt _Max_element(_FwdIt _First, _FwdIt _Last) { // find largest element, using operator< _FwdIt _Found = _First; if (_First != _Last) for (; ++_First != _Last; ) if (_DEBUG_LT(*_Found, *_First)) _Found = _First; return (_Found); } Are there any preferences between one method or another? Are there any historical reasons for this? Is one method more dangerous than another?

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  • The Other "C" in CRM

    - by [email protected]
    By Brian Dayton on April 5, 2010 7:04 PM Folks who know me know that I rarely, if ever, talk politics. And I never talk politicians. Having grown up in a household with one parent leaning left and the other leaning to the right it was the best way to keep the peace. This isn't about politics. It's about "constituents" and the need to improve the services and service levels for people--at the city, county, state/province, etc. level all the way up to national governments. As a citizen and tax payer it's also important to me that these services be provided at a reasonable cost. If there's a better and more efficient way to do something then it's my hope that a public sector organization takes advantage of technology the same way private sector companies do. Social services organizations have a complex job. They provide the services that people need, from healthcare and children's assistance to helping people find jobs. But many of these organizations are still managing these processes manually or outdated, home-grown applications that could have been written up to 30 years ago. A lot has changed in technology. On the (this is as political as I'm going to get) political front, stakeholders like you and me are expecting greater transparency on where and how funds are spent. I'll admit that most of the time, when I think about CRM systems, I think about my experience as a customer of my bank, utilities company or cable operator. But now that I'm older, have children and a house--I find myself interacting more and more with agencies and services organizations. My experiences are sometimes good and sometimes not so good. Along those lines, last week's announcement of Siebel CRM 8.2 for Public Sector caught my eye. You may not work in the public sector, but you are a constituent of some--actually a lot--of public sector organizations. I don't know which CRM systems city and county utilize but I'm going to start paying closer attention.

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  • Windows Phone 7 Series &ndash; First Developer Information

    - by Nikita Polyakov
    The official developer story for Windows Phone 7 Series was finally announced at MIX10. You can review the recording of the Keynote at http://live.visitmix.com, also all the sessions will be available within 24hours of their posting. There is extensive list of presentations for Windows Phone listed here. You can start playing with these tools today! Official Silverlight site for Mobile Development: http://silverlight.net/getstarted/devices/windows-phone/  Channel 9 has a training information here: http://channel9.msdn.com/posts/Learn/Windows-Phone-7-Series-Training/ Ok, and for the ones in the hurry, direct link: Windows Phone Developer Tools CTP                      Here is the overview summary of the announcements: End-to-End Mobile Development Platform: By combining Silverlight for rich internet applications and the XNA Framework for game development, developers and designers will be able to build visually stunning and immersive applications and games on the Windows Phone 7 Series. Free Windows Phone Developer Tools: Microsoft has released a free comprehensive tool support package for Silverlight on Windows Phone 7 Series, available for download. Expression Blend for Windows Phone and a preview of Microsoft Visual Studio 2010 Express for Windows Phone will be also included as part of the download. Windows Phone Marketplace: Microsoft made available a new merchandising tool that will enable developers and designers to bring applications and games to market and increase the discoverability of applications with customers while supporting one-time credit card purchases, mobile operator billing and advertising-funded applications.

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  • Computer Bugs - Etymology and Entomology

    - by PointsToShare
    Whatever bugs you My wife and I used to take some of our summer vacation I a cabin on the shore of Lake Atsion in NJ. I t is a delightful place in the Wharton forest with Brown yet fresh water, where we would canoe, swim and enjoy true rest. Alas, in the last few years, yellow flies also discovered the area’s pastoral delights and came in hoards to bug us. So much so that we had to give up. As a computer programmer I abhor bugs. The bugs that bug me – except the pesky yellow flies – are program bugs , a specific variety of computer bugs. You can find an excellent take on the etymology of the word ‘bug” in this delightful monogram: http://www.jamesshuggins.com/h/tek1/first_computer_bug.htm In my youth, I worked on Burroughs computers. Unlike their IBM brethren, the Burroughs used a 96 column card. The cards were much smaller than the 80 column IBM cards. We wrote our programs on coding sheets and then a key-punch operator transcribed them into punched cards. These were fed into a card reader and compiled. The compiler would notify us of compiler errors or bugs, but it was not always easy to get the meaning of the message. My friend Mark Wildt, also a Burroughs veteran, gave me an old punched card from one of his programs. Obviously a bug!! Here It Is!! That’s All Folks!

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • My Big Break - this is my story and I am sticking to it ;)

    - by dbasnett
    The value of undertaking new and difficult tasks can have many wonderful consequences, don't you agree? Here is the story of my big break. Remember yours? During the mid 70's I was in the Navy and worked as a computer operator at the CNO's Command and Control computer system (WWMCCS) in the Washington Navy Yard. I was a tape ape, but knew that I wanted to be a systems programmer. One day the Lieutenant in charge of the OS group was running a test that required the development system to be re-booted, and I was politely hinting that I wanted out of computer operations. As he watched the accounting tape rewind to BOT and then search for where it had just been (severalminutes) he told me if I would fix "that" he would have me transferred. I couldn't say "Deal" fast enough. Up until then my programming experience had been on Edsger Dijkstra's favorite computer (sic), an IBM 1620. It took almost 6 months of learning the assembler for the Honeywell 6000 and finding the code responsible for rewinding the tape and then forwarding it. After much trial and error at o’dark thirty I succeeded. The tape barely moved and my “patch” was later adopted by many other sites. Lieutenant Jack Cowan kept his promise and I have gone on to have a varied and enjoyable career. To Jack, and the rest of the crew (Ken, Stu, Neil, Tom, Silent W, Mr. Jacobs, Roy, Rocco, etc.) I’d like to thank you all.

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  • Is '@' Error Suppression a Valid Technique for Testing for an Optional Array Key?

    - by MikeSchinkel
    Rarst and I were debating offline about the use of the '@' error suppression operator in PHP, specifically for use to test for existence of "optional" array keys, i.e. array keys that are being used as a switch here a their lack of existence in the array is functionally equivalent to the array having the key with a value equaling false. Here is pseudo-code for this scenario: function do_something( $args = array() ) { if ( @$args['switch'] ) { // Do something with this switch } // continue on... } vs. this approach: function do_something( $args = array() ) { if ( ! empty( $args['switch'] ) && $args['switch'] ) { // Do something with this switch } // continue on... } Of course in most use-cases, suppressing errors would not be A Good Thing(tm). However in this use-case where an array is passed with an optional element, it seems to me that it is actually a very good technique but I could be wrong and would like to hear other's opinions on the subject before I make up my mind. I do know that there are alleged performance hits for using the former approach but I'd like to know how they compare with the alternative and if they performance hits really matter in real world scenarios? P.S. I decided to post this because, after debating this offline with Rarst, he asked a more general question here on Programmers but didn't actually give a detailed example of the specific use-case we were debating. And since I'm pretty sure he'll want to use the out-of-context answers on that other question as justification for why the above is "bad" I decided I needed to get opinions on this specific use-case.

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • JavaFX 2.2????

    - by ksky
    ??: https://blogs.oracle.com/javafx/entry/what_s_new_in_javafx ???Oracle?JavaFX?????????????JavaFX 2.2?????????: 2.2?????Windows (32-bit???64-bit)?Mac OS X (64-bit)?Linux (32-bit???64-bit)?????JavaFX?????????????????????????????????JavaFX???????????????????????????????????JavaFX????????????????????????? JavaFX 2.2???????Oracle?Java SE 7u6????????????????2011?12??????2?????????????????????????1???????????????????JDK?JRE????Java SE?????????JavaFX????????????????????????????????????????????????????JavaFX???????????????????????Java SE??????????????????????? Java SE 6???????JavaFX 2?????????????????????????Windows????????????????????????Java SE 6?End of Life (EOL)???2013?2???????????????????????????EOL??????Java SE????????????????Java SE 6??????????????????????????????????????????Java SE 7?????????????? ?????????????JavaFX 2.2??????????????????: JavaFX?????????????????????????????????????????????????????????????????????????????????Java???JavaFX????????????????????????????????????????????OS???????????????????????/?????????????????????????Java SE?????????????????????Java SE 7???????JavaFX 2.2????????????????????? ???????????????????????????????????????????????????????????????????????ARM?????????Java SE Embedded?????????????????????????UI????????????????????????????????????????????????????????????????????????????????????????????????Java?????????????????????????????????? JavaFX Canvas API??HTML5?Canvas?????????2D??????????HTML5???????????????JavaFX Canvas API?????????????????HTML5?Canvas API??????????????????????API??AWT?SVG????????????????????????Ensemble?????????????"NEW!"????????"Fireworks"???Canvas?????????????????????????????Canvas????????????????????? JavaFX 2.2???JavaFX???????????????????????????????????????Ensemble?"NEW!"????????"Image Operator"????????????? ColorPicker?Pagination???2?????UI???????????????????Ensemble?"NEW!"???????????????????WebView???????????????????????????????FXML??????????????????????????????? HTTP????????????????JavaFX????????????????????????????????????????????????????????????????????/??????????????????????????????? Swing?????????JavaFX??????Swing?????SWT?????????JavaFX??????????SWT?????????????????????????JavaFX????????????????????????????????? ???????????JavaFX???????????????UI??????????????????????????UI?????????FXML??????????JavaFX Scene Builder 1.0?????????????????Scene Builder?JavaFX???????????????????????????????????Windows??Max OS X??????????NetBeans 7.2???????????????(????Java IDE?????????????)? ??????JavaFX 2.2????Linux?????????????????????????????JavaFX?Java SE?????????????Oracle?????????????????????????????????????????????????????????

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  • Negamax implementation doesn't appear to work with tic-tac-toe

    - by George Jiglau
    I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, I've abstracted most of the game play so it should be rather easy to spot an error within the algorithm. Here is the code, nextMove, negamax or evaluate are probably the functions that contain the fault: #include <list> #include <climits> #include <iostream> //#define DEBUG 1 using namespace std; struct Move { int row, col; Move(int row, int col) : row(row), col(col) { } Move(const Move& m) { row = m.row; col = m.col; } }; struct Board { char player; char opponent; char board[3][3]; Board() { } void read(istream& stream) { stream >> player; opponent = player == 'X' ? 'O' : 'X'; for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { char playa; stream >> playa; board[row][col] = playa == '_' ? 0 : playa == player ? 1 : -1; } } } void print(ostream& stream) { for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { switch(board[row][col]) { case -1: stream << opponent; break; case 0: stream << '_'; break; case 1: stream << player; break; } } stream << endl; } } void do_move(const Move& move, int player) { board[move.row][move.col] = player; } void undo_move(const Move& move) { board[move.row][move.col] = 0; } bool isWon() { if (board[0][0] != 0) { if (board[0][0] == board[0][1] && board[0][1] == board[0][2]) return true; if (board[0][0] == board[1][0] && board[1][0] == board[2][0]) return true; } if (board[2][2] != 0) { if (board[2][0] == board[2][1] && board[2][1] == board[2][2]) return true; if (board[0][2] == board[1][2] && board[1][2] == board[2][2]) return true; } if (board[1][1] != 0) { if (board[0][1] == board[1][1] && board[1][1] == board[2][1]) return true; if (board[1][0] == board[1][1] && board[1][1] == board[1][2]) return true; if (board[0][0] == board[1][1] && board[1][1] == board[2][2]) return true; if (board[0][2] == board [1][1] && board[1][1] == board[2][0]) return true; } return false; } list<Move> getMoves() { list<Move> moveList; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board[row][col] == 0) moveList.push_back(Move(row, col)); return moveList; } }; ostream& operator<< (ostream& stream, Board& board) { board.print(stream); return stream; } istream& operator>> (istream& stream, Board& board) { board.read(stream); return stream; } int evaluate(Board& board) { int score = board.isWon() ? 100 : 0; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board.board[row][col] == 0) score += 1; return score; } int negamax(Board& board, int depth, int player, int alpha, int beta) { if (board.isWon() || depth <= 0) { #if DEBUG > 1 cout << "Found winner board at depth " << depth << endl; cout << board << endl; #endif return player * evaluate(board); } list<Move> allMoves = board.getMoves(); if (allMoves.size() == 0) return player * evaluate(board); for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, -player); int val = -negamax(board, depth - 1, -player, -beta, -alpha); board.undo_move(*it); if (val >= beta) return val; if (val > alpha) alpha = val; } return alpha; } void nextMove(Board& board) { list<Move> allMoves = board.getMoves(); Move* bestMove = NULL; int bestScore = INT_MIN; for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, 1); int score = -negamax(board, 100, 1, INT_MIN + 1, INT_MAX); board.undo_move(*it); #if DEBUG cout << it->row << ' ' << it->col << " = " << score << endl; #endif if (score > bestScore) { bestMove = &*it; bestScore = score; } } if (!bestMove) return; cout << bestMove->row << ' ' << bestMove->col << endl; #if DEBUG board.do_move(*bestMove, 1); cout << board; #endif } int main() { Board board; cin >> board; #if DEBUG cout << "Starting board:" << endl; cout << board; #endif nextMove(board); return 0; } Giving this input: O X__ ___ ___ The algorithm chooses to place a piece at 0, 1, causing a guaranteed loss, do to this trap(nothing can be done to win or end in a draw): XO_ X__ ___ Perhaps it has something to do with the evaluation function? If so, how could I fix it?

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  • SQL SERVER – Using RAND() in User Defined Functions (UDF)

    - by pinaldave
    Here is the question I received in email. “Pinal, I am writing a function where we need to generate random password. While writing T-SQL I faced following issue. Everytime I tried to use RAND() function in my User Defined Function I am getting following error: Msg 443, Level 16, State 1, Procedure RandFn, Line 7 Invalid use of a side-effecting operator ‘rand’ within a function. Here is the simplified T-SQL code of the function which I am using: CREATE FUNCTION RandFn() RETURNS INT AS BEGIN DECLARE @rndValue INT SET @rndValue = RAND() RETURN @rndValue END GO I must use UDF so is there any workaround to use RAND function in UDF.” Here is the workaround how RAND() can be used in UDF. The scope of the blog post is not to discuss the advantages or disadvantages of the function or random function here but just to show how RAND() function can be used in UDF. RAND() function is directly not allowed to use in the UDF so we have to find alternate way to use the same function. This can be achieved by creating a VIEW which is using RAND() function and use the same VIEW in the UDF. Here is the step by step instructions. Create a VIEW using RAND function. CREATE VIEW rndView AS SELECT RAND() rndResult GO Create a UDF using the same VIEW. CREATE FUNCTION RandFn() RETURNS DECIMAL(18,18) AS BEGIN DECLARE @rndValue DECIMAL(18,18) SELECT @rndValue = rndResult FROM rndView RETURN @rndValue END GO Now execute the UDF and it will just work fine and return random result. SELECT dbo.RandFn() GO In T-SQL world, I have noticed that there are more than one solution to every problem. Is there any better solution to this question? Please post that question as a comment and I will include it with due credit. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: technology

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  • Video game "Gish" will only launch from command line

    - by aberration
    Platform: Lubuntu 11.10 x64 Program: Gish When I try to launch Gish from the command line (/opt/gish/gi.sh), there are no problems. But when I try to launch it from the LXDE menu, it will not start. Contents of /usr/share/applications/gish.desktop: [Desktop Entry] Categories=Game;ActionGame;AdventureGame;ArcadeGame; Exec=/opt/gish/gi.sh Path=/opt/gish Icon=x-gish Terminal=false Type=Application Name=Gish I tried changing Terminal=false to Terminal=true to debug it, but then I just got a blank terminal, and the game didn't start. Edit: Here is some additional information, as requested by Eliah Kagan below: I tried editing /usr/share/applications/gish.desktop, as recommended, but it had no effect However, ~/.xsession-errors contained the following error: [: 8: x86_64: unexpected operator ./gish_32: error while loading shared libraries: libGL.so.1: wrong ELF class: ELFCLASS64 I think there's a problem with the /opt/gish/gi.sh shell script. This is its contents: cd /opt/gish/ MACHINE_TYPE=`uname -m` if [ ${MACHINE_TYPE} == 'x86_64' ]; then ./gish_64 else ./gish_32 fi I'm not too familiar with Bash, so hopefully someone else can point out the error. I have a 64-bit machine. I think that when the script is run from the command line, it's properly launching the 64-bit version (/opt/gish/gish_64), but when it's run from the LXDE menu, it's launching the 32-bit version (/opt/gish/gish_32), which is causing the libGL.so.1 error. However, this may be related to my libGL.so.1 problems with 2 other games.

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  • Program instantly closing [migrated]

    - by Ben Clayton
    I made this program and when I compiled it there were no errors but the program just instantly closed, any answers would be appreciated. #include <iostream> //Main commands #include <string> // String commands #include <windows.h> // Sleep using namespace std; int main () { //Declaring variables float a; bool end; std::string input; end = false; // Making sure program doesn't end instantly cout << "Enter start then the number you want to count down from." << ".\n"; while (end = false){ cin >> input; cout << ".\n"; if (input.find("end") != std::string::npos) // Ends the program if user types end end = true; else if (input.find("start" || /* || is or operator*/ "restart") != std::string::npos) // Sets up the countdown timer if the user types start { cin >> a; cout << ".\n"; while (a>0){ Sleep(100); a = a - 0.1; cout << a << ".\n"; } cout << "Finished! Enter restart and then another number, or enter end to close the program" << ".\n"; } else // Tells user to start program cout << "Enter start"; } return 0; // Ends program when (end = true) }

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  • Non use of persisted data – Part deux

    - by Dave Ballantyne
    In my last blog I showed how persisted data may not be used if you have used the base data on an include on an index. That wasn't the only problem ive had that showed the same symptom.  Using the same code as before,  I was executing similar to the below : select BillToAddressID,SOD.SalesOrderDetailID,SOH.CleanedGuid from sales.salesorderheader SOH join Sales.SalesOrderDetail SOD on SOH.SalesOrderID = SOD.SalesOrderID But,  due to a distribution error in statistics i found it necessary to use a table hint.  In this case, I wanted to force a loop join select BillToAddressID,SOD.SalesOrderDetailID,SOH.CleanedGuid from sales.salesorderheader SOH inner loop join Sales.SalesOrderDetail SOD on SOH.SalesOrderID = SOD.SalesOrderID   But, being the diligent  TSQL developer that I am ,looking at the execution plan I noticed that the ‘compute scalar’ operator was again calling the function.  Again,  profiler is a more graphic way to view this…..   All very odd,  just because ive forced a join , that has NOTHING, to do with my persisted data then something is causing the data to be re-evaluated. Not sure if there is any easy fix you can do to the TSQL here, but again its a lesson learned (or rather reinforced) examine the execution plan of every query you write to ensure that it is operating as you thought it would.

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  • What is an Enterprise Resource Planning (ERP) System?

    In order to understand what an Enterprise Resource Planning System is let us look at a classic American kids snack, the Rice Krispy Treat if we conceptually view the treat as a company’s internal applications as a whole.  Furthermore we can view a company’s departmentalized software applications as the theoretical Rice Krispies in the treat. In addition, the Rice Krispies consist of a combination of ingredients that be broken down into data, user interfaces and business logic. Next, we have the margarine or butter that is used to help the marshmallows bind with the Rice Krispies; this role in our conceptual view is taken by a data source typically as a relational database management system. Finally we have the melted marshmallows which act as the ERP software that connects all of the individual departmental software applications in to one unified system that allows all user one unified system to interact with all of the individual dispersed systems. An example of this would be if a customer places an order with a telephone operator and once the orders is processed an employee in the shipping department can see the order ready for fulfillment on his order screen. The ERP acts a go between for various independent departmental systems so that they can integrate with one another.

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  • Does your organization still use the term "screens" to describe a user interface?

    - by bit-twiddler
    I have been in the field long enough to remember when the term "screen" entered our lexicon. As difficult as it is to believe, the early systems on which I worked had no user interface (UI), that is, unless one counts a keypunch machine and job listings as a user interface. These systems ran as "card image" production jobs back in a day when being a computer operator required a reasonably deep understanding of how computers worked. Flashing forward to today: I cringe every time I hear a systems practitioner use the term "screen." The metaphor no longer fits the medium. The term somewhat fit back when the user dialog consumed 100% of available monitor real estate; however, the term lost its relevance the moment we moved to windowed environments. With the above said, does your organization still use the term "screens" to describe an application's UI? Has anyone successfully purged the term from an organization? For those who do not use the term to describe UI dialog elements, what term do you use in place of “screen.”

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  • Interview Questions in OOP

    - by Fero
    Hi all, I faced the below interview questions in OOP under PHP language. Kindly clear my clarifications regarding this. I am very confused. As i am a beginner to OOP i got too confused. Could anyone clarify these things clearly? Difference between Abstract class and interface. Interviewer : Let us consider abstract class contains three abstract methods such as a,b,c and interface contains three methods a,b,c. In this case these do the same functionality. Then why are going for abstract and why are we going for interface. Me : ? static keyword. Interviewer: We call static method without creating object by using scope resolution operator in PHP. As well as we can able to call concrete methods also. Then what is need of static keyword there? Me : .... final keyword. Interviewer: Give me any scenario of using final keyword. Me : For db connection related method Interviewer: Other than that? Me: ... Constructor. Interviewer: What is the use of constructor? Me : There is no need for object to access this. It will call automatically when the class calls. Interviewer: Other than that? Me : .... Thanks in advance...

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  • Why can't I compare two Texture2D's?

    - by Fiona
    I am trying to use an accessor, as it seems to me that that is the only way to accomplish what I want to do. Here is my code: Game1.cs public class GroundTexture { private Texture2D dirt; public Texture2D Dirt { get { return dirt; } set { dirt = value; } } } public class Main : Game { public static Texture2D texture = tile.Texture; GroundTexture groundTexture = new GroundTexture(); public static Texture2D dirt; protected override void LoadContent() { Tile tile = (Tile)currentLevel.GetTile(20, 20); dirt = Content.Load<Texture2D>("Dirt"); groundTexture.Dirt = dirt; Texture2D texture = tile.Texture; } protected override void Update(GameTime gameTime) { if (texture == groundTexture.Dirt) { player.TileCollision(groundBounds); } base.Update(gameTime); } } I removed irrelevant information from the LoadContent and Update functions. On the following line: if (texture == groundTexture.Dirt) I am getting the error Operator '==' cannot be applied to operands of type 'Microsoft.Xna.Framework.Graphics.Texture2D' and 'Game1.GroundTexture' Am I using the accessor correctly? And why do I get this error? "Dirt" is Texture2D, so they should be comparable. This using a few functions from a program called Realm Factory, which is a tile editor. The numbers "20, 20" are just a sample of the level I made below: tile.Texture returns the sprite, which here is the content item Dirt.png Thank you very much! (I posted this on the main Stackoverflow site, but after several days didn't get a response. Since it has to do mainly with Texture2D, I figured I'd ask here.)

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  • Parsing mathematical experssions with two values that have parenthesis and minus signs

    - by user45921
    I'm trying to parse equations like these which only has two values or the square root of a certain value from a text file: 100+100 -100-100 -(100)+(-100) sqrt(100) by the minues signs, parenthesis and the operator symbol in the middle and the square root, and I have no idea how to start off... I've got the file part done and the simple calculation parts except that I couldnt get my program to solve the equations in the above. #include <stdio.h> #include <string.h> #include <stdlib.h> #include <math.h> main(){ FILE *fp; char buff[255], sym,sym2,del1,del2,del3,del4; double num1, num2; int ret; fp = fopen("input.txt","r"); while(fgets(buff,sizeof(buff),fp)!=NULL){ char *tok = buff; sscanf(tok,"%lf%c%lf",&num1,&sym,&num2); switch(sym){ case '+': printf("%lf\n", num1+num2); break; case '-': printf("%lf\n", num1-num2); break; case '*': printf("%lf\n", num1*num2); break; case '/': printf("%lf\n", num1/num2); break; default: printf("The input value is not correct\n"); break; } } fclose(fp); } that is what have I written for the other basic operations without parenthesis and the minus sign for the second value and it works great for the simple ones. I'm using a switch method to calculate the add, sub, mul and divide but I'm not sure how to properly use the sscanf function (if I am not using it properly) or if there is another way using a function like strtok to properly parse the parenthesis and the minus signs. Any kind help?

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  • My new favourite traceflag

    - by Dave Ballantyne
    As we are all aware, there are a number of traceflags.  Some documented, some semi-documented and some completely undocumented.  Here is one that is undocumented that Paul White(b|t) mentioned almost as an aside in one of his excellent blog posts. Much has been written about residual predicates and how a predicate can be pushed into a seek/scan operation.  This is a good thing to happen,  it does save a lot of processing from having to be done.  For the uninitiated though: If we have a simple SELECT statement such as : the process that SQL Server goes through to resolve this is : The index IX_Person_LastName_FirstName_MiddleName is navigated to find the first “Smith” For each “Smith” the middle name is checked for being a null. Two operations!, and the execution plan doesnt fully represent all the work that is being undertaken. As you can see there is only a single seek operation, the work undertaken to resolve the condition “MiddleName is not null” has been pushed into it.  This can be seen in the properties. “Seek predicate” is how the index has been navigated, and “Predicate” is the condition run over every row,  a scan inside a seek!. So the question is:  How many rows have been resolved by the seek and how many by the scan ?  How many rows did the filter remove ? Wouldn’t it be nice if this operation could be split ?  That exactly what traceflag 9130 does. Executing the query: That changes the plan rather dramatically, and should be changing how we think about the index seek itself.  The Filter operator has been added and, unsurprisingly, the condition in this is “MiddleName is not null” So it is now evident that the seek operation found 103 Smiths and 60 of those Smiths had a non-null MiddleName. This traceflag has no place on a production system,  dont even think about it

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  • How do I find information on who links to my sites?

    - by bobdobbs
    I'm trying to figure out if there's a free way to get information on backlinks to my site. I've had webmaster tools and google analytics set up for years. But I can't find access to data about site backlinks in either toolset. Webmaster tools, under 'traffic'-'links to your site' gives me the same message for all of my sites: "No data available". I haven't been able to find anything in GA that gives any information on backlinks. I've heard of using "links:" as an operator in google search, but for each of my sites, this returns either zero or very few results in cases when I know I have many backlinks. Most of the links simple aren't shown. My thinking is that google maintains a graph of who links to my site, so I figured that they might let me see it. But I can't figure out how. I've found this tool on a spammy website: http://www.backlinkwatch.com. It offers more data than google on my backlines, and offers more results in exchange for a paid subscription. The data it offers for free looks good, but the results are limited and the site has popups and obnoxious ads. So, in short: how do I get data on who links to me? Is there a free way?

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  • Handling Types for Real and Complex Matrices in a BLAS Wrapper

    - by mga
    I come from a C background and I'm now learning OOP with C++. As an exercise (so please don't just say "this already exists"), I want to implement a wrapper for BLAS that will let the user write matrix algebra in an intuitive way (e.g. similar to MATLAB) e.g.: A = B*C*D.Inverse() + E.Transpose(); My problem is how to go about dealing with real (R) and complex (C) matrices, because of C++'s "curse" of letting you do the same thing in N different ways. I do have a clear idea of what it should look like to the user: s/he should be able to define the two separately, but operations would return a type depending on the types of the operands (R*R = R, C*C = C, R*C = C*R = C). Additionally R can be cast into C and vice versa (just by setting the imaginary parts to 0). I have considered the following options: As a real number is a special case of a complex number, inherit CMatrix from RMatrix. I quickly dismissed this as the two would have to return different types for the same getter function. Inherit RMatrix and CMatrix from Matrix. However, I can't really think of any common code that would go into Matrix (because of the different return types). Templates. Declare Matrix<T> and declare the getter function as T Get(int i, int j), and operator functions as Matrix *(Matrix RHS). Then specialize Matrix<double> and Matrix<complex>, and overload the functions. Then I couldn't really see what I would gain with templates, so why not just define RMatrix and CMatrix separately from each other, and then overload functions as necessary? Although this last option makes sense to me, there's an annoying voice inside my head saying this is not elegant, because the two are clearly related. Perhaps I'm missing an appropriate design pattern? So I guess what I'm looking for is either absolution for doing this, or advice on how to do better.

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