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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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  • struts2 trim all string obtained from forms

    - by aelkin
    Hi All, I develop web application using struts2. I want to improve getting string from forms. For this need trim all string and if obtained string is empty then set null to field. For this, I created StringConverter. public class StringConverter extends StrutsTypeConverter { @Override public Object convertFromString(Map context, String[] strings, Class toClass) { if (strings == null || strings.length == 0) { return null; } String result = strings[0]; if (result == null) { return null; } result = result.trim(); if (result.isEmpty()) { return null; } return result; } @Override public String convertToString(Map context, Object object) { if (object != null && object instanceof String) { return object.toString(); } return null; } } Next, I added row to xwork-conversion.properties java.lang.String=com.mypackage.StringConverter Thats all. But I did not get the desired result. convertToString() method is called when jsp build form, but convertFromString() doesn't invoke. What I do wrong? How can I get the same behaviour using another way? Please, not offer solutions such as: remove the value of such form elements using javascript. create util method which will make it using reflection. Then call it for each form bean. Thanks in advance, Alexey.

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  • How to group data changes by operation with MySQL triggers

    - by Jan-Henk
    I am using triggers in MySQL to log changes to the data. These changes are recorded on a row level. I can now insert an entry in my log table for each row that is changed. However, I also need to record the operation to which the changes belong. For example, a delete operation like "DELETE * FROM table WHERE type=x" can delete multiple rows. With the trigger I can insert an entry for each deleted row into the log table, but I would like to also provide a unique identifier for the operation as a whole, so that the log table looks something like: log_id operation_id tablename fieldname oldvalue newvalue 1 1 table id 1 null 2 1 table type a null 3 1 table id 2 null 4 1 table type a null 5 2 table id 3 null 6 2 table type b null 7 2 table id 4 null 8 2 table type b null Is there a way in MySQL to identify the higher level operation to which the row changes belong? Or is this only possible by means of application level code? In the future it would also be nice to be able to record the transaction to which an operation belongs. Another question is if it is possible to capture the actual SQL query, besides using the query log. I don't think so myself, but maybe I am missing something. It is of course possible to capture these at the application level, but the goal is to keep intrusions to the application level code as minimal as possible. When this is not possible with MySQL, how is this with other database systems? For the current project it is not an option to use something other than MySQL, but it would be nice to know for future projects.

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  • Entity Framework Custom Query Function

    - by Josh
    I have an Entity Framework 4.0 Entity Object called Revision w/ Nullable DateEffectiveFrom and DateEffectiveTo dates. I was wondering if there was a short-hand way of querying an object's RevisionHistory based on a particular QueryDate date instead of having to use the following query structure: var results = EntityObject.Revisions.Where(x => (x.DateEffectiveFrom == null && x.DateEffectiveTo == null) || (x.DateEffectiveFrom == null && x.DateEffectiveTo >= QueryDate) || (x.DateEffectiveFrom <= QueryDate && x.DateEffectiveTo == null) || (x.DateEffectiveFrom <= QueryDate && x.DateEffectiveTo >= QueryDate)); I've tried creating the following boolean function in the Revision class: partial class Revision { public bool IsEffectiveOn(DateTime date) { return (x.DateEffectiveFrom == null && x.DateEffectiveTo == null) || (x.DateEffectiveFrom == null && x.DateEffectiveTo >= date) || (x.DateEffectiveFrom <= date && x.DateEffectiveTo == null) || (x.DateEffectiveFrom <= date && x.DateEffectiveTo >= date)); } ... } And then updating the query to: var results = EntityObject.Revisions.Where(x => x.IsEffectiveOn(QueryDate)); but this obviously doesn't translate to SQL. Any ideas would be much appreciated.

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  • Finding a 3rd party QWidget with injected code & QWidget::find(hwnd)

    - by David Menard
    Hey, I have a Qt Dll wich I inject into a third-party Application using windows detours library: if(!DetourCreateProcessWithDll( Path, NULL, NULL, NULL, TRUE, CREATE_DEFAULT_ERROR_MODE | CREATE_SUSPENDED, NULL, NULL, &si, &pi, "C:\\Program Files\\Microsoft Research\\Detours Express 2.1\\bin\\detoured.dll", "C:\\Users\\Dave\\Documents\\Visual Studio 2008\\Projects\\XOR\\Debug\\XOR.dll", NULL)) and then I set a system-wide hook to intercept window creation: HHOOK h_hook = ::SetWindowsHookEx(WH_CBT, (HOOKPROC)CBTProc, Status::getInstance()->getXORInstance(), 0); Where XOR is my programs name, and Status::getInstance() is a Singleton where I keep globals. In my CBTProc callback, I want to intercept all windows that are QWidgets: HWND hwnd= FindWindow(L"QWidget", NULL); which works well, since I get a corresponding HWND (I checked with Spy++) Then, I want to get a pointer to the QWidget, so I can use its functions: QWidget* q = QWidget::find(hwnd); but here's the problem, the returned pointer is always 0. Am I not injecting my code into the process properly? Or am I not using QWidget::find() as I should? Thanks, Dave EDIT:If i change the QWidget::find() function to an exported function of my DLL, after setting the hooks (so I can set and catch a breakpoint), QWidgetPrivate::mapper is NULL.

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  • What's the fastest way to bulk insert a lot of data in SQL Server (C# client)

    - by Andrew
    I am hitting some performance bottlenecks with my C# client inserting bulk data into a SQL Server 2005 database and I'm looking for ways in which to speed up the process. I am already using the SqlClient.SqlBulkCopy (which is based on TDS) to speed up the data transfer across the wire which helped a lot, but I'm still looking for more. I have a simple table that looks like this: CREATE TABLE [BulkData]( [ContainerId] [int] NOT NULL, [BinId] [smallint] NOT NULL, [Sequence] [smallint] NOT NULL, [ItemId] [int] NOT NULL, [Left] [smallint] NOT NULL, [Top] [smallint] NOT NULL, [Right] [smallint] NOT NULL, [Bottom] [smallint] NOT NULL, CONSTRAINT [PKBulkData] PRIMARY KEY CLUSTERED ( [ContainerIdId] ASC, [BinId] ASC, [Sequence] ASC )) I'm inserting data in chunks that average about 300 rows where ContainerId and BinId are constant in each chunk and the Sequence value is 0-n and the values are pre-sorted based on the primary key. The %Disk time performance counter spends a lot of time at 100% so it is clear that disk IO is the main issue but the speeds I'm getting are several orders of magnitude below a raw file copy. Does it help any if I: Drop the Primary key while I am doing the inserting and recreate it later Do inserts into a temporary table with the same schema and periodically transfer them into the main table to keep the size of the table where insertions are happening small Anything else? -- Based on the responses I have gotten, let me clarify a little bit: Portman: I'm using a clustered index because when the data is all imported I will need to access data sequentially in that order. I don't particularly need the index to be there while importing the data. Is there any advantage to having a nonclustered PK index while doing the inserts as opposed to dropping the constraint entirely for import? Chopeen: The data is being generated remotely on many other machines (my SQL server can only handle about 10 currently, but I would love to be able to add more). It's not practical to run the entire process on the local machine because it would then have to process 50 times as much input data to generate the output. Jason: I am not doing any concurrent queries against the table during the import process, I will try dropping the primary key and see if that helps. ~ Andrew

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  • MVVM- How can I bind to a property, which is not a DependancyProperty?

    - by highone
    I have found this question http://stackoverflow.com/questions/2245928/mvvm-and-the-textboxs-selectedtext-property. However, I am having trouble getting the solution given to work. This is my non-working code: View: SelectedText and Text are just string properties from my ViewModel. <TextBox Text="{Binding Path=Text, UpdateSourceTrigger=PropertyChanged}" Height="155" HorizontalAlignment="Left" Margin="68,31,0,0" Name="textBox1" VerticalAlignment="Top" Width="264" AcceptsReturn="True" AcceptsTab="True" local:TextBoxHelper.SelectedText="{Binding SelectedText, UpdateSourceTrigger=PropertyChanged}" /> <TextBox Text="{Binding SelectedText, Mode=OneWay, UpdateSourceTrigger=PropertyChanged}" Height="154" HorizontalAlignment="Left" Margin="82,287,0,0" Name="textBox2" VerticalAlignment="Top" Width="239" /> TextBoxHelper public static class TextBoxHelper { #region "Selected Text" public static string GetSelectedText(DependencyObject obj) { return (string)obj.GetValue(SelectedTextProperty); } public static void SetSelectedText(DependencyObject obj, string value) { obj.SetValue(SelectedTextProperty, value); } // Using a DependencyProperty as the backing store for SelectedText. This enables animation, styling, binding, etc... public static readonly DependencyProperty SelectedTextProperty = DependencyProperty.RegisterAttached( "SelectedText", typeof(string), typeof(TextBoxHelper), new FrameworkPropertyMetadata(null, FrameworkPropertyMetadataOptions.BindsTwoWayByDefault, SelectedTextChanged)); private static void SelectedTextChanged(DependencyObject obj, DependencyPropertyChangedEventArgs e) { TextBox tb = obj as TextBox; if (tb != null) { if (e.OldValue == null && e.NewValue != null) { tb.SelectionChanged += tb_SelectionChanged; } else if (e.OldValue != null && e.NewValue == null) { tb.SelectionChanged -= tb_SelectionChanged; } string newValue = e.NewValue as string; if (newValue != null && newValue != tb.SelectedText) { tb.SelectedText = newValue as string; } } } static void tb_SelectionChanged(object sender, RoutedEventArgs e) { TextBox tb = sender as TextBox; if (tb != null) { SetSelectedText(tb, tb.SelectedText); } } #endregion } What am I doing wrong?

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  • Ibator didn't generate Oracle varchar2 field

    - by bugbug
    I have table APP_REQ_APPROVE_COMPARE with following fields: "ID" NUMBER NOT NULL ENABLE, "TRACK_NO" VARCHAR2(20 BYTE) NOT NULL ENABLE, "REQ_DATE" DATE NOT NULL ENABLE, "OFFCODE" CHAR(6 BYTE) NOT NULL ENABLE, "COMPARE_CASE_ID" NUMBER NOT NULL ENABLE, "VEHICLE_NAME" VARCHAR2(100 BYTE), "ENGINE_NO" VARCHAR2(100 BYTE), "BODY_NO" VARCHAR2(100 BYTE), "HOLD_SHIP" NUMBER, "OWNERSHIP" VARCHAR2(200 BYTE), "RENT_NAME" VARCHAR2(200 BYTE), "CONTRACT" VARCHAR2(100 BYTE), "CONTRACT_NO" VARCHAR2(100 BYTE), "CONTRACT_DATE" DATE, "ISLAWBREAKERRENT" CHAR(1 BYTE) NOT NULL ENABLE, "MISTAKE_DETAIL" VARCHAR2(4000 BYTE), "COMPARE_REASON" VARCHAR2(4000 BYTE), "CREATE_BY" NUMBER NOT NULL ENABLE, "CREATE_ON" DATE DEFAULT SYSDATE NOT NULL ENABLE, "UPDATE_BY" NUMBER, "UPDATE_ON" DATE, When I generate a java bean using Ibator , I didn't find trackNo, VehicalName, ... (all fields defined as varchar2). What is the problem in my case? Here is my Ibator configuration file: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE ibatorConfiguration PUBLIC "-//Apache Software Foundation//DTD Apache iBATIS Ibator Configuration 1.0//EN" "http://ibatis.apache.org/dtd/ibator-config_1_0.dtd"> <ibatorConfiguration> <classPathEntry location="/dos/connector/oracle_jdbc.jar"/> <ibatorContext id="autoPerson" defaultModelType="flat" targetRuntime="Ibatis2Java2"> <jdbcConnection connectionURL="jdbc:oracle:thin:@192.168.42.144:1521:orcl" driverClass="oracle.jdbc.driver.OracleDriver" userId="user" password="password"/> <javaModelGenerator targetPackage="com.ko.model" targetProject="FormConfig"> <property name="enableSubPackages" value="true"/> <property name="trimStrings" value="true"/> </javaModelGenerator> <sqlMapGenerator targetPackage="com.ko.map" targetProject="FormConfig"> <property name="enableSubPackages" value="true"/> </sqlMapGenerator> <daoGenerator targetPackage="com.ko.model.dao" type="SPRING" targetProject="FormConfig" implementationPackage="com.ko.model.dao.impl" > <property name="enableSubPackges" value="true"/> <property name="methodNameCalculator" value="extended"/> </daoGenerator> <table tableName="APP_REQ_APPROVE_COMPARE" domainObjectName="AppReqApproveCompare"/> <ibatorConfiguration>

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  • Doctrine 1.2: How do i prevent a contraint from being assigned to both sides of a One-to-many relati

    - by prodigitalson
    Is there a way to prevent Doctrine from assigning a contraint on both sides of a one-to-one relationship? Ive tried moving the definition from one side to the other and using owning side but it still places a constraint on both tables. when I only want the parent table to have a constraint - ie. its possible for the parent to not have an associated child. For example iwant the following sql schema essentially: CREATE TABLE `parent_table` ( `child_id` varchar(50) NOT NULL, `id` integer UNSIGNED NOT NULL auto_increment, PRIMARY KEY (`id`) ); CREATE TABLE `child_table` ( `id` integer UNSIGNED NOT NULL auto_increment, `child_id` varchar(50) NOT NULL, PRIMARY KEY (`id`), UNIQUE KEY (`child_id`), CONSTRAINT `parent_table_child_id_FK_child_table_child_id` FOREIGN KEY (`child_id`) REFERENCES `parent_table` (`child_id`) ); However im getting something like this: CREATE TABLE `parent_table` ( `child_id` varchar(50) NOT NULL, `id` integer UNSIGNED NOT NULL auto_increment, PRIMARY KEY (`id`), CONSTRAINT `child_table_child_id_FK_parent_table_child_id` FOREIGN KEY (`child_id`) REFERENCES `child_table` (`child_id`) ); CREATE TABLE `child_table` ( `id` integer UNSIGNED NOT NULL auto_increment, `child_id` varchar(50) NOT NULL, PRIMARY KEY (`id`), UNIQUE KEY (`child_id`), CONSTRAINT `parent_table_child_id_FK_child_table_child_id` FOREIGN KEY (`child_id`) REFERENCES `parent_table` (`child_id`) ); I could just remove the constraint manually or modify my accessors to return/set a single entity in the collection (using a one-to-many) but it seems like there should built in way to handle this. Also im using Symfony 1.4.4 (pear installtion ATM) - in case its an sfDoctrinePlugin issue and not necessarily Doctrine itself.

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  • How to delay static initialization within a property

    - by Mystagogue
    I've made a class that is a cross between a singleton (fifth version) and a (dependency injectable) factory. Call this a "Mono-Factory?" It works, and looks like this: public static class Context { public static BaseLogger LogObject = null; public static BaseLogger Log { get { return LogFactory.instance; } } class LogFactory { static LogFactory() { } internal static readonly BaseLogger instance = LogObject ?? new BaseLogger(null, null, null); } } //USAGE EXAMPLE: //Optional initialization, done once when the application launches... Context.LogObject = new ConLogger(); //Example invocation used throughout the rest of code... Context.Log.Write("hello", LogSeverity.Information); The idea is for the mono-factory could be expanded to handle more than one item (e.g. more than a logger). But I would have liked to have made the mono-factory look like this: public static class Context { private static BaseLogger LogObject = null; public static BaseLogger Log { get { return LogFactory.instance; } set { LogObject = value; } } class LogFactory { static LogFactory() { } internal static readonly BaseLogger instance = LogObject ?? new BaseLogger(null, null, null); } } The above does not work, because the moment the Log property is touched (by a setter invocation) it causes the code path related to the getter to be executed...which means the internal LogFactory "instance" data is always set to the BaseLogger (setting the "LogObject" is always too late!). So is there a decoration or other trick I can use that would cause the "get" path of the Log property to be lazy while the set path is being invoked?

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  • Index Tuning for SSIS tasks

    - by Raj More
    I am loading tables in my warehouse using SSIS. Since my SSIS is slow, it seemed like a great idea to build indexes on the tables. There are no primary keys (and therefore, foreign keys), indexes (clustered or otherwise), constraints, on this warehouse. In other words, it is 100% efficiency free. We are going to put indexes based on usage - by analyzing new queries and current query performance. So, instead of doing it our old fashioned sweat and grunt way of actually reading the SQL statements and execution plans, I thought I'd put the shiny new Database Engine Tuning Advisor to use. I turned SQL logging off in my SSIS package and ran a "Tuning" trace, saved it to a table and analyzed the output in the Tuning Advisor. Most of the lookups are done as: exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',1 exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',2 exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',3 exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',4 and when analyzed, these statements have the reason "Event does not reference any tables". Huh? Does it not see the FROM dbo.Company??!! What is going on here? So, I have multiple questions: How do I get it to capture the actual statement executing in my trace, not what was submitted in a batch? Are there any best practices to follow for tuning performance related to SSIS packages running against SQL Server 2008?

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