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  • Databinding to an Entity Framework in WPF

    - by King Chan
    Is it good to use databinding to Entity Framework's Entity in WPF? I created a singleton entity framework context: To have only one connection and it won't open and close all the time. So I can pass the Entity around to any class, and can modify the Entity and make changes to the database. All ViewModels getting the entity out from the same Context and databinding to the View saves me time from mapping new object, but now I imagine there is problem in not using the newest Context: A ViewModel databinding to a Entity, then someone else updated the data. The ViewModel will still display the old data, because the Context is never being dispose to refresh. I always create new Context and then dispose of it. If I want to pass the Entity around, then there will be conflicts between Context and Entity. What is the suggested way of doing this ?

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Is it more difficult to upgrade your certification from SQL Server 2008 to 2012 than to get it from scratch?

    - by Diego
    I was wondering about the new MCSA certification on SQL 2012 and how it seems to be more difficult to upgrade your certification from 2008 to 2012 than to get the 2012 from scratch. Reason I think that is true is because anyone with any MCTS SQL Server 2008 certification can upgrade it to a MCSA 2012 by passing 2 tests (457 and 458). If you try to get it from scratch, you need to pass 3 tests (461, 462 and 463 - which are pretty much the same as 432, 433 and 448 for SQL 2008). But the thing is, even though its one test less to upgrade, all the skills necessary to pass 461, 462 and 463 are squeezed on 457 and 458 so, it seems easier to get from scratch than upgrade. Any thoughts?

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • OPN Exchange @ OpenWorld - General Sessions on Sunday, 30. September 15:30 - 16:30 PDT

    - by rituchhibber
    Are you building your personal conference schedule already? Exclusively to partners who registered for the OPN Exchange program. Add the OPN Exchange General Sessions to your agenda, now adding up to total 49 OPN Exchange sessions throughout the week. If you have registered for Oracle OpenWorld and would like to attend these 49 partner-dedicated sessions, just add OPN Exchange to your registration* for just $100 by 28. September 2012. *Note: Upgrades available to all conference passes, except Discover and Exhibitor Staff pass holders. For Discover and Exhibitor Staff pass holders, please contact the Oracle OpenWorld Registration Team at: Tel: +1.650.226.0812 (International) Monday through Friday, 6:00 a.m. to 6:00 p.m. (Pacific time) or by Email at [email protected]

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  • Passing additional parameters to JQuery bind event function

    - by kazim sardar mehdi
    To pass the additional parameter to the event function pass an array of key value, as the second parameter to the bind event bind('click', { message: time }, onClick); e.g { message: time } and access it in the function using event(function parameter).data.message(key)   <div id="div1" style="border: 1px solid black; width: 100px; height: 100px">click me</div> <script type="text/javascript"> function onClick(event) { alert(event.data.message); } var time = "loaded at:" + new Date().toString(); $("div.#div1").bind('click', { message: time }, onClick); </script>

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  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

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  • WCF Operations and Multidimensional Arrays

    - by JoshReuben
    You cant pass MultiD arrays accross the wire using WCF - you need to pass jagged arrays. heres 2 extension methods that will allow you to convert prior to serialzation and convert back after deserialization:         public static T[,] ToMultiD<T>(this T[][] jArray)         {             int i = jArray.Count();             int j = jArray.Select(x => x.Count()).Aggregate(0, (current, c) => (current > c) ? current : c);                         var mArray = new T[i, j];             for (int ii = 0; ii < i; ii++)             {                 for (int jj = 0; jj < j; jj++)                 {                     mArray[ii, jj] = jArray[ii][jj];                 }             }             return mArray;         }         public static T[][] ToJagged<T>(this T[,] mArray)         {             var cols = mArray.GetLength(0);             var rows = mArray.GetLength(1);             var jArray = new T[cols][];             for (int i = 0; i < cols; i++)             {                 jArray[i] = new T[rows];                 for (int j = 0; j < rows; j++)                 {                     jArray[i][j] = mArray[i, j];                 }             }             return jArray;         } enjoy!

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  • Summit reflections

    - by Rob Farley
    So far, my three PASS Summit experiences have been notably different to each other. My first, I wasn’t on the board and I gave two regular sessions and a Lightning Talk in which I told jokes. My second, I was a board advisor, and I delivered a precon, a spotlight and a Lightning Talk in which I sang. My third (last week), I was a full board director, and I didn’t present at all. Let’s not talk about next year. I’m not sure there are many options left. This year, I noticed that a lot more people recognised me and said hello. I guess that’s potentially because of the singing last year, but could also be because board elections can bring a fair bit of attention, and because of the effort I’ve put in through things like 24HOP... Yeah, ok. It’d be the singing. My approach was very different though. I was watching things through different eyes. I looked for the things that seemed to be working and the things that didn’t. I had staff there again, and was curious to know how their things were working out. I knew a lot more about what was going on behind the scenes to make various things happen, and although very little about the Summit was actually my responsibility (based on not having that portfolio), my perspective had moved considerably. Before the Summit started, Board Members had been given notebooks – an idea Tom (who heads up PASS’ marketing) had come up with after being inspired by seeing Bill walk around with a notebook. The plan was to take notes about feedback we got from people. It was a good thing, and the notebook forms a nice pair with the SQLBits one I got a couple of years ago when I last spoke there. I think one of the biggest impacts of this was that during the first keynote, Bill told everyone present about the notebooks. This set a tone of “we’re listening”, and a number of people were definitely keen to tell us things that would cause us to pull out our notebooks. PASSTV was a new thing this year. Justin, the host, featured on the couch and talked a lot of people about a lot of things, including me (he talked to me about a lot of things, I don’t think he talked to a lot people about me). Reaching people through online methods is something which interests me a lot – it has huge potential, and I love the idea of being able to broadcast to people who are unable to attend in person. I’m keen to see how this medium can be developed over time. People who know me will know that I’m a keen advocate of certification – I've been SQL certified since version 6.5, and have even been involved in creating exams. However, I don’t believe in studying for exams. I think training is worthwhile for learning new skills, but the goal should be on learning those skills, not on passing an exam. Exams should be for proving that the skills are there, not a goal in themselves. The PASS Summit is an excellent place to take exams though, and with an attitude of professional development throughout the event, why not? So I did. I wasn’t expecting to take one, but I was persuaded and took the MCM Knowledge Exam. I hadn’t even looked at the syllabus, but tried it anyway. I was very tired, and even fell asleep at one point during it. I’ll find out my result at some point in the future – the Prometric site just says “Tested” at the moment. As I said, it wasn’t something I was expecting to do, but it was good to have something unexpected during the week. Of course it was good to catch up with old friends and make new ones. I feel like every time I’m in the US I see things develop a bit more, with more and more people knowing who I am, who my staff are, and recognising the LobsterPot brand. I missed being a presenter, but I definitely enjoyed seeing many friends on the list of presenters. I won’t try to list them, because there are so many these days that people might feel sad if I don’t mention them. For those that I managed to see, I was pleased to see that the majority of them have lifted their presentation skills since I last saw them, and I happily told them as much. One person who I will mention was Paul White, who travelled from New Zealand to his first PASS Summit. He gave two sessions (a regular session and a half-day), packed large rooms of people, and had everyone buzzing with enthusiasm. I spoke to him after the event, and he told me that his expectations were blown away. Paul isn’t normally a fan of crowds, and the thought of 4000 people would have been scary. But he told me he had no idea that people would welcome him so well, be so friendly and so down to earth. He’s seen the significance of the SQL Server community, and says he’ll be back. It’ll be good to see him there. Will you be there too?

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  • Encrypting your SQL Server Passwords in Powershell

    - by laerte
    A couple of months ago, a friend of mine who is now bewitched by the seemingly supernatural abilities of Powershell (+1 for the team) asked me what, initially, appeared to be a trivial question: "Laerte, I do not have the luxury of being able to work with my SQL servers through Windows Authentication, and I need a way to automatically pass my username and password. How would you suggest I do this?" Given that I knew he, like me, was using the SQLPSX modules (an open source project created by Chad Miller; a fantastic library of reusable functions and PowerShell scripts), I merrily replied, "Simply pass the Username and Password in SQLPSX functions". He rather pointed responded: "My friend, I might as well pass: Username-'Me'-password 'NowEverybodyKnowsMyPassword'" As I do have the pleasure of working with Windows Authentication, I had not really thought this situation though yet (and thank goodness I only revealed my temporary ignorance to a friend, and the embarrassment was minimized). After discussing this puzzle with Chad Miller, he showed me some code for saving passwords on SQL Server Tables, which he had demo'd in his Powershell ETL session at Tampa SQL Saturday (and you can download the scripts from here). The solution seemed to be pretty much ready to go, so I showed it to my Authentication-impoverished friend, only to discover that we were only half-way there: "That's almost what I want, but the details need to be stored in my local txt file, together with the names of the servers that I'll actually use the Powershell scripts on. Something like: Server1,UserName,Password Server2,UserName,Password" I thought about it for just a few milliseconds (Ha! Of course I'm not telling you how long it actually took me, I have to do my own marketing, after all) and the solution was finally ready. First , we have to download Library-StringCripto (with many thanks to Steven Hystad), which is composed of two functions: One for encryption and other for decryption, both of which are used to manage the password. If you want to know more about the library, you can see more details in the help functions. Next, we have to create a txt file with your encrypted passwords:$ServerName = "Server1" $UserName = "Login1" $Password = "Senha1" $PasswordToEncrypt = "YourPassword" $UserNameEncrypt = Write-EncryptedString -inputstring $UserName -Password $PasswordToEncrypt $PasswordEncrypt = Write-EncryptedString -inputstring $Password -Password $PasswordToEncrypt "$($Servername),$($UserNameEncrypt),$($PasswordEncrypt)" | Out-File c:\temp\ServersSecurePassword.txt -Append $ServerName = "Server2" $UserName = "Login2" $Password = "senha2" $PasswordToEncrypt = "YourPassword" $UserNameEncrypt = Write-EncryptedString -inputstring $UserName -Password $PasswordToEncrypt $PasswordEncrypt = Write-EncryptedString -inputstring $Password -Password $PasswordToEncrypt "$($Servername),$($UserNameEncrypt),$($PasswordEncrypt)" | Out-File c:\temp\ ServersSecurePassword.txt -Append .And in the c:\temp\ServersSecurePassword.txt file which we've just created, you will find your Username and Password, all neatly encrypted. Let's take a look at what the txt looks like: .and in case you're wondering, Server names, Usernames and Passwords are all separated by commas. Decryption is actually much more simple:Read-EncryptedString -InputString $EncryptString -password "YourPassword" (Just remember that the Password you're trying to decrypt must be exactly the same as the encrypted phrase.) Finally, just to show you how smooth this solution is, let's say I want to use the Invoke-DBMaint function from SQLPSX to perform a checkdb on a system database: it's just a case of split, decrypt and be happy!Get-Content c:\temp\ServerSecurePassword.txt | foreach { [array] $Split = ($_).split(",") Invoke-DBMaint -server $($Split[0]) -UserName (Read-EncryptedString -InputString $Split[1] -password "YourPassword" ) -Password (Read-EncryptedString -InputString $Split[2] -password "YourPassword" ) -Databases "SYSTEM" -Action "CHECK_DB" -ReportOn c:\Temp } This is why I love Powershell.

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  • Columnstore Case Study #2: Columnstore faster than SSAS Cube at DevCon Security

    - by aspiringgeek
    Preamble This is the second in a series of posts documenting big wins encountered using columnstore indexes in SQL Server 2012 & 2014.  Many of these can be found in my big deck along with details such as internals, best practices, caveats, etc.  The purpose of sharing the case studies in this context is to provide an easy-to-consume quick-reference alternative. See also Columnstore Case Study #1: MSIT SONAR Aggregations Why Columnstore? As stated previously, If we’re looking for a subset of columns from one or a few rows, given the right indexes, SQL Server can do a superlative job of providing an answer. If we’re asking a question which by design needs to hit lots of rows—DW, reporting, aggregations, grouping, scans, etc., SQL Server has never had a good mechanism—until columnstore. Columnstore indexes were introduced in SQL Server 2012. However, they're still largely unknown. Some adoption blockers existed; yet columnstore was nonetheless a game changer for many apps.  In SQL Server 2014, potential blockers have been largely removed & they're going to profoundly change the way we interact with our data.  The purpose of this series is to share the performance benefits of columnstore & documenting columnstore is a compelling reason to upgrade to SQL Server 2014. The Customer DevCon Security provides home & business security services & has been in business for 135 years. I met DevCon personnel while speaking to the Utah County SQL User Group on 20 February 2012. (Thanks to TJ Belt (b|@tjaybelt) & Ben Miller (b|@DBADuck) for the invitation which serendipitously coincided with the height of ski season.) The App: DevCon Security Reporting: Optimized & Ad Hoc Queries DevCon users interrogate a SQL Server 2012 Analysis Services cube via SSRS. In addition, the SQL Server 2012 relational back end is the target of ad hoc queries; this DW back end is refreshed nightly during a brief maintenance window via conventional table partition switching. SSRS, SSAS, & MDX Conventional relational structures were unable to provide adequate performance for user interaction for the SSRS reports. An SSAS solution was implemented requiring personnel to ramp up technically, including learning enough MDX to satisfy requirements. Ad Hoc Queries Even though the fact table is relatively small—only 22 million rows & 33GB—the table was a typical DW table in terms of its width: 137 columns, any of which could be the target of ad hoc interrogation. As is common in DW reporting scenarios such as this, it is often nearly to optimize for such queries using conventional indexing. DevCon DBAs & developers attended PASS 2012 & were introduced to the marvels of columnstore in a session presented by Klaus Aschenbrenner (b|@Aschenbrenner) The Details Classic vs. columnstore before-&-after metrics are impressive. Scenario Conventional Structures Columnstore ? SSRS via SSAS 10 - 12 seconds 1 second >10x Ad Hoc 5-7 minutes (300 - 420 seconds) 1 - 2 seconds >100x Here are two charts characterizing this data graphically.  The first is a linear representation of Report Duration (in seconds) for Conventional Structures vs. Columnstore Indexes.  As is so often the case when we chart such significant deltas, the linear scale doesn’t expose some the dramatically improved values corresponding to the columnstore metrics.  Just to make it fair here’s the same data represented logarithmically; yet even here the values corresponding to 1 –2 seconds aren’t visible.  The Wins Performance: Even prior to columnstore implementation, at 10 - 12 seconds canned report performance against the SSAS cube was tolerable. Yet the 1 second performance afterward is clearly better. As significant as that is, imagine the user experience re: ad hoc interrogation. The difference between several minutes vs. one or two seconds is a game changer, literally changing the way users interact with their data—no mental context switching, no wondering when the results will appear, no preoccupation with the spinning mind-numbing hurry-up-&-wait indicators.  As we’ve commonly found elsewhere, columnstore indexes here provided performance improvements of one, two, or more orders of magnitude. Simplified Infrastructure: Because in this case a nonclustered columnstore index on a conventional DW table was faster than an Analysis Services cube, the entire SSAS infrastructure was rendered superfluous & was retired. PASS Rocks: Once again, the value of attending PASS is proven out. The trip to Charlotte combined with eager & enquiring minds let directly to this success story. Find out more about the next PASS Summit here, hosted this year in Seattle on November 4 - 7, 2014. DevCon BI Team Lead Nathan Allan provided this unsolicited feedback: “What we found was pretty awesome. It has been a game changer for us in terms of the flexibility we can offer people that would like to get to the data in different ways.” Summary For DW, reports, & other BI workloads, columnstore often provides significant performance enhancements relative to conventional indexing.  I have documented here, the second in a series of reports on columnstore implementations, results from DevCon Security, a live customer production app for which performance increased by factors of from 10x to 100x for all report queries, including canned queries as well as reducing time for results for ad hoc queries from 5 - 7 minutes to 1 - 2 seconds. As a result of columnstore performance, the customer retired their SSAS infrastructure. I invite you to consider leveraging columnstore in your own environment. Let me know if you have any questions.

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  • SQLAuthority News – Why I am Going to Attend #SQLPASS Summit 2012 – Seattle

    - by pinaldave
    I am going to Seattle I once again attend SQLPASS this year. This will be my fourth SQLPASS. Lots of people ask me why I am going to SQLPASS every year. Well there are so many different reasons for that. I go to SQLPASS because – I love it!  Here are few of the reasons I go to SQLPASS. Meet friends whom I have never met before Meet community at large – it is fun to hang around with like minded people Meet Rick Morelan – my book co-author and friend Attend various SQL Parties – there are so many parties around – see the list below Explore various new tools from various third party vendors Meet fellow Chapter Leaders and Regional Mentors And of course attend SQL Server Learning Sessions from industry known experts. The three-day event will be marked by a lot of learning, sharing, and networking, which will help me increase both my knowledge and contacts. PASS Summit provides me a golden opportunity to build my network as well as to identify and meet potential customers or employees. If I am a consultant or vendor who is looking for better career opportunities, PASS Summit is the perfect platform to meet and show my skills to my new potential customers and employers. Further, breakfasts, lunches, and evening receptions, which are included with registration, are meant to provide more and more networking opportunities. At PASS Summit, I gain not only new ideas but also inspire myself from top professionals and experts. Learning new things about SQL Server, interacting with different kinds of professionals, and sharing issues and solutions will definitely improve my understanding and turn me into a better SQL Server professional who can leverage and optimize SQL Server to improve business. I am going – are you joining? Note: This is re-blogged with modification from my 2 years old blog posts on a similar subject. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: About Me, Pinal Dave, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, SQLServer, T SQL, Technology

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  • Do you have a plan for your digital assets after you die?

    - by pablo
    After reading this question I remembered of a news article about some websites that manage your online identity after you pass away. Have you planned what to do with your digital assets once you go? I'd imagine that your online footprint is as important as anything you leave of material value. I mean, what would be the difference of that open-source project that you created to the money and savings that you had? How would you like to have your identity managed after you pass away? Would you prefer to go "off the grid"? It's a sensitive topic and I never met anyone who prepared for it.

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • Keeping It Clean in San Francisco

    - by Cassandra Clark - OTN
    Join us on September 15, when California's largest volunteer event -- Coastal Cleanup Day -- is taking place. You can help by joining Oracle, Oracle partners, and many others at the Ocean Beach cleanup.    Be sure to check in at the Oracle table that will be there. You'll receive an Oracle t-shirt for participating (while supplies last), and can sign up to receive a complimentary Discover Pass to JavaOne* (will be emailed to you). And be sure to get yourself into the group photo, which will be shown on the JavaOne Website. When and where: Ocean Beach at Fulton Street, San Francisco Saturday, September 15, 2012 9 a.m. to Noon Click here for more information, and to register. *Please note that Oracle employees must register for JavaOne via the standard process and are not eligible for this Discover Pass offer.

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  • Keeping It Clean in San Francisco

    - by Oracle OpenWorld Blog Team
    by Karen Shamban Join us on September 15, when California's largest volunteer event -- Coastal Cleanup Day -- is taking place. You can help by joining Oracle, Oracle partners, and many others at the Ocean Beach cleanup.  Be sure to check in at the Oracle table that will be set up there. You'll receive an Oracle t-shirt for participating (while supplies last), and can sign up to receive an emailed code that will get you a complimentary Discover pass* to Oracle OpenWorld and JavaOne. And be sure to get yourself into the group photo, which will be shown on the Oracle OpenWorld and JavaOne Websites. When and where: Ocean Beach at Fulton Street, San Francisco Saturday, September 15, 2012 ">9 a.m. to Noon Click here for more information, and to register. *Oracle employees must register for the conference using the standard process and are not eligible for the Discover pass offer.

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  • Speed up lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

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  • Ubuntu Server and setting up two nic cards

    - by kmalik
    I have ubuntu server on a computer with a wireless and hardwired nic card. The wireless needs to get the internet and pass it to the ubuntu server as well as pass it along to the hardwired nic card to more computers. I am having issues getting the basic set up as I believe the route table is grabbing from the wrong nic card. The router is 192.168.1.0 and the server is set to 192.168.1.11 on the wireless card through DHCP ETH0 (wired nic card) is set up to be 10.10.10.0 and the server is 10.10.10.1) I am not a linux or networking guru but basically I am trying to have internet come from a guest network 192.168.1.0 i believe to give internet to the ubuntu server then the ubuntu server will also A) have the wired nic serve DHCP addresses to other computers via a switch or router (that acts as a switch) via 10.10.10.0 addresses. And I would love if it also passed along internet capabilities as well if possible. Bu really at this point my hope is to at least get the internet working on the server and the DHCP to pass correctly. At the moment the specific issue I am having is getting ubuntu server to connect to the internet and have both nic cards up and running correctly. Any help would be appreciated! The route table is as follows: Destination Gateway GM Flags Metric Iface 0.0.0.0 10.10.10.1 0.0.0.0 UG 100 eth0 10.10.10.0 0.0.0.0 255.255.255.0 U 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 eth0 1992.168.1.0 0.0.0.0 255.255.255.255.0 U 0 eth1 My interfaces is set up as follows: auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 10.10.10.1 netmask 255.255.255.0 network 10.10.10.0 broadcast 10.10.10.255 gateway 10.10.10.1 domain-name-servers 192.168.1.0 auto eth1 iface eth1 inet dhcp netmask 255.255.255.0 gateway 192.168.1.0 wpa-driver wext wpa-ssid "ssid_name" wpa-ap-scan 1 wpa-proto wpa wpa-pairwise ccmp wpa-group ccmp wpa-key-mgmt wpa-psk wpa-psk "HASH" My DHCPD.conf (as there is a domain name server on here is as follows): ddns-update-style none default-lease-time 600 max-lease-time 7200 authoritative option domain-name "Kamron's Network" option subnet-mask 255.255.255.0 option broadcast-address 10.10.10.255 option routers 192.168.1.0 option domain-name-server 192.168.1.0 98.223.128.213 ooption subnet 10.10.10.0 netmask 255.255.255.0 { range 10.10.10.10 10.10.10.99 } log-facility local7

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  • Calling home, receiving calls and smartphone data from the US

    - by Rob Farley
    I got asked about calling home from the US, by someone going to the PASS Summit. I found myself thinking “there should be a blog post about this”... The easiest way to phone home is Skype - no question. Use WiFi, and if you’re calling someone who has Skype on their phone at the other end, it’s free. Even if they don’t, it’s still pretty good price-wise. The PASS Summit conference centre has good WiFI, as do the hotels, and plenty of other places (like Starbucks). But if you’re used to having data all the time, particularly when you’re walking from one place to another, then you’ll want a sim card. This also lets you receive calls more easily, not just solving your data problem. You’ll need to make sure your phone isn’t locked to your local network – get that sorted before you leave. It’s no trouble to drop by a T-mobile or AT&T store and getting a prepaid sim. You can’t get one from the airport, but if the PASS Summit is your first stop, there’s a T-mobile store on 6th in Seattle between Pine & Pike, so you can see it from the Sheraton hotel if that’s where you’re staying. AT&T isn’t far away either. But – there’s an extra step that you should be aware of. If you talk to one of these US telcos, you’ll probably (hopefully I’m wrong, but this is how it was for me recently) be told that their prepaid sims don’t work in smartphones. And they’re right – the APN gets detected and stops the data from working. But luckily, Apple (and others) have provided information about how to change the APN, which has been used by a company based in New Zealand to let you get your phone working. Basically, you send your phone browser to http://unlockit.co.nz and follow the prompts. But do this from a WiFi place somewhere, because you won’t have data access until after you’ve sorted this out... Oh, and if you get a prepaid sim with “unlimited data”, you will still need to get a Data Feature for it. And just for the record – this is WAY easier if you’re going to the UK. I dropped into a T-mobile shop there, and bought a prepaid sim card for five quid, which gave me 250MB data and some (but not much) call credit. In Australia it’s even easier, because you can buy data-enabled sim cards that work in smartphones from the airport when you arrive. I think having access to data really helps you feel at home in a different place. It means you can pull up maps, see what your friends are doing, and more. Hopefully this post helps, but feel free to post comments with extra information if you have it. @rob_farley

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • RequestContextHolder.currentRequestAttributes() and accessing HTTP Session

    - by Umesh Awasthi
    Need to access HTTP session for fetching as well storing some information.I am using Spring-MVC for my application and i have 2 options here. User Request/ Session in my Controller method and do my work Use RequestContextHolde to access Session information. I am separating some calculation logic from Controller and want to access Session information in this new layer and for that i have 2 options Pass session or Request object to other method in other layer and perform my work. use RequestContextHolder.currentRequestAttributes() to access request/ session and perform my work. I am not sure which is right way to go? with second approach, i can see that method calling will be more clean and i need not to pass request/ session each time.

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  • A good way to build a game loop in OpenGL

    - by Jeff
    I'm currently beginning to learn OpenGL at school, and I've started making a simple game the other day (on my own, not for school). I'm using freeglut, and am building it in C, so for my game loop I had really just been using a function I made passed to glutIdleFunc to update all the drawing and physics in one pass. This was fine for simple animations that I didn't care too much about the frame rate, but since the game is mostly physics based, I really want to (need to) tie down how fast it's updating. So my first attempt was to have my function I pass to glutIdleFunc (myIdle()) to keep track of how much time has passed since the previous call to it, and update the physics (and currently graphics) every so many milliseconds. I used timeGetTime() to do this (by using <windows.h>). And this got me to thinking, is using the idle function really a good way of going about the game loop? My question is, what is a better way to implement the game loop in OpenGL? Should I avoid using the idle function?

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