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  • SQL SERVER – Update Statistics are Sampled By Default

    - by pinaldave
    After reading my earlier post SQL SERVER – Create Primary Key with Specific Name when Creating Table on Statistics, I have received another question by a blog reader. The question is as follows: Question: Are the statistics sampled by default? Answer: Yes. The sampling rate can be specified by the user and it can be anywhere between a very low value to 100%. Let us do a small experiment to verify if the auto update on statistics is left on. Also, let’s examine a very large table that is created and statistics by default- whether the statistics are sampled or not. USE [AdventureWorks] GO -- Create Table CREATE TABLE [dbo].[StatsTest]( [ID] [int] IDENTITY(1,1) NOT NULL, [FirstName] [varchar](100) NULL, [LastName] [varchar](100) NULL, [City] [varchar](100) NULL, CONSTRAINT [PK_StatsTest] PRIMARY KEY CLUSTERED ([ID] ASC) ) ON [PRIMARY] GO -- Insert 1 Million Rows INSERT INTO [dbo].[StatsTest] (FirstName,LastName,City) SELECT TOP 1000000 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Update the statistics UPDATE STATISTICS [dbo].[StatsTest] GO -- Shows the statistics DBCC SHOW_STATISTICS ("StatsTest"PK_StatsTest) GO -- Clean up DROP TABLE [dbo].[StatsTest] GO Now let us observe the result of the DBCC SHOW_STATISTICS. The result shows that Resultset is for sure sampling for a large dataset. The percentage of sampling is based on data distribution as well as the kind of data in the table. Before dropping the table, let us check first the size of the table. The size of the table is 35 MB. Now, let us run the above code with lesser number of the rows. USE [AdventureWorks] GO -- Create Table CREATE TABLE [dbo].[StatsTest]( [ID] [int] IDENTITY(1,1) NOT NULL, [FirstName] [varchar](100) NULL, [LastName] [varchar](100) NULL, [City] [varchar](100) NULL, CONSTRAINT [PK_StatsTest] PRIMARY KEY CLUSTERED ([ID] ASC) ) ON [PRIMARY] GO -- Insert 1 Hundred Thousand Rows INSERT INTO [dbo].[StatsTest] (FirstName,LastName,City) SELECT TOP 100000 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Update the statistics UPDATE STATISTICS [dbo].[StatsTest] GO -- Shows the statistics DBCC SHOW_STATISTICS ("StatsTest"PK_StatsTest) GO -- Clean up DROP TABLE [dbo].[StatsTest] GO You can see that Rows Sampled is just the same as Rows of the table. In this case, the sample rate is 100%. Before dropping the table, let us also check the size of the table. The size of the table is less than 4 MB. Let us compare the Result set just for a valid reference. Test 1: Total Rows: 1000000, Rows Sampled: 255420, Size of the Table: 35.516 MB Test 2: Total Rows: 100000, Rows Sampled: 100000, Size of the Table: 3.555 MB The reason behind the sample in the Test1 is that the data space is larger than 8 MB, and therefore it uses more than 1024 data pages. If the data space is smaller than 8 MB and uses less than 1024 data pages, then the sampling does not happen. Sampling aids in reducing excessive data scan; however, sometimes it reduces the accuracy of the data as well. Please note that this is just a sample test and there is no way it can be claimed as a benchmark test. The result can be dissimilar on different machines. There are lots of other information can be included when talking about this subject. I will write detail post covering all the subject very soon. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Index, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL Statistics

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  • July, the 31 Days of SQL Server DMO’s – Day 22 (sys.dm_db_index_physical_stats)

    - by Tamarick Hill
    The sys.dm_db_index_physical_stats Dynamic Management Function is used to return information about the fragmentation levels, page counts, depth, number of levels, record counts, etc. about the indexes on your database instance. One row is returned for each level in a given index, which we will discuss more later. The function takes a total of 5 input parameters which are (1) database_id, (2) object_id, (3) index_id, (4) partition_number, and (5) the mode of the scan level that you would like to run. Let’s use this function with our AdventureWorks2012 database to better illustrate the information it provides. SELECT * FROM sys.dm_db_index_physical_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL, NULL) As you can see from the result set, there is a lot of beneficial information returned from this DMF. The first couple of columns in the result set (database_id, object_id, index_id, partition_number, index_type_desc, alloc_unit_type_desc) are either self-explanatory or have been explained in our previous blog sessions so I will not go into detail about these at this time. The next column in the result set is the index_depth which represents how deep the index goes. For example, If we have a large index that contains 1 root page, 3 intermediate levels, and 1 leaf level, our index depth would be 5. The next column is the index_level which refers to what level (of the depth) a particular row is referring to. Next is probably one of the most beneficial columns in this result set, which is the avg_fragmentation_in_percent. This column shows you how fragmented a particular level of an index may be. Many people use this column within their index maintenance jobs to dynamically determine whether they should do REORG’s or full REBUILD’s of a given index. The fragment count represents the number of fragments in a leaf level while the avg_fragment_size_in_pages represents the number of pages in a fragment. The page_count column tells you how many pages are in a particular index level. From my result set above, you see the the remaining columns all have NULL values. This is because I did not specify a ‘mode’ in my query and as a result it used the ‘LIMITED’ mode by default. The LIMITED mode is meant to be lightweight so it does collect information for every column in the result set. I will re-run my query again using the ‘DETAILED’ mode and you will see we now have results for these rows. SELECT * FROM sys.dm_db_index_physical_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL, ‘DETAILED’)   From the remaining columns, you see we get even more detailed information such as how many records are in a particular index level (record_count). We have a column for ghost_record_count which represents the number of records that have been marked for deletion, but have not physically been removed by the background ghost cleanup process. We later see information on the MIN, MAX, and AVG record size in bytes. The forwarded_record_count column refers to records that have been updated and now no longer fit within the row on the page anymore and thus have to be moved. A forwarded record is left in the original location with a pointer to the new location. The last column in the result set is the compressed_page_count column which tells you how many pages in your index have been compressed. This is a very powerful DMF that returns good information about the current indexes in your system. However, based on the mode you select, it could be a very resource intensive function so be careful with how you use it. For more information on this Dynamic Management Function, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms188917.aspx Follow me on Twitter @PrimeTimeDBA

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  • Firefox throwing a exception with HTML Canvas putImageData

    - by mr.doob
    So I was working on this little javascript experiment and I needed a widget to track the FPS of it. I ported a widget I've been using with Actionscript 3 to Javascript and it seems to be working fine with Chrome/Safari but on Firefox is throwing an exception. This is the experiment: Depth of Field This is the error: [Exception... "An invalid or illegal string was specified" code: "12" nsresult: "0x8053000c (NS_ERROR_DOM_SYNTAX_ERR)" location: "http://mrdoob.com/projects/chromeexperiments/depth_of_field__debug/js/net/hires/debug/Stats.js Line: 105"] The line that is complaning about is this one: graph.putImageData(graphData, 1, 0, 0, 0, 69, 50); Which is a crappy code to "scroll" the bitmap pixels. The idea is that I only draw a few pixels on the left of the bitmap and then on the next frame I copy the whole bitmap and paste it on pixel to the right. This error usually is thrown because you're pasting a bitmap bigger than the source and it's going off the limits, but in theory that shouldn't be the case as I'm defining 69 as the width of the rectangle to paste (being the bitmap 70px wide). And this is full code: var Stats = { baseFps: null, timer: null, timerStart: null, timerLast: null, fps: null, ms: null, container: null, fpsText: null, msText: null, memText: null, memMaxText: null, graph: null, graphData: null, init: function(userfps) { baseFps = userfps; timer = 0; timerStart = new Date() - 0; timerLast = 0; fps = 0; ms = 0; container = document.createElement("div"); container.style.fontFamily = 'Arial'; container.style.fontSize = '10px'; container.style.backgroundColor = '#000033'; container.style.width = '70px'; container.style.paddingTop = '2px'; fpsText = document.createElement("div"); fpsText.style.color = '#ffff00'; fpsText.style.marginLeft = '3px'; fpsText.style.marginBottom = '-3px'; fpsText.innerHTML = "FPS:"; container.appendChild(fpsText); msText = document.createElement("div"); msText.style.color = '#00ff00'; msText.style.marginLeft = '3px'; msText.style.marginBottom = '-3px'; msText.innerHTML = "MS:"; container.appendChild(msText); memText = document.createElement("div"); memText.style.color = '#00ffff'; memText.style.marginLeft = '3px'; memText.style.marginBottom = '-3px'; memText.innerHTML = "MEM:"; container.appendChild(memText); memMaxText = document.createElement("div"); memMaxText.style.color = '#ff0070'; memMaxText.style.marginLeft = '3px'; memMaxText.style.marginBottom = '3px'; memMaxText.innerHTML = "MAX:"; container.appendChild(memMaxText); var canvas = document.createElement("canvas"); canvas.width = 70; canvas.height = 50; container.appendChild(canvas); graph = canvas.getContext("2d"); graph.fillStyle = '#000033'; graph.fillRect(0, 0, canvas.width, canvas.height ); graphData = graph.getImageData(0, 0, canvas.width, canvas.height); setInterval(this.update, 1000/baseFps); return container; }, update: function() { timer = new Date() - timerStart; if ((timer - 1000) > timerLast) { fpsText.innerHTML = "FPS: " + fps + " / " + baseFps; timerLast = timer; graph.putImageData(graphData, 1, 0, 0, 0, 69, 50); graph.fillRect(0,0,1,50); graphData = graph.getImageData(0, 0, 70, 50); var index = ( Math.floor(Math.min(50, (fps / baseFps) * 50)) * 280 /* 70 * 4 */ ); graphData.data[index] = graphData.data[index + 1] = 256; index = ( Math.floor(Math.min(50, 50 - (timer - ms) * .5)) * 280 /* 70 * 4 */ ); graphData.data[index + 1] = 256; graph.putImageData (graphData, 0, 0); fps = 0; } ++fps; msText.innerHTML = "MS: " + (timer - ms); ms = timer; } } Any ideas? Thanks in advance.

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  • MySQL full text search with partial words

    - by Rob
    MySQL Full Text searching appears to be great and the best way to search in SQL. However, I seem to be stuck on the fact that it won't search partial words. For instance if I have an article titled "MySQL Tutorial" and search for "MySQL", it won't find it. Having done some searching I found various references to support for this coming in MySQL 4 (i'm using 5.1.40). I've tried using "MySQL" and "%MySQL%", but neither works (one link I found suggested it was stars but you could only do it at the end or the beginning not both). Here's my table structure and my query, if someone could tell me where i'm going wrong that would be great. I'm assuming partial word matching is built in somehow. CREATE TABLE IF NOT EXISTS `articles` ( `article_id` smallint(5) unsigned NOT NULL AUTO_INCREMENT, `article_name` varchar(64) NOT NULL, `article_desc` text NOT NULL, `article_link` varchar(128) NOT NULL, `article_hits` int(11) NOT NULL, `article_user_hits` int(7) unsigned NOT NULL DEFAULT '0', `article_guest_hits` int(10) unsigned NOT NULL DEFAULT '0', `article_rating` decimal(4,2) NOT NULL DEFAULT '0.00', `article_site_id` smallint(5) unsigned NOT NULL DEFAULT '0', `article_time_added` int(10) unsigned NOT NULL, `article_discussion_id` smallint(5) unsigned NOT NULL DEFAULT '0', `article_source_type` varchar(12) NOT NULL, `article_source_value` varchar(12) NOT NULL, PRIMARY KEY (`article_id`), FULLTEXT KEY `article_name` (`article_name`,`article_desc`,`article_link`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8 AUTO_INCREMENT=7 ; INSERT INTO `articles` VALUES (1, 'MySQL Tutorial', 'Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.', 'http://www.domain.com/', 6, 3, 1, '1.50', 1, 1269702050, 1, '0', '0'), (2, 'How To Use MySQL Well', 'Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.', 'http://www.domain.com/', 1, 2, 0, '3.00', 1, 1269702050, 1, '0', '0'), (3, 'Optimizing MySQL', 'Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.', 'http://www.domain.com/', 0, 1, 0, '3.00', 1, 1269702050, 1, '0', '0'), (4, '1001 MySQL Tricks', 'Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.', 'http://www.domain.com/', 0, 1, 0, '3.00', 1, 1269702050, 1, '0', '0'), (5, 'MySQL vs. YourSQL', 'Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.', 'http://www.domain.com/', 0, 2, 0, '3.00', 1, 1269702050, 1, '0', '0'), (6, 'MySQL Security', 'Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.', 'http://www.domain.com/', 0, 2, 0, '3.00', 1, 1269702050, 1, '0', '0'); SELECT count(a.article_id) FROM articles a WHERE MATCH (a.article_name, a.article_desc, a.article_link) AGAINST ('mysql') GROUP BY a.article_id ORDER BY a.article_time_added ASC The prefix is used as it comes from a function that sometimes adds additional joins. As you can see a search for MySQL should return a count of 6, but unfortunately it doesn't.

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  • ViewPager cycle between views?

    - by Erdem Azakli
    I want my ViewPager implementation to cycle between views instead of stopping at the last view. For example, if I have 3 views to display via a ViewPager, it should return back to the first View after the third View on fling instead of stopping at that third view. I want it to return to the first page/view when the user flings forward on the last page Thanks, Mypageradapter; package com.example.pictures; import android.content.Context; import android.media.AudioManager; import android.os.Parcelable; import android.support.v4.view.PagerAdapter; import android.support.v4.view.ViewPager; import android.view.LayoutInflater; import android.view.View; public class MyPagerAdapter extends PagerAdapter{ SoundManager snd; int sound1,sound2,sound3; boolean loaded = false; public int getCount() { return 6; } public Object instantiateItem(View collection, int position) { View view=null; LayoutInflater inflater = (LayoutInflater) collection.getContext() .getSystemService(Context.LAYOUT_INFLATER_SERVICE); this.setVolumeControlStream(AudioManager.STREAM_MUSIC); int resId = 0; switch (position) { case 0: resId = R.layout.picture1; view = inflater.inflate(resId, null); break; case 1: resId = R.layout.picture2; view = inflater.inflate(resId, null); break; case 2: resId = R.layout.picture3; view = inflater.inflate(resId, null); break; case 3: resId = R.layout.picture4; view = inflater.inflate(resId, null); break; case 4: resId = R.layout.picture5; view = inflater.inflate(resId, null); break; case 5: resId = R.layout.picture6; view = inflater.inflate(resId, null); break; } ((ViewPager) collection).addView(view, 0); return view; } @SuppressWarnings("unused") private Context getApplicationContext() { // TODO Auto-generated method stub return null; } private void setVolumeControlStream(int streamMusic) { // TODO Auto-generated method stub } @SuppressWarnings("unused") private Context getBaseContext() { // TODO Auto-generated method stub return null; } @SuppressWarnings("unused") private PagerAdapter findViewById(int myfivepanelpager) { // TODO Auto-generated method stub return null; } @Override public void destroyItem(View arg0, int arg1, Object arg2) { ((ViewPager) arg0).removeView((View) arg2); } @Override public boolean isViewFromObject(View arg0, Object arg1) { return arg0 == ((View) arg1); } @Override public Parcelable saveState() { return null; } public static Integer getItem(int position) { // TODO Auto-generated method stub return null; } } OnPageChangeListener; package com.example.pictures; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.support.v4.view.ViewPager; import android.support.v4.view.ViewPager.OnPageChangeListener; import android.view.View; import android.widget.Button; import android.widget.Toast; public class Pictures extends Activity implements OnPageChangeListener{ SoundManager snd; int sound1,sound2,sound3; View view=null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.picturespage); MyPagerAdapter adapter = new MyPagerAdapter(); ViewPager myPager = (ViewPager) findViewById(R.id.myfivepanelpager); myPager.setAdapter(adapter); myPager.setCurrentItem(0); myPager.setOnPageChangeListener(this); snd = new SoundManager(this); sound1 = snd.load(R.raw.sound1); sound2 = snd.load(R.raw.sound2); sound3 = snd.load(R.raw.sound3); } public void onPageScrollStateChanged(int arg0) { // TODO Auto-generated method stub } public void onPageScrolled(int arg0, float arg1, int arg2) { // TODO Auto-generated method stub } public void onPageSelected(int position) { // TODO Auto-generated method stub switch (position) { case 0: snd.play(sound1); break; case 1: snd.play(sound2); break; case 2: snd.play(sound3); break; case 3: Toast.makeText(this, "1", Toast.LENGTH_SHORT).show(); break; case 4: Toast.makeText(this, "2", Toast.LENGTH_SHORT).show(); break; case 5: Toast.makeText(this, "3", Toast.LENGTH_SHORT).show(); break; } } };

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  • DirectX 10 Primitive is not displayed

    - by pypmannetjies
    I am trying to write my first DirectX 10 program that displays a triangle. Everything compiles fine, and the render function is called, since the background changes to black. However, the triangle I'm trying to draw with a triangle strip primitive is not displayed at all. The Initialization function: bool InitDirect3D(HWND hWnd, int width, int height) { //****** D3DDevice and SwapChain *****// DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = width; swapChainDesc.BufferDesc.Height = height; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = hWnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; if (FAILED(D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &pSwapChain, &pD3DDevice))) return fatalError(TEXT("Hardware does not support DirectX 10!")); //***** Shader *****// if (FAILED(D3DX10CreateEffectFromFile( TEXT("basicEffect.fx"), NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, pD3DDevice, NULL, NULL, &pBasicEffect, NULL, NULL))) return fatalError(TEXT("Could not load effect file!")); pBasicTechnique = pBasicEffect->GetTechniqueByName("Render"); pViewMatrixEffectVariable = pBasicEffect->GetVariableByName( "View" )->AsMatrix(); pProjectionMatrixEffectVariable = pBasicEffect->GetVariableByName( "Projection" )->AsMatrix(); pWorldMatrixEffectVariable = pBasicEffect->GetVariableByName( "World" )->AsMatrix(); //***** Input Assembly Stage *****// D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = 2; D3D10_PASS_DESC PassDesc; pBasicTechnique->GetPassByIndex(0)->GetDesc(&PassDesc); if (FAILED( pD3DDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout))) return fatalError(TEXT("Could not create Input Layout.")); pD3DDevice->IASetInputLayout( pVertexLayout ); //***** Vertex buffer *****// UINT numVertices = 100; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = sizeof(vertex) * numVertices; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; if (FAILED(pD3DDevice->CreateBuffer(&bd, NULL, &pVertexBuffer))) return fatalError(TEXT("Could not create vertex buffer!"));; UINT stride = sizeof(vertex); UINT offset = 0; pD3DDevice->IASetVertexBuffers( 0, 1, &pVertexBuffer, &stride, &offset ); //***** Rasterizer *****// // Set the viewport viewPort.Width = width; viewPort.Height = height; viewPort.MinDepth = 0.0f; viewPort.MaxDepth = 1.0f; viewPort.TopLeftX = 0; viewPort.TopLeftY = 0; pD3DDevice->RSSetViewports(1, &viewPort); D3D10_RASTERIZER_DESC rasterizerState; rasterizerState.CullMode = D3D10_CULL_NONE; rasterizerState.FillMode = D3D10_FILL_SOLID; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = true; ID3D10RasterizerState* pRS; pD3DDevice->CreateRasterizerState(&rasterizerState, &pRS); pD3DDevice->RSSetState(pRS); //***** Output Merger *****// // Get the back buffer from the swapchain ID3D10Texture2D *pBackBuffer; if (FAILED(pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer))) return fatalError(TEXT("Could not get back buffer.")); // create the render target view if (FAILED(pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView))) return fatalError(TEXT("Could not create the render target view.")); // release the back buffer pBackBuffer->Release(); // set the render target pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL); return true; } The render function: void Render() { if (pD3DDevice != NULL) { pD3DDevice->ClearRenderTargetView(pRenderTargetView, D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f)); //create world matrix static float r; D3DXMATRIX w; D3DXMatrixIdentity(&w); D3DXMatrixRotationY(&w, r); r += 0.001f; //set effect matrices pWorldMatrixEffectVariable->SetMatrix(w); pViewMatrixEffectVariable->SetMatrix(viewMatrix); pProjectionMatrixEffectVariable->SetMatrix(projectionMatrix); //fill vertex buffer with vertices UINT numVertices = 3; vertex* v = NULL; //lock vertex buffer for CPU use pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**) &v ); v[0] = vertex( D3DXVECTOR3(-1,-1,0), D3DXVECTOR4(1,0,0,1) ); v[1] = vertex( D3DXVECTOR3(0,1,0), D3DXVECTOR4(0,1,0,1) ); v[2] = vertex( D3DXVECTOR3(1,-1,0), D3DXVECTOR4(0,0,1,1) ); pVertexBuffer->Unmap(); // Set primitive topology pD3DDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP ); //get technique desc D3D10_TECHNIQUE_DESC techDesc; pBasicTechnique->GetDesc(&techDesc); for(UINT p = 0; p < techDesc.Passes; ++p) { //apply technique pBasicTechnique->GetPassByIndex(p)->Apply(0); //draw pD3DDevice->Draw(numVertices, 0); } pSwapChain->Present(0,0); } }

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  • Code Contracts: validating arrays and collections

    - by DigiMortal
    Validating collections before using them is very common task when we use built-in generic types for our collections. In this posting I will show you how to validate collections using code contracts. It is cool how much awful looking code you can avoid using code contracts. Failing code Let’s suppose we have method that calculates sum of all invoices in collection. We have class Invoice and one of properties it has is Sum. I don’t introduce here any complex calculations on invoices because we have another problem to solve in this topic. Here is our code. public static decimal CalculateTotal(IList<Invoice> invoices) {     var sum = invoices.Sum(p => p.Sum);     return sum; } This method is very simple but it fails when invoices list contains at least one null. Of course, we can test if invoice is null but having nulls in lists like this is not good idea – it opens green way for different coding bugs in system. Our goal is to react to bugs ASAP at the nearest place they occur. There is one more way how to make our method fail. It happens when invoices is null. I thing it is also one common bugs during development and it even happens in production environments under some conditions that are usually hardly met. Now let’s protect our little calculation method with code contracts. We need two contracts: invoices cannot be null invoices cannot contain any nulls Our first contract is easy but how to write the second one? Solution: Contract.ForAll Preconditions in code are checked using Contract.Ensures method. This method takes boolean value as argument that sais if contract holds or not. There is also method Contract.ForAll that takes collection and predicate that must hold for that collection. Nice thing is ForAll returns boolean. So, we have very simple solution. public static decimal CalculateTotal(IList<Invoice> invoices) {     Contract.Requires(invoices != null);     Contract.Requires(Contract.ForAll<Invoice>(invoices, p => p != null));       var sum = invoices.Sum(p => p.Sum);     return sum; } And here are some lines of code you can use to test the contracts quickly. var invoices = new List<Invoice>(); invoices.Add(new Invoice()); invoices.Add(null); invoices.Add(new Invoice()); //CalculateTotal(null); CalculateTotal(invoices); If your code is covered with unit tests then I suggest you to write tests to check that these contracts hold for every code run. Conclusion Although it seemed at first place that checking all elements in collection may end up with for-loops that does not look so nice we were able to solve our problem nicely. ForAll method of contract class offered us simple mechanism to check collections and it does it smoothly the code-contracts-way. P.S. I suggest you also read devlicio.us blog posting Validating Collections with Code Contracts by Derik Whittaker.

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  • Building on someone else's DefaultButton Silverlight work...

    - by KyleBurns
    This week I was handed a "simple" requirement - have a search screen execute its search when the user pressed the Enter key instead of having to move hands from keyboard to mouse and click Search.  That is a reasonable request that has been met for years both in Windows and Web apps.  I did a quick scan for code to pilfer and found Patrick Cauldwell's Blog posting "A 'Default Button' In Silverlight".  This posting was a great start and I'm glad that the basic work had been done for me, but I ran into one issue - when using bound textboxes (I'm a die-hard MVVM enthusiast when it comes to Silverlight development), the search was being executed before the textbox I was in when the Enter key was pressed updated its bindings.  With a little bit of reflection work, I think I have found a good generic solution that builds upon Patrick's to make it more binding-friendly.  Also, I wanted to set the DefaultButton at a higher level than on each TextBox (or other control for that matter), so the use of mine is intended to be set somewhere such as the LayoutRoot or other high level control and will apply to all controls beneath it in the control tree.  I haven't tested this on controls that treat the Enter key special themselves in the mix. The real change from Patrick's solution here is that in the KeyUp event, I grab the source of the KeyUp event (in my case the textbox containing search criteria) and loop through the static fields on the element's type looking for DependencyProperty instances.  When I find a DependencyProperty, I grab the value and query for bindings.  Each time I find a binding, UpdateSource is called to make sure anything bound to any property of the field has the opportunity to update before the action represented by the DefaultButton is executed. Here's the code: public class DefaultButtonService { public static DependencyProperty DefaultButtonProperty = DependencyProperty.RegisterAttached("DefaultButton", typeof (Button), typeof (DefaultButtonService), new PropertyMetadata (null, DefaultButtonChanged)); private static void DefaultButtonChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { var uiElement = d as UIElement; var button = e.NewValue as Button; if (uiElement != null && button != null) { uiElement.KeyUp += (sender, arg) => { if (arg.Key == Key.Enter) { var element = arg.OriginalSource as FrameworkElement; if (element != null) { UpdateBindings(element); } if (button.IsEnabled) { button.Focus(); var peer = new ButtonAutomationPeer(button); var invokeProv = peer.GetPattern(PatternInterface.Invoke) as IInvokeProvider; if (invokeProv != null) invokeProv.Invoke(); arg.Handled = true; } } }; } } public static DefaultButtonService GetDefaultButton(UIElement obj) { return (DefaultButtonService) obj.GetValue(DefaultButtonProperty); } public static void SetDefaultButton(DependencyObject obj, DefaultButtonService button) { obj.SetValue(DefaultButtonProperty, button); } public static void UpdateBindings(FrameworkElement element) { element.GetType().GetFields(BindingFlags.Public | BindingFlags.Static).ForEach(field => { if (field.FieldType.IsAssignableFrom(typeof(DependencyProperty))) { try { var dp = field.GetValue(null) as DependencyProperty; if (dp != null) { var binding = element.GetBindingExpression(dp); if (binding != null) { binding.UpdateSource(); } } } // ReSharper disable EmptyGeneralCatchClause catch (Exception) // ReSharper restore EmptyGeneralCatchClause { // swallow exceptions } } }); } }

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • Java Port Socket Programming Error

    - by atrus-darkstone
    Hi- I have been working on a java client-server program using port sockets. The goal of this program is for the client to take a screenshot of the machine it is running on, break the RGB info of this image down into integers and arrays, then send this info over to the server, where it is reconstructed into a new image file. However, when I run the program I am experiencing the following two bugs: The first number recieved by the server, no matter what its value is according to the client, is always 49. The client only sends(or the server only receives?) the first value, then the program hangs forever. Any ideas as to why this is happening, and what I can do to fix it? The code for both client and server is below. Thanks! CLIENT: import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.image.BufferedImage; import java.io.*; import java.net.Socket; import java.text.SimpleDateFormat; import java.util.*; import javax.swing.*; import javax.swing.Timer; public class ViewerClient implements ActionListener{ private Socket vSocket; private BufferedReader in; private PrintWriter out; private Robot robot; // static BufferedReader orders = null; public ViewerClient() throws Exception{ vSocket = null; in = null; out = null; robot = null; } public void setVSocket(Socket vs) { vSocket = vs; } public void setInput(BufferedReader i) { in = i; } public void setOutput(PrintWriter o) { out = o; } public void setRobot(Robot r) { robot = r; } /*************************************************/ public Socket getVSocket() { return vSocket; } public BufferedReader getInput() { return in; } public PrintWriter getOutput() { return out; } public Robot getRobot() { return robot; } public void run() throws Exception{ int speed = 2500; int pause = 5000; Timer timer = new Timer(speed, this); timer.setInitialDelay(pause); // System.out.println("CLIENT: Set up timer."); try { setVSocket(new Socket("Alex-PC", 4444)); setInput(new BufferedReader(new InputStreamReader(getVSocket().getInputStream()))); setOutput(new PrintWriter(getVSocket().getOutputStream(), true)); setRobot(new Robot()); // System.out.println("CLIENT: Established connection and IO ports."); // timer.start(); captureScreen(nameImage()); }catch(Exception e) { System.err.println(e); } } public void captureScreen(String fileName) throws Exception{ Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize(); Rectangle screenRectangle = new Rectangle(screenSize); BufferedImage image = getRobot().createScreenCapture(screenRectangle); int width = image.getWidth(); int height = image.getHeight(); int[] pixelData = new int[(width * height)]; image.getRGB(0,0, width, height, pixelData, width, height); byte[] imageData = new byte[(width * height)]; String fromServer = null; if((fromServer = getInput().readLine()).equals("READY")) { sendWidth(width); sendHeight(height); sendArrayLength((width * height)); sendImageInfo(fileName); sendImageData(imageData); } /* System.out.println(imageData.length); String fromServer = null; for(int i = 0; i < pixelData.length; i++) { imageData[i] = ((byte)pixelData[i]); } System.out.println("CLIENT: Pixel data successfully converted to byte data."); System.out.println("CLIENT: Waiting for ready message..."); if((fromServer = getInput().readLine()).equals("READY")) { System.out.println("CLIENT: Ready message recieved."); getOutput().println("SENDING ARRAY LENGTH..."); System.out.println("CLIENT: Sending array length..."); System.out.println("CLIENT: " + imageData.length); getOutput().println(imageData.length); System.out.println("CLIENT: Array length sent."); getOutput().println("SENDING IMAGE..."); System.out.println("CLIENT: Sending image data..."); for(int i = 0; i < imageData.length; i++) { getOutput().println(imageData[i]); } System.out.println("CLIENT: Image data sent."); getOutput().println("SENDING IMAGE WIDTH..."); System.out.println("CLIENT: Sending image width..."); getOutput().println(width); System.out.println("CLIENT: Image width sent."); getOutput().println("SENDING IMAGE HEIGHT..."); System.out.println("CLIENT: Sending image height..."); getOutput().println(height); System.out.println("CLIENT: Image height sent..."); getOutput().println("SENDING IMAGE INFO..."); System.out.println("CLIENT: Sending image info..."); getOutput().println(fileName); System.out.println("CLIENT: Image info sent."); getOutput().println("FINISHED."); System.out.println("Image data sent successfully."); } if((fromServer = getInput().readLine()).equals("CLOSE DOWN")) { getOutput().close(); getInput().close(); getVSocket().close(); } */ } public String nameImage() throws Exception { String dateFormat = "yyyy-MM-dd HH-mm-ss"; Calendar cal = Calendar.getInstance(); SimpleDateFormat sdf = new SimpleDateFormat(dateFormat); String fileName = sdf.format(cal.getTime()); return fileName; } public void sendArrayLength(int length) throws Exception { getOutput().println("SENDING ARRAY LENGTH..."); getOutput().println(length); } public void sendWidth(int width) throws Exception { getOutput().println("SENDING IMAGE WIDTH..."); getOutput().println(width); } public void sendHeight(int height) throws Exception { getOutput().println("SENDING IMAGE HEIGHT..."); getOutput().println(height); } public void sendImageData(byte[] imageData) throws Exception { getOutput().println("SENDING IMAGE..."); for(int i = 0; i < imageData.length; i++) { getOutput().println(imageData[i]); } } public void sendImageInfo(String info) throws Exception { getOutput().println("SENDING IMAGE INFO..."); getOutput().println(info); } public void actionPerformed(ActionEvent a){ String message = null; try { if((message = getInput().readLine()).equals("PROCESSING...")) { if((message = getInput().readLine()).equals("IMAGE RECIEVED SUCCESSFULLY.")) { captureScreen(nameImage()); } } }catch(Exception e) { JOptionPane.showMessageDialog(null, "Problem: " + e); } } } SERVER: import java.awt.image.BufferedImage; import java.io.*; import java.net.*; import javax.imageio.ImageIO; /*IMPORTANT TODO: * 1. CLOSE ALL STREAMS AND SOCKETS WITHIN CLIENT AND SERVER! * 2. PLACE MAIN EXEC CODE IN A TIMED WHILE LOOP TO SEND FILE EVERY X SECONDS * */ public class ViewerServer { private ServerSocket vServer; private Socket vClient; private PrintWriter out; private BufferedReader in; private byte[] imageData; private int width; private int height; private String imageInfo; private int[] rgbData; private boolean active; public ViewerServer() throws Exception{ vServer = null; vClient = null; out = null; in = null; imageData = null; width = 0; height = 0; imageInfo = null; rgbData = null; active = true; } public void setVServer(ServerSocket vs) { vServer = vs; } public void setVClient(Socket vc) { vClient = vc; } public void setOutput(PrintWriter o) { out = o; } public void setInput(BufferedReader i) { in = i; } public void setImageData(byte[] imDat) { imageData = imDat; } public void setWidth(int w) { width = w; } public void setHeight(int h) { height = h; } public void setImageInfo(String im) { imageInfo = im; } public void setRGBData(int[] rd) { rgbData = rd; } public void setActive(boolean a) { active = a; } /***********************************************/ public ServerSocket getVServer() { return vServer; } public Socket getVClient() { return vClient; } public PrintWriter getOutput() { return out; } public BufferedReader getInput() { return in; } public byte[] getImageData() { return imageData; } public int getWidth() { return width; } public int getHeight() { return height; } public String getImageInfo() { return imageInfo; } public int[] getRGBData() { return rgbData; } public boolean getActive() { return active; } public void run() throws Exception{ connect(); setActive(true); while(getActive()) { recieve(); } close(); } public void recieve() throws Exception{ String clientStatus = null; int clientData = 0; // System.out.println("SERVER: Sending ready message..."); getOutput().println("READY"); // System.out.println("SERVER: Ready message sent."); if((clientStatus = getInput().readLine()).equals("SENDING IMAGE WIDTH...")) { setWidth(getInput().read()); System.out.println("Width: " + getWidth()); } if((clientStatus = getInput().readLine()).equals("SENDING IMAGE HEIGHT...")) { setHeight(getInput().read()); System.out.println("Height: " + getHeight()); } if((clientStatus = getInput().readLine()).equals("SENDING ARRAY LENGTH...")) { clientData = getInput().read(); setImageData(new byte[clientData]); System.out.println("Array length: " + clientData); } if((clientStatus = getInput().readLine()).equals("SENDING IMAGE INFO...")) { setImageInfo(getInput().readLine()); System.out.println("Image Info: " + getImageInfo()); } if((clientStatus = getInput().readLine()).equals("SENDING IMAGE...")) { for(int i = 0; i < getImageData().length; i++) { getImageData()[i] = ((byte)getInput().read()); } } if((clientStatus = getInput().readLine()).equals("FINISHED.")) { getOutput().println("PROCESSING..."); setRGBData(new int[getImageData().length]); for(int i = 0; i < getRGBData().length; i++) { getRGBData()[i] = getImageData()[i]; } BufferedImage image = null; image.setRGB(0, 0, getWidth(), getHeight(), getRGBData(), getWidth(), getHeight()); ImageIO.write(image, "png", new File(imageInfo + ".png")); //create an image file out of the screenshot getOutput().println("IMAGE RECIEVED SUCCESSFULLY."); } } public void connect() throws Exception { setVServer(new ServerSocket(4444)); //establish server connection // System.out.println("SERVER: Connection established."); setVClient(getVServer().accept()); //accept client connection request // System.out.println("SERVER: Accepted connection request."); setOutput(new PrintWriter(vClient.getOutputStream(), true)); //set up an output channel setInput(new BufferedReader(new InputStreamReader(vClient.getInputStream()))); //set up an input channel // System.out.println("SERVER: Created IO ports."); } public void close() throws Exception { getOutput().close(); getInput().close(); getVClient().close(); getVServer().close(); } }

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  • How to add OnClickListener in ViewPager

    - by Erdem Azakli
    I have problem with ViewPager and can't find answer.I want to Toast a message when pictures(view) clicked. I can't make, please help me. Example: click on the picture1 --Message"Picture1" click on the picture2 --Message"Picture2" Thanks a lot, Mypageradapter; package com.example.pictures; import android.content.Context; import android.media.AudioManager; import android.os.Parcelable; import android.support.v4.view.PagerAdapter; import android.support.v4.view.ViewPager; import android.view.LayoutInflater; import android.view.View; public class MyPagerAdapter extends PagerAdapter{ public int getCount() { return 6; } public Object instantiateItem(View collection, int position) { View view=null; LayoutInflater inflater = (LayoutInflater) collection.getContext() .getSystemService(Context.LAYOUT_INFLATER_SERVICE); int resId = 0; switch (position) { case 0: resId = R.layout.picture1; view = inflater.inflate(resId, null); break; case 1: resId = R.layout.picture2; view = inflater.inflate(resId, null); break; case 2: resId = R.layout.picture3; view = inflater.inflate(resId, null); break; case 3: resId = R.layout.picture4; view = inflater.inflate(resId, null); break; case 4: resId = R.layout.picture5; view = inflater.inflate(resId, null); break; case 5: resId = R.layout.picture6; view = inflater.inflate(resId, null); break; } ((ViewPager) collection).addView(view, 0); return view; } @SuppressWarnings("unused") private Context getApplicationContext() { // TODO Auto-generated method stub return null; } private void setVolumeControlStream(int streamMusic) { // TODO Auto-generated method stub } @SuppressWarnings("unused") private Context getBaseContext() { // TODO Auto-generated method stub return null; } @SuppressWarnings("unused") private PagerAdapter findViewById(int myfivepanelpager) { // TODO Auto-generated method stub return null; } @Override public void destroyItem(View arg0, int arg1, Object arg2) { ((ViewPager) arg0).removeView((View) arg2); } @Override public boolean isViewFromObject(View arg0, Object arg1) { return arg0 == ((View) arg1); } @Override public Parcelable saveState() { return null; } public static Integer getItem(int position) { // TODO Auto-generated method stub return null; } } OnPageChangeListener; package com.example.pictures; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.support.v4.view.ViewPager; import android.support.v4.view.ViewPager.OnPageChangeListener; import android.view.View; import android.widget.Button; import android.widget.Toast; public class Pictures extends Activity implements OnPageChangeListener{ SoundManager snd; int sound1,sound2,sound3; View view=null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.picturespage); MyPagerAdapter adapter = new MyPagerAdapter(); ViewPager myPager = (ViewPager) findViewById(R.id.myfivepanelpager); myPager.setAdapter(adapter); myPager.setCurrentItem(0); myPager.setOnPageChangeListener(this); snd = new SoundManager(this); sound1 = snd.load(R.raw.sound1); sound2 = snd.load(R.raw.sound2); sound3 = snd.load(R.raw.sound3); } public void onPageScrollStateChanged(int arg0) { // TODO Auto-generated method stub } public void onPageScrolled(int arg0, float arg1, int arg2) { // TODO Auto-generated method stub } public void onPageSelected(int position) { // TODO Auto-generated method stub switch (position) { case 0: snd.play(sound1); break; case 1: snd.play(sound2); break; case 2: snd.play(sound3); break; case 3: Toast.makeText(this, "1", Toast.LENGTH_SHORT).show(); break; case 4: Toast.makeText(this, "2", Toast.LENGTH_SHORT).show(); break; case 5: Toast.makeText(this, "3", Toast.LENGTH_SHORT).show(); break; } } };

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Broken Views

    - by Ajarn Mark Caldwell
    “SELECT *” isn’t just hazardous to performance, it can actually return blatantly wrong information. There are a number of blog posts and articles out there that actively discourage the use of the SELECT * FROM …syntax.  The two most common explanations that I have seen are: Performance:  The SELECT * syntax will return every column in the table, but frequently you really only need a few of the columns, and so by using SELECT * your are retrieving large volumes of data that you don’t need, but the system has to process, marshal across tiers, and so on.  It would be much more efficient to only select the specific columns that you need. Future-proof:  If you are taking other shortcuts in your code, along with using SELECT *, you are setting yourself up for trouble down the road when enhancements are made to the system.  For example, if you use SELECT * to return results from a table into a DataTable in .NET, and then reference columns positionally (e.g. myDataRow[5]) you could end up with bad data if someone happens to add a column into position 3 and skewing all the remaining columns’ ordinal position.  Or if you use INSERT…SELECT * then you will likely run into errors when a new column is added to the source table in any position. And if you use SELECT * in the definition of a view, you will run into a variation of the future-proof problem mentioned above.  One of the guys on my team, Mike Byther, ran across this in a project we were doing, but fortunately he caught it while we were still in development.  I asked him to put together a test to prove that this was related to the use of SELECT * and not some other anomaly.  I’ll walk you through the test script so you can see for yourself what happens. We are going to create a table and two views that are based on that table, one of them uses SELECT * and the other explicitly lists the column names.  The script to create these objects is listed below. IF OBJECT_ID('testtab') IS NOT NULL DROP TABLE testtabgoIF OBJECT_ID('testtab_vw') IS NOT NULL DROP VIEW testtab_vwgo IF OBJECT_ID('testtab_vw_named') IS NOT NULL DROP VIEW testtab_vw_namedgo CREATE TABLE testtab (col1 NVARCHAR(5) null, col2 NVARCHAR(5) null)INSERT INTO testtab(col1, col2)VALUES ('A','B'), ('A','B')GOCREATE VIEW testtab_vw AS SELECT * FROM testtabGOCREATE VIEW testtab_vw_named AS SELECT col1, col2 FROM testtabgo Now, to prove that the two views currently return equivalent results, select from them. SELECT 'star', col1, col2 FROM testtab_vwSELECT 'named', col1, col2 FROM testtab_vw_named OK, so far, so good.  Now, what happens if someone makes a change to the definition of the underlying table, and that change results in a new column being inserted between the two existing columns?  (Side note, I normally prefer to append new columns to the end of the table definition, but some people like to keep their columns alphabetized, and for clarity for later people reviewing the schema, it may make sense to group certain columns together.  Whatever the reason, it sometimes happens, and you need to protect yourself and your code from the repercussions.) DROP TABLE testtabgoCREATE TABLE testtab (col1 NVARCHAR(5) null, col3 NVARCHAR(5) NULL, col2 NVARCHAR(5) null)INSERT INTO testtab(col1, col3, col2)VALUES ('A','C','B'), ('A','C','B')goSELECT 'star', col1, col2 FROM testtab_vwSELECT 'named', col1, col2 FROM testtab_vw_named I would have expected that the view using SELECT * in its definition would essentially pass-through the column name and still retrieve the correct data, but that is not what happens.  When you run our two select statements again, you see that the View that is based on SELECT * actually retrieves the data based on the ordinal position of the columns at the time that the view was created.  Sure, one work-around is to recreate the View, but you can’t really count on other developers to know the dependencies you have built-in, and they won’t necessarily recreate the view when they refactor the table. I am sure that there are reasons and justifications for why Views behave this way, but I find it particularly disturbing that you can have code asking for col2, but actually be receiving data from col3.  By the way, for the record, this entire scenario and accompanying test script apply to SQL Server 2008 R2 with Service Pack 1. So, let the developer beware…know what assumptions are in effect around your code, and keep on discouraging people from using SELECT * syntax in anything but the simplest of ad-hoc queries. And of course, let’s clean up after ourselves.  To eliminate the database objects created during this test, run the following commands. DROP TABLE testtabDROP VIEW testtab_vwDROP VIEW testtab_vw_named

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  • SQL SERVER – Simple Example of Incremental Statistics – Performance improvements in SQL Server 2014 – Part 2

    - by Pinal Dave
    This is the second part of the series Incremental Statistics. Here is the index of the complete series. What is Incremental Statistics? – Performance improvements in SQL Server 2014 – Part 1 Simple Example of Incremental Statistics – Performance improvements in SQL Server 2014 – Part 2 DMV to Identify Incremental Statistics – Performance improvements in SQL Server 2014 – Part 3 In part 1 we have understood what is incremental statistics and now in this second part we will see a simple example of incremental statistics. This blog post is heavily inspired from my friend Balmukund’s must read blog post. If you have partitioned table and lots of data, this feature can be specifically very useful. Prerequisite Here are two things you must know before you start with the demonstrations. AdventureWorks – For the demonstration purpose I have installed AdventureWorks 2012 as an AdventureWorks 2014 in this demonstration. Partitions – You should know how partition works with databases. Setup Script Here is the setup script for creating Partition Function, Scheme, and the Table. We will populate the table based on the SalesOrderDetails table from AdventureWorks. -- Use Database USE AdventureWorks2014 GO -- Create Partition Function CREATE PARTITION FUNCTION IncrStatFn (INT) AS RANGE LEFT FOR VALUES (44000, 54000, 64000, 74000) GO -- Create Partition Scheme CREATE PARTITION SCHEME IncrStatSch AS PARTITION [IncrStatFn] TO ([PRIMARY], [PRIMARY], [PRIMARY], [PRIMARY], [PRIMARY]) GO -- Create Table Incremental_Statistics CREATE TABLE [IncrStatTab]( [SalesOrderID] [int] NOT NULL, [SalesOrderDetailID] [int] NOT NULL, [CarrierTrackingNumber] [nvarchar](25) NULL, [OrderQty] [smallint] NOT NULL, [ProductID] [int] NOT NULL, [SpecialOfferID] [int] NOT NULL, [UnitPrice] [money] NOT NULL, [UnitPriceDiscount] [money] NOT NULL, [ModifiedDate] [datetime] NOT NULL) ON IncrStatSch(SalesOrderID) GO -- Populate Table INSERT INTO [IncrStatTab]([SalesOrderID], [SalesOrderDetailID], [CarrierTrackingNumber], [OrderQty], [ProductID], [SpecialOfferID], [UnitPrice],   [UnitPriceDiscount], [ModifiedDate]) SELECT     [SalesOrderID], [SalesOrderDetailID], [CarrierTrackingNumber], [OrderQty], [ProductID], [SpecialOfferID], [UnitPrice],   [UnitPriceDiscount], [ModifiedDate] FROM       [Sales].[SalesOrderDetail] WHERE      SalesOrderID < 54000 GO Check Details Now we will check details in the partition table IncrStatSch. -- Check the partition SELECT * FROM sys.partitions WHERE OBJECT_ID = OBJECT_ID('IncrStatTab') GO You will notice that only a few of the partition are filled up with data and remaining all the partitions are empty. Now we will create statistics on the Table on the column SalesOrderID. However, here we will keep adding one more keyword which is INCREMENTAL = ON. Please note this is the new keyword and feature added in SQL Server 2014. It did not exist in earlier versions. -- Create Statistics CREATE STATISTICS IncrStat ON [IncrStatTab] (SalesOrderID) WITH FULLSCAN, INCREMENTAL = ON GO Now we have successfully created statistics let us check the statistical histogram of the table. Now let us once again populate the table with more data. This time the data are entered into a different partition than earlier populated partition. -- Populate Table INSERT INTO [IncrStatTab]([SalesOrderID], [SalesOrderDetailID], [CarrierTrackingNumber], [OrderQty], [ProductID], [SpecialOfferID], [UnitPrice],   [UnitPriceDiscount], [ModifiedDate]) SELECT     [SalesOrderID], [SalesOrderDetailID], [CarrierTrackingNumber], [OrderQty], [ProductID], [SpecialOfferID], [UnitPrice],   [UnitPriceDiscount], [ModifiedDate] FROM       [Sales].[SalesOrderDetail] WHERE      SalesOrderID > 54000 GO Let us check the status of the partition once again with following script. -- Check the partition SELECT * FROM sys.partitions WHERE OBJECT_ID = OBJECT_ID('IncrStatTab') GO Statistics Update Now here has the new feature come into action. Previously, if we have to update the statistics, we will have to FULLSCAN the entire table irrespective of which partition got the data. However, in SQL Server 2014 we can just specify which partition we want to update in terms of Statistics. Here is the script for the same. -- Update Statistics Manually UPDATE STATISTICS IncrStatTab (IncrStat) WITH RESAMPLE ON PARTITIONS(3, 4) GO Now let us check the statistics once again. -- Show Statistics DBCC SHOW_STATISTICS('IncrStatTab', IncrStat) WITH HISTOGRAM GO Upon examining statistics histogram, you will notice that now the distribution has changed and there is way more rows in the histogram. Summary The new feature of Incremental Statistics is indeed a boon for the scenario where there are partitions and statistics needs to be updated frequently on the partitions. In earlier version to update statistics one has to do FULLSCAN on the entire table which was wasting too many resources. With the new feature in SQL Server 2014, now only those partitions which are significantly changed can be specified in the script to update statistics. Cleanup You can clean up the database by executing following scripts. -- Clean up DROP TABLE [IncrStatTab] DROP PARTITION SCHEME [IncrStatSch] DROP PARTITION FUNCTION [IncrStatFn] GO Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: SQL Statistics, Statistics

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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • How to Inspect Javascript Object

    - by Madhan ayyasamy
    You can inspect any JavaScript objects and list them as indented, ordered by levels.It shows you type and property name. If an object property can't be accessed, an error message will be shown.Here the snippets for inspect javascript object.function inspect(obj, maxLevels, level){  var str = '', type, msg;    // Start Input Validations    // Don't touch, we start iterating at level zero    if(level == null)  level = 0;    // At least you want to show the first level    if(maxLevels == null) maxLevels = 1;    if(maxLevels < 1)             return '<font color="red">Error: Levels number must be > 0</font>';    // We start with a non null object    if(obj == null)    return '<font color="red">Error: Object <b>NULL</b></font>';    // End Input Validations    // Each Iteration must be indented    str += '<ul>';    // Start iterations for all objects in obj    for(property in obj)    {      try      {          // Show "property" and "type property"          type =  typeof(obj[property]);          str += '<li>(' + type + ') ' + property +                  ( (obj[property]==null)?(': <b>null</b>'):('')) + '</li>';          // We keep iterating if this property is an Object, non null          // and we are inside the required number of levels          if((type == 'object') && (obj[property] != null) && (level+1 < maxLevels))          str += inspect(obj[property], maxLevels, level+1);      }      catch(err)      {        // Is there some properties in obj we can't access? Print it red.        if(typeof(err) == 'string') msg = err;        else if(err.message)        msg = err.message;        else if(err.description)    msg = err.description;        else                        msg = 'Unknown';        str += '<li><font color="red">(Error) ' + property + ': ' + msg +'</font></li>';      }    }      // Close indent      str += '</ul>';    return str;}Method Call:function inspect(obj [, maxLevels [, level]]) Input Vars * obj: Object to inspect * maxLevels: Optional. Number of levels you will inspect inside the object. Default MaxLevels=1 * level: RESERVED for internal use of the functionReturn ValueHTML formatted string containing all values of inspected object obj.

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  • C# IsolatedStorage Not Working

    - by Don
    I am building a C# .NET (VS2010) IE8 add-on application but am having some trouble saving data using IsolatedStorage. No exceptions occur but, after writing the data, when I try to read the contents back it is blank, and I can find no evidence that it actually saved. Could anyone point out any problems with the following code please that would explain why it doesn't work? //Write IsolatedStorageFile app_isoStore = IsolatedStorageFile.GetStore( IsolatedStorageScope.User | IsolatedStorageScope.Assembly, null, null); IsolatedStorageFileStream isoStream = new IsolatedStorageFileStream( "app_started.txt", FileMode.OpenOrCreate, FileAccess.Write, app_isoStore); StreamWriter iswriter = new StreamWriter(isoStream); iswriter.WriteLine("Run"); iswriter.Close(); //app_isoStore.Dispose(); app_isoStore.Close(); //Read IsolatedStorageFile app_isoStoreCheck = IsolatedStorageFile.GetStore( IsolatedStorageScope.User | IsolatedStorageScope.Assembly, null, null); IsolatedStorageFileStream isoReadStream = new IsolatedStorageFileStream( "app_started.txt", FileMode.Open, FileAccess.Read, app_isoStoreCheck); StreamReader isreader = new StreamReader(isoReadStream); string rdata = isreader.ReadToEnd(); isreader.Close(); //app_isoStoreCheck.Dispose(); app_isoStoreCheck.Close(); Should I be using: IsolatedStorageFile.GetStore(IsolatedStorageScope.User| IsolatedStorageScope.Domain|IsolatedStorageScope.Assembly, null,null) instead of: IsolatedStorageFile.GetStore(IsolatedStorageScope.User| IsolatedStorageScope.Assembly, null, null) What's the difference between the two GetStore examples above please?

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  • Troubleshooting PG Function

    - by Grasper
    I have this function: CREATE OR REPLACE FUNCTION CREATE_AIRSPACE_AVAILABILITY_RECORD (cur_user VARCHAR, start_time VARCHAR, start_date VARCHAR, end_time VARCHAR, end_date VARCHAR, airspace_name VARCHAR) RETURNS VOID AS ' DECLARE c_user ALIAS for $1; BEGIN IF start_time IS NULL OR start_date IS NULL OR end_time IS NULL OR end_date IS NULL THEN INSERT INTO c_user.AIRSPACE_AVAILABILITY (ASP_AIRSPACE_NM, ASA_TIME_ID, ASA_START_DT, ASA_END_DT) SELECT airspace_name, 1, ABP.ABP_START_DT, ABP.ABP_STOP_DT FROM ABP WHERE EXISTS (SELECT ASP.ASP_AIRSPACE_NM FROM AIRSPACE ASP WHERE ASP.ASP_AIRSPACE_NM = airspace_name); ELSIF start_time IS NOT NULL AND start_date IS NOT NULL AND end_time IS NOT NULL AND end_date IS NOT NULL THEN INSERT INTO c_user.AIRSPACE_AVAILABILITY (ASP_AIRSPACE_NM, ASA_TIME_ID, ASA_START_DT, ASA_END_DT) SELECT airspace_name, 1, TO_DATE(start_date||start_time,''YYMMDDHH24MI''), TO_DATE(end_date||end_time,''YYMMDDHH24MI'') FROM DUAL WHERE EXISTS (SELECT ASP.ASP_AIRSPACE_NM FROM c_user.AIRSPACE ASP WHERE ASP.ASP_AIRSPACE_NM = airspace_name); END IF; END ; ' LANGUAGE plpgsql; I try calling it like so: select * from CREATE_AIRSPACE_AVAILABILITY_RECORD('user1','','','','',''); and I get this error: ERROR: schema "c_user" does not exist SQL state: 3F000 Context: SQL statement "INSERT INTO c_user.AIRSPACE_AVAILABILITY (ASP_AIRSPACE_NM, ASA_TIME_ID, ASA_START_DT, ASA_END_DT) SELECT $1 , 1, TO_DATE( $2 || $3 ,'YYMMDDHH24MI'), TO_DATE( $4 || $5 ,'YYMMDDHH24MI') FROM DUAL WHERE EXISTS (SELECT ASP.ASP_AIRSPACE_NM FROM c_user.AIRSPACE ASP WHERE ASP.ASP_AIRSPACE_NM = $1 )" PL/pgSQL function "create_airspace_availability_record" line 23 at SQL statement Why isn't c_user being replaced with my param (user1)?

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  • MySQL stuck on "using filesort" when doing an "order by"

    - by noko
    I can't seem to get my query to stop using filesort. This is my query: SELECT s.`pilot`, p.`name`, s.`sector`, s.`hull` FROM `pilots` p LEFT JOIN `ships` s ON ( (s.`game` = p.`game`) AND (s.`pilot` = p.`id`) ) WHERE p.`game` = 1 AND p.`id` <> 2 AND s.`sector` = 43 AND s.`hull` > 0 ORDER BY p.`last_move` DESC Table structures: CREATE TABLE IF NOT EXISTS `pilots` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `last_move` int(10) NOT NULL DEFAULT '0', UNIQUE KEY `id` (`id`), KEY `last_move` (`last_move`), KEY `game_id_lastmove` (`game`,`id`,`last_move`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; CREATE TABLE IF NOT EXISTS `ships` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `pilot` mediumint(5) unsigned NOT NULL DEFAULT '0', `sector` smallint(5) unsigned NOT NULL DEFAULT '0', `hull` smallint(4) unsigned NOT NULL DEFAULT '50', UNIQUE KEY `id` (`id`), KEY `game` (`game`), KEY `pilot` (`pilot`), KEY `sector` (`sector`), KEY `hull` (`hull`), KEY `game_2` (`game`,`pilot`,`sector`,`hull`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; The explain: id select_type table type possible_keys key key_len ref rows Extra 1 SIMPLE p ref id,game_id_lastmove game_id_lastmove 1 const 7 Using where; Using filesort 1 SIMPLE s ref game,pilot,sector... game_2 6 const,fightclub_alpha.p.id,const 1 Using where; Using index edit: I cut some of the unnecessary pieces out of my queries/table structure. Anybody have any ideas?

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  • Mysql german accents not-sensitive search in full-text searches

    - by lukaszsadowski
    Let`s have a example hotels table: CREATE TABLE `hotels` ( `HotelNo` varchar(4) character set latin1 NOT NULL default '0000', `Hotel` varchar(80) character set latin1 NOT NULL default '', `City` varchar(100) character set latin1 default NULL, `CityFR` varchar(100) character set latin1 default NULL, `Region` varchar(50) character set latin1 default NULL, `RegionFR` varchar(100) character set latin1 default NULL, `Country` varchar(50) character set latin1 default NULL, `CountryFR` varchar(50) character set latin1 default NULL, `HotelText` text character set latin1, `HotelTextFR` text character set latin1, `tagsforsearch` text character set latin1, `tagsforsearchFR` text character set latin1, PRIMARY KEY (`HotelNo`), FULLTEXT KEY `fulltextHotelSearch` (`HotelNo`,`Hotel`,`City`,`CityFR`,`Region`,`RegionFR`,`Country`,`CountryFR`,`HotelText`,`HotelTextFR`,`tagsforsearch`,`tagsforsearchFR`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 COLLATE=latin1_german1_ci; In this table for example we have only one hotel with Region name = "Graubünden" (please note umlaut ü character) And now I want to achieve same search match for phrases: 'graubunden' and 'graubünden' This is simple with use of MySql built in collations in regular searches as follows: SELECT * FROM `hotels` WHERE `Region` LIKE CONVERT(_utf8 '%graubunden%' USING latin1) COLLATE latin1_german1_ci This works fine for 'graubunden' and 'graubünden' and as a result I receive proper result, but problem is when we make MySQL full text search Whats wrong with this SQL statement?: SELECT * FROM hotels WHERE MATCH (`HotelNo`,`Hotel`,`Address`,`City`,`CityFR`,`Region`,`RegionFR`,`Country`,`CountryFR`, `HotelText`, `HotelTextFR`, `tagsforsearch`, `tagsforsearchFR`) AGAINST( CONVERT('+graubunden' USING latin1) COLLATE latin1_german1_ci IN BOOLEAN MODE) ORDER BY Country ASC, Region ASC, City ASC This doesn`t return any result. Any ideas where the dog is buried ?

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  • Unix VPS server going down at almost the same time every day

    - by ronnz
    My server load seems to be really spiking and many times the server goes down at the same time each night (Around midnight). I have about 20 cPanel accounts hosted on it and have tried everything I know to try to find what is causing the issue. Some of the things I have tried: Combined all site access logs found in /etc/httpd/domlogs and cannot see anything unusual at the time of server going down. Checked most other logs in the var/log directory and found nothing indicating the issue at the time the server is going down. Checked cron logs and cannot see anything unusual.. See below. Last night CPU spiked to 7.5 at 00:14. What else can I be checking? How can I really monitor to find out the root cause? Dec 8 00:05:01 v1 crond[6082]: (root) CMD (/usr/local/cpanel/bin/dcpumon /dev/null 2&1) Dec 8 00:05:01 v1 crond[6084]: (root) CMD (/usr/local/cpanel/whostmgr/bin/dnsqueue /dev/null 2&1) Dec 8 00:10:01 v1 crond[6435]: (root) CMD (/usr/lib64/sa/sa1 1 1) Dec 8 00:10:01 v1 crond[6436]: (root) CMD (/usr/local/cpanel/bin/dcpumon /dev/null 2&1) Dec 8 00:15:12 v1 crond[6775]: (root) CMD (/usr/local/cpanel/scripts/autorepair recoverymgmt /dev/null 2&1) Dec 8 00:15:12 v1 crond[6776]: (root) CMD (/usr/local/cpanel/scripts/recoverymgmt /dev/null 2&1) Dec 8 00:15:12 v1 crond[6777]: (root) CMD (/usr/local/cpanel/bin/dbindex /dev/null 2&1) Dec 8 00:15:12 v1 crond[6781]: (root) CMD (/usr/local/cpanel/bin/dcpumon /dev/null 2&1) Dec 8 00:20:33 v1 crond[7047]: (root) CMD (/usr/lib64/sa/sa1 1 1)

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  • how to write this typical mysql query( ho to use subquery column into main query)

    - by I Like PHP
    I HAVE TWO TABLES shown below table_joining id join_id(PK) transfer_id(FK) unit_id transfer_date joining_date 1 j_1 t_1 u_1 2010-06-05 2010-03-05 2 j_2 t_2 u_3 2010-05-10 2010-03-10 3 j_3 t_3 u_6 2010-04-10 2010-01-01 4 j_5 NULL u_3 NULL 2010-06-05 5 j_6 NULL u_4 NULL 2010-05-05 table_transfer id transfer_id(PK) pastUnitId futureUnitId effective_transfer_date 1 t_1 u_3 u_1 2010-06-05 2 t_2 u_6 u_1 2010-05-10 3 t_3 u_5 u_3 2010-04-10 now i want to know total employee detalis( using join_id) which are currently working on unit u_3 . means i want only join_id j_1 (has transfered but effective_transfer_date is future date, right now in u_3) j_2 ( tansfered and right now in `u_3` bcoz effective_transfer_date has been passed) j_6 ( right now in `u_3` and never transfered) what i need to take care of below steps( as far as i know ) <1> first need to check from table_joining whether transfer_id is NULL or not <2> if transfer_id= is NULL then see unit_id=u_3 where joining_date <=CURDATE() ( means that person already joined u_3) <3> if transfer_id is NOT NULL then go to table_transfer using transfer_id (foreign key reference) <4> now see the effective_transfer_date regrading that transfer_id whether effective_transfer_date<=CURDATE() <5> if transfer date has been passed(means transfer has been done) then return futureUnitID otherwise return pastUnitID i used two separate query but don't know how to join those query?? for step <1 ans <2 SELECT unit_id FROM table_joining WHERE joining_date<=CURDATE() AND transfer_id IS NULL AND unit_id='u_3' for step<5 SELECT IF(effective_transfer_date <= CURDATE(),futureUnitId,pastUnitId) AS currentUnitID FROM table_transfer // here how do we select only those rows which have currentUnitID='u_3' ?? please guide me the process?? i m just confused with JOINS. i think using LEFT JOIN can return the data i need, but i m not getting how to implement ...please help me. Thanks for helping me alwayz

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  • Valid certificate issued by certificate authority

    - by Null
    Using the below configuration: internal Domain: company.corp Server 2008 DC and CA I've setup Radius/NPS for WPA2-Enterprise authentication, but the mobile clients are getting certificate warnings because the PEAP certificate is self signed by the CA. How can I fix the warning? Do I need to get a signed certificate for the company.corp domain?

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  • Maintain one to one mapping between objects

    - by Rohan West
    Hi there, i have the following two classes that provide a one to one mapping between each other. How do i handle null values, when i run the second test i get a stackoverflow exception. How can i stop this recursive cycle? Thanks [TestMethod] public void SetY() { var x = new X(); var y = new Y(); x.Y = y; Assert.AreSame(x.Y, y); Assert.AreSame(y.X, x); } [TestMethod] public void SetYToNull() { var x = new X(); var y = new Y(); x.Y = y; y.X = null; Assert.IsNull(x.Y); Assert.IsNull(y.X); } public class X { private Y _y; public Y Y { get { return _y; } set { if(_y != value) { if(_y != null) { _y.X = null; } _y = value; if(_y != null) { _y.X = this; } } } } } public class Y { private X _x; public X X { get { return _x; } set { if (_x != value) { if (_x != null) { _x.Y = null; } _x = value; if (_x != null) { _x.Y = this; } } } } }

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  • DEB: "Provides:" field ignored

    - by Creshal
    I need to replace a package with a custom one, which gets its own name (foo-origpackage). To allow it to be used as drop-in replacement, I added the Provides: origpackage line to the control file. apt-cache show foo-origpackage lists the "Provides" entry just fine. However, when I want to install a file depending on origpackage, it fails ("Package origpackage not installed"). Is there some distinction between "real" and virtual packages I'm missing? EDIT: To be precise, what I want to replace is xen-utils-common for Squeeze. My tao-xen-utils-common has the following control file: Source: tao-xen-utils-common Section: kernel Priority: optional Maintainer: Creshal <[email protected]> Build-Depends: debhelper Standards-Version: 3.8.0 Homepage: http://tao.at Package: tao-xen-utils-common Architecture: all Depends: gawk, lsb-base, udev, xenstore-utils, tao-firewall Provides: xen-utils-common Conflicts: xen-utils-common Replaces: xen-utils-common Description: Xen administrative tools - common files (modified) The userspace tools to manage a system virtualized through the Xen virtual machine monitor. Modified for use with TAO Firewall. Installing xen-utils-4.0 fails, however: foo@bar# apt-cache showpkg tao-xen-utils-common Package: tao-xen-utils-common Versions: 4.0.0-1tao1 (/var/lib/apt/lists/repo.tao.at_dists_stable_main_binary-amd64_Packages) (/var/lib/dpkg/status) Description Language: File: /var/lib/apt/lists/repo.tao.at_dists_stable_main_binary-amd64_Packages MD5: 7c2503f563fca13b33b4eb3cbcb3c129 Reverse Depends: tao-firewall,tao-xen-utils-common tao-firewall,tao-xen-utils-common Dependencies: 4.0.0-1tao1 - gawk (0 (null)) lsb-base (0 (null)) udev (0 (null)) xenstore-utils (0 (null)) tao-firewall (0 (null)) xen-utils-common (0 (null)) xen-utils-common (0 (null)) Provides: 4.0.0-1tao1 - xen-utils-common Reverse Provides: foo@bar# apt-get install xen-utils-4.0 Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: xen-utils-common Suggested packages: xen-docs-4.0 The following packages will be REMOVED: tao-xen-utils-common The following NEW packages will be installed: xen-utils-4.0 xen-utils-common Edit:foo@bar# apt-cache policy xen-utils-4.0 xen-utils-4.0: Installed: (none) Candidate: 4.0.1-4 Version table: 4.0.1-4 0 500 http://ftp.at.debian.org/debian/ stable/main amd64 Packages 4.0.1-4 0 500 http://security.debian.org/ stable/updates/main amd64 Packages

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