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  • SQL SERVER – Select and Delete Duplicate Records – SQL in Sixty Seconds #036 – Video

    - by pinaldave
    Developers often face situations when they find their column have duplicate records and they want to delete it. A good developer will never delete any data without observing it and making sure that what is being deleted is the absolutely fine to delete. Before deleting duplicate data, one should select it and see if the data is really duplicate. In this video we are demonstrating two scripts – 1) selects duplicate records 2) deletes duplicate records. We are assuming that the table has a unique incremental id. Additionally, we are assuming that in the case of the duplicate records we would like to keep the latest record. If there is really a business need to keep unique records, one should consider to create a unique index on the column. Unique index will prevent users entering duplicate data into the table from the beginning. This should be the best solution. However, deleting duplicate data is also a very valid request. If user realizes that they need to keep only unique records in the column and if they are willing to create unique constraint, the very first requirement of creating a unique constraint is to delete the duplicate records. Let us see how to connect the values in Sixty Seconds: Here is the script which is used in the video. USE tempdb GO CREATE TABLE TestTable (ID INT, NameCol VARCHAR(100)) GO INSERT INTO TestTable (ID, NameCol) SELECT 1, 'First' UNION ALL SELECT 2, 'Second' UNION ALL SELECT 3, 'Second' UNION ALL SELECT 4, 'Second' UNION ALL SELECT 5, 'Second' UNION ALL SELECT 6, 'Third' GO -- Selecting Data SELECT * FROM TestTable GO -- Detecting Duplicate SELECT NameCol, COUNT(*) TotalCount FROM TestTable GROUP BY NameCol HAVING COUNT(*) > 1 ORDER BY COUNT(*) DESC GO -- Deleting Duplicate DELETE FROM TestTable WHERE ID NOT IN ( SELECT MAX(ID) FROM TestTable GROUP BY NameCol) GO -- Selecting Data SELECT * FROM TestTable GO DROP TABLE TestTable GO Related Tips in SQL in Sixty Seconds: SQL SERVER – Delete Duplicate Records – Rows SQL SERVER – Count Duplicate Records – Rows SQL SERVER – 2005 – 2008 – Delete Duplicate Rows Delete Duplicate Records – Rows – Readers Contribution Unique Nonclustered Index Creation with IGNORE_DUP_KEY = ON – A Transactional Behavior What would you like to see in the next SQL in Sixty Seconds video? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Database, Pinal Dave, PostADay, SQL, SQL Authority, SQL in Sixty Seconds, SQL Query, SQL Scripts, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology, Video Tagged: Excel

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  • DTracing a PHPUnit Test: Looking at Functional Programming

    - by cj
    Here's a quick example of using DTrace Dynamic Tracing to work out what a PHP code base does. I was reading the article Functional Programming in PHP by Patkos Csaba and wondering how efficient this stype of programming is. I thought this would be a good time to fire up DTrace and see what is going on. Since DTrace is "always available" even in production machines (once PHP is compiled with --enable-dtrace), this was easy to do. I have Oracle Linux with the UEK3 kernel and PHP 5.5 with DTrace static probes enabled, as described in DTrace PHP Using Oracle Linux 'playground' Pre-Built Packages I installed the Functional Programming sample code and Sebastian Bergmann's PHPUnit. Although PHPUnit is included in the Functional Programming example, I found it easier to separately download and use its phar file: cd ~/Desktop wget -O master.zip https://github.com/tutsplus/functional-programming-in-php/archive/master.zip wget https://phar.phpunit.de/phpunit.phar unzip master.zip I created a DTrace D script functree.d: #pragma D option quiet self int indent; BEGIN { topfunc = $1; } php$target:::function-entry /copyinstr(arg0) == topfunc/ { self->follow = 1; } php$target:::function-entry /self->follow/ { self->indent += 2; printf("%*s %s%s%s\n", self->indent, "->", arg3?copyinstr(arg3):"", arg4?copyinstr(arg4):"", copyinstr(arg0)); } php$target:::function-return /self->follow/ { printf("%*s %s%s%s\n", self->indent, "<-", arg3?copyinstr(arg3):"", arg4?copyinstr(arg4):"", copyinstr(arg0)); self->indent -= 2; } php$target:::function-return /copyinstr(arg0) == topfunc/ { self->follow = 0; } This prints a PHP script function call tree starting from a given PHP function name. This name is passed as a parameter to DTrace, and assigned to the variable topfunc when the DTrace script starts. With this D script, choose a PHP function that isn't recursive, or modify the script to set self->follow = 0 only when all calls to that function have unwound. From looking at the sample FunSets.php code and its PHPUnit test driver FunSetsTest.php, I settled on one test function to trace: function testUnionContainsAllElements() { ... } I invoked DTrace to trace function calls invoked by this test with # dtrace -s ./functree.d -c 'php phpunit.phar \ /home/cjones/Desktop/functional-programming-in-php-master/FunSets/Tests/FunSetsTest.php' \ '"testUnionContainsAllElements"' The core of this command is a call to PHP to run PHPUnit on the FunSetsTest.php script. Outside that, DTrace is called and the PID of PHP is passed to the D script $target variable so the probes fire just for this invocation of PHP. Note the quoting around the PHP function name passed to DTrace. The parameter must have double quotes included so DTrace knows it is a string. The output is: PHPUnit 3.7.28 by Sebastian Bergmann. ......-> FunSetsTest::testUnionContainsAllElements -> FunSets::singletonSet <- FunSets::singletonSet -> FunSets::singletonSet <- FunSets::singletonSet -> FunSets::union <- FunSets::union -> FunSets::contains -> FunSets::{closure} -> FunSets::contains -> FunSets::{closure} <- FunSets::{closure} <- FunSets::contains <- FunSets::{closure} <- FunSets::contains -> PHPUnit_Framework_Assert::assertTrue -> PHPUnit_Framework_Assert::isTrue <- PHPUnit_Framework_Assert::isTrue -> PHPUnit_Framework_Assert::assertThat -> PHPUnit_Framework_Constraint::count <- PHPUnit_Framework_Constraint::count -> PHPUnit_Framework_Constraint::evaluate -> PHPUnit_Framework_Constraint_IsTrue::matches <- PHPUnit_Framework_Constraint_IsTrue::matches <- PHPUnit_Framework_Constraint::evaluate <- PHPUnit_Framework_Assert::assertThat <- PHPUnit_Framework_Assert::assertTrue -> FunSets::contains -> FunSets::{closure} -> FunSets::contains -> FunSets::{closure} <- FunSets::{closure} <- FunSets::contains -> FunSets::contains -> FunSets::{closure} <- FunSets::{closure} <- FunSets::contains <- FunSets::{closure} <- FunSets::contains -> PHPUnit_Framework_Assert::assertTrue -> PHPUnit_Framework_Assert::isTrue <- PHPUnit_Framework_Assert::isTrue -> PHPUnit_Framework_Assert::assertThat -> PHPUnit_Framework_Constraint::count <- PHPUnit_Framework_Constraint::count -> PHPUnit_Framework_Constraint::evaluate -> PHPUnit_Framework_Constraint_IsTrue::matches <- PHPUnit_Framework_Constraint_IsTrue::matches <- PHPUnit_Framework_Constraint::evaluate <- PHPUnit_Framework_Assert::assertThat <- PHPUnit_Framework_Assert::assertTrue -> FunSets::contains -> FunSets::{closure} -> FunSets::contains -> FunSets::{closure} <- FunSets::{closure} <- FunSets::contains -> FunSets::contains -> FunSets::{closure} <- FunSets::{closure} <- FunSets::contains <- FunSets::{closure} <- FunSets::contains -> PHPUnit_Framework_Assert::assertFalse -> PHPUnit_Framework_Assert::isFalse -> {closure} -> main <- main <- {closure} <- PHPUnit_Framework_Assert::isFalse -> PHPUnit_Framework_Assert::assertThat -> PHPUnit_Framework_Constraint::count <- PHPUnit_Framework_Constraint::count -> PHPUnit_Framework_Constraint::evaluate -> PHPUnit_Framework_Constraint_IsFalse::matches <- PHPUnit_Framework_Constraint_IsFalse::matches <- PHPUnit_Framework_Constraint::evaluate <- PHPUnit_Framework_Assert::assertThat <- PHPUnit_Framework_Assert::assertFalse <- FunSetsTest::testUnionContainsAllElements ... Time: 1.85 seconds, Memory: 3.75Mb OK (9 tests, 23 assertions) The periods correspond to the successful tests before and after (and from) the test I was tracing. You can see the function entry ("->") and return ("<-") points. Cross checking with the testUnionContainsAllElements() source code confirms the two singletonSet() calls, one union() call, two assertTrue() calls and finally an assertFalse() call. These assertions have a contains() call as a parameter, so contains() is called before the PHPUnit assertion functions are run. You can see contains() being called recursively, and how the closures are invoked. If you want to focus on the application logic and suppress the PHPUnit function trace, you could turn off tracing when assertions are being checked by adding D clauses checking the entry and exit of assertFalse() and assertTrue(). But if you want to see all of PHPUnit's code flow, you can modify the functree.d code that sets and unsets self-follow, and instead change it to toggle the variable in request-startup and request-shutdown probes: php$target:::request-startup { self->follow = 1 } php$target:::request-shutdown { self->follow = 0 } Be prepared for a large amount of output!

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  • Undocumented Gmail Search Operator Ferrets Out Large Email Attachments

    - by Jason Fitzpatrick
    If you’re looking for a way to quickly find large email attachments in your Gmail account, this undocumented search operator makes it simple to zero in on the hulking attachments hiding out in your inbox. To use the search operator simply plug in “size:” and some value to narrow your search to only emails that size or larger. In the screenshot above we searched for “size:20000000″ to search for files roughly 20MB or larger (if you want to be extremely precise, a true 20MB search would be “size:20971520″). If you’re looking to clean up your Gmail account this is a nearly zero-effort way to find the biggest space hogs–in our case, we found an email packed with massive PDF files from a 5 year old project that we were more than happy to purge. Finding Large Attachments in Google Mail/Gmail [via gHacks] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • SQL SERVER – SSMS: Database Consistency History Report

    - by Pinal Dave
    Doctor and Database The last place I like to visit is always a hospital. With the monsoon season starting, intermittent rains, it has become sort of a routine to get a cycle of fever every other year (seriously I hate it). So when I visit my doctor, it is always interesting in the way he quizzes me. The routine question of – “How many days have you had this?”, “Is there any pattern?”, “Did you drench in rain?”, “Do you have any other symptom?” and so on. The idea here is that the doctor wants to find any anomaly or a pattern that will guide him to a viral or bacterial type. Most of the time they get it based on experience and sometimes after a battery of tests. So if there is consistent behavior to your problem, there is always a solution out. SQL Server has its way to find if the server data / files are in consistent state using the DBCC commands. Back to SQL Server In real life, Database consistency check is one of the critical operations a DBA generally doesn’t give much priority. Many readers of my blogs have asked many times, how do we know if the database is consistent? How do I read output of DBCC CHECKDB and find if everything is right or not? My common answer to all of them is – look at the bottom of checkdb (or checktable) output and look for below line. CHECKDB found 0 allocation errors and 0 consistency errors in database ‘DatabaseName’. Above is a “good sign” because we are seeing zero allocation and zero consistency error. If you are seeing non-zero errors then there is some problem with the database. Sample output is shown as below: CHECKDB found 0 allocation errors and 2 consistency errors in database ‘DatabaseName’. repair_allow_data_loss is the minimum repair level for the errors found by DBCC CHECKDB (DatabaseName). If we see non-zero error then most of the time (not always) we get repair options depending on the level of corruption. There is risk involved with above option (repair_allow_data_loss), that is – we would lose the data. Sometimes the option would be repair_rebuild which is little safer. Though these options are available, it is important to find the root cause to the problem. In standard report, there is a report which can show the history of checkdb executed for the selected database. Since this is a database level report, we need to right click on database, click Reports, click Standard Reports and then choose “Database Consistency History” report. The information in this report is picked from default trace. If default trace is disabled or there is no checkdb run or information is not there in default trace (because it’s rolled over), we would get report like below. As we can see report says it very clearly: Currently, no execution history of CHECKDB is available or default trace is not enabled. To demonstrate, I have caused corruption in one of the database and did below steps. Run CheckDB so that errors are reported. Fix the corruption by losing the data using repair option Run CheckDB again to check if corruption is cleared. After that I have launched the report and below is what we would see. If you are lazy like me and don’t want to run the report manually for each database then below query would be handy to provide same report for all database. This query is runs behind the scenes by the report. All I have done is remove the filter for database name (at the last – highlighted). DECLARE @curr_tracefilename VARCHAR(500); DECLARE @base_tracefilename VARCHAR(500); DECLARE @indx INT; SELECT @curr_tracefilename = path FROM sys.traces WHERE is_default = 1; SET @curr_tracefilename = REVERSE(@curr_tracefilename); SELECT @indx  = PATINDEX('%\%', @curr_tracefilename) ; SET @curr_tracefilename = REVERSE(@curr_tracefilename); SET @base_tracefilename = LEFT( @curr_tracefilename,LEN(@curr_tracefilename) - @indx) + '\log.trc'; SELECT  SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),36, PATINDEX('%executed%',TEXTData)-36) AS command ,       LoginName ,       StartTime ,       CONVERT(INT,SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%found%',TEXTData) +6,PATINDEX('%errors %',TEXTData)-PATINDEX('%found%',TEXTData)-6)) AS errors ,       CONVERT(INT,SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%repaired%',TEXTData) +9,PATINDEX('%errors.%',TEXTData)-PATINDEX('%repaired%',TEXTData)-9)) repaired ,       SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%time:%',TEXTData)+6,PATINDEX('%hours%',TEXTData)-PATINDEX('%time:%',TEXTData)-6)+':'+SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%hours%',TEXTData) +6,PATINDEX('%minutes%',TEXTData)-PATINDEX('%hours%',TEXTData)-6)+':'+SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%minutes%',TEXTData) +8,PATINDEX('%seconds.%',TEXTData)-PATINDEX('%minutes%',TEXTData)-8) AS time FROM::fn_trace_gettable( @base_tracefilename, DEFAULT) WHERE EventClass = 22 AND SUBSTRING(TEXTData,36,12) = 'DBCC CHECKDB' -- AND DatabaseName = @DatabaseName; Don’t get worried about the logic above. All it is doing is reading the trace files, parsing below entry and getting out information for underlined words. DBCC CHECKDB (CorruptedDatabase) executed by sa found 2 errors and repaired 0 errors. Elapsed time: 0 hours 0 minutes 0 seconds.  Internal database snapshot has split point LSN = 00000029:00000030:0001 and first LSN = 00000029:00000020:0001. Hopefully now onwards you would run checkdb and understand the importance of it. As responsible DBAs I am sure you are already doing it, let me know how often do you actually run them on you production environment? Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

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  • Tracking down rogue disk usage

    - by Amadan
    I found several other questions regarding the theory behind my problem (e.g. this, this), but I don't know how to apply the answers to my machine. # du -hsx / 11000283 / # df -kT / Filesystem Type 1K-blocks Used Available Use% Mounted on /dev/mapper/csisv13-root ext4 516032952 361387456 128432532 74% / There is a big difference between 11G (du) and 345G (df). Where are the remaining 334G? It's not in deleted files. There was only one, it was short, and I truncated it just in case. This is what remains: # lsof -a +L1 / COMMAND PID USER FD TYPE DEVICE SIZE/OFF NLINK NODE NAME zabbix_ag 4902 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4902 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4906 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4906 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4907 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4907 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4908 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4908 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4909 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4909 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4910 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4910 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) I rebooted to see if fsck does anything. But, from /var/log/boot.log, it seems there are no issues: /dev/mapper/server-root: clean, 3936097/32768000 files, 125368568/131064832 blocks Thinking maybe someone overzealously reserved root space, I checked the master record: # tune2fs -l /dev/mapper/server-root tune2fs 1.42 (29-Nov-2011) Filesystem volume name: <none> Last mounted on: / Filesystem UUID: 86430ade-cea7-46ce-979c-41769a41ecbe Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype needs_recovery extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: user_xattr acl Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 32768000 Block count: 131064832 Reserved block count: 6553241 Free blocks: 5696264 Free inodes: 28831903 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 992 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 Flex block group size: 16 Filesystem created: Fri Feb 1 13:44:04 2013 Last mount time: Tue Aug 19 16:56:13 2014 Last write time: Fri Feb 1 13:51:28 2013 Mount count: 9 Maximum mount count: -1 Last checked: Fri Feb 1 13:44:04 2013 Check interval: 0 (<none>) Lifetime writes: 1215 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 First orphan inode: 28836028 Default directory hash: half_md4 Directory Hash Seed: bca55ff5-f530-48d1-8347-25c004f66d43 Journal backup: inode blocks The system is: # uname -a Linux server 3.2.0-67-generic #101-Ubuntu SMP Tue Jul 15 17:46:11 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux # cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04.2 LTS" Does anyone have any tips on what exactly to do to find and hopefully reclaim the missing space?

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  • SQL SERVER – Free Online Training on .net and SQL

    - by pinaldave
    I around 10 Free Online Training Codes available of .NET and SQL Training from Pluralsight. I am willing to give it to someone who wants learn technology this weekend. You just have to go to my Facebook page and leave a comment explaining in one line – what course will you learn during weekend. I will send all this codes to 10 winners whom I will randomly select using Facebook. Meanwhile do you know how can you generate Zero without using any numbers in T-SQL. My friend Madhivanan has done that and I find it very interesting.Run following T-SQL code – ‘SELECT $’. He has written many other tricks how to generate zero also on his blog. On another note – I have published my answer for question about SELECT * vs SELECT COUNT(*) here. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: About Me, Best Practices, Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Contracting rate for Android development

    - by Robottinosino
    I am a developer, maybe I have a project to work on, not sure how much to "charge" for my work.... Help me find the price? Looking for an contracting rate interval, expressed in EUR, to offer for an Android development gig. Location: Europe, off-site (telecommuting) Environment: Android + HTTP back-end Length of project: 1 month Rate currency: EUR Rate measure: daily or hourly Other skills required: UI design, basic J2EE, web services Client profile: medium business (100+ employees) Previous published apps: 1, on G-Play Design work: partially already done, data flow is established, data models to be built Required graphics/multimedia elements: provided by the client Source control: remove over SSH Team size: one person in development, others (unknown) for marketing, copy, etc. Risk factor: medium Client reputation: modest but established Potential for continued work: absent (for now) Internationalisation/localisation: no Native code (C/C++,...): none, only Android SDK, pure Java Working culture: (based on initial discussion) - high pressure Other projects in the pipe: zero Opportunity to learn from the project or build new skills: 5% Negotiating experience: good Cost of accessories: (licenses, device to debug on) zero If I need to be more precise, please just say how and I will be.

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  • Want to Patch your Red Hat Linux Kernel Without Rebooting?

    - by Lenz Grimmer
    Patched Tube by Morten Liebach (CC BY 2.0) Are you running Red Hat Enterprise Linux? Take back your weekend and say goodbye to lengthy maintenance windows for kernel updates! With Ksplice, you can install kernel updates while the system is running. Stay secure and compliant without the hassle. To give you a taste of one of the many features that are included in Oracle Linux Premier Support, we now offer a free 30-day Ksplice trial for RHEL systems. Give it a try and bring your Linux kernel up to date without rebooting (not even once to install it)! For more information on this exciting technology, read Wim's OTN article on using Oracle Ksplice to update Oracle Linux systems without rebooting. Watch Waseem Daher (one of the Ksplice founders) telling you more about Ksplice zero downtime updates in this screencast "Zero Downtime OS Updates with Ksplice" - Lenz

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • Issues with touch buttons in XNA (Release state to be precise)

    - by Aditya
    I am trying to make touch buttons in WP8 with all the states (Pressed, Released, Moved), but the TouchLocationState.Released is not working. Here's my code: Class variables: bool touching = false; int touchID; Button tempButton; Button is a separate class with a method to switch states when touched. The Update method contains the following code: TouchCollection touchCollection = TouchPanel.GetState(); if (!touching && touchCollection.Count > 0) { touching = true; foreach (TouchLocation location in touchCollection) { for (int i = 0; i < menuButtons.Count; i++) { touchID = location.Id; // store the ID of current touch Point touchLocation = new Point((int)location.Position.X, (int)location.Position.Y); // create a point Button button = menuButtons[i]; if (GetMenuEntryHitBounds(button).Contains(touchLocation)) // a method which returns a rectangle. { button.SwitchState(true); // change the button state tempButton = button; // store the pressed button for accessing later } } } } else if (touchCollection.Count == 0) // clears the state of all buttons if no touch is detected { touching = false; for (int i = 0; i < menuButtons.Count; i++) { Button button = menuButtons[i]; button.SwitchState(false); } } menuButtons is a list of buttons on the menu. A separate loop (within the Update method) after the touched variable is true if (touching) { TouchLocation location; TouchLocation prevLocation; if (touchCollection.FindById(touchID, out location)) { if (location.TryGetPreviousLocation(out prevLocation)) { Point point = new Point((int)location.Position.X, (int)location.Position.Y); if (prevLocation.State == TouchLocationState.Pressed && location.State == TouchLocationState.Released) { if (GetMenuEntryHitBounds(tempButton).Contains(point)) // Execute the button action. I removed the excess } } } } The code for switching the button state is working fine but the code where I want to trigger the action is not. location.State == TouchLocationState.Released mostly ends up being false. (Even after I release the touch, it has a value of TouchLocationState.Moved) And what is more irritating is that it sometimes works! I am really confused and stuck for days now. Is this the right way? If yes then where am I going wrong? Or is there some other more effective way to do this? PS: I also posted this question on stack overflow then realized this question is more appropriate in gamedev. Sorry if it counts as being redundant.

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • The Calmest IT Guy in the World

    - by Markus Weber
    Unplanned outages and downtime still result not only in major productivity losses, but also major financial losses. Along the same lines, if zero planned downtime and zero data loss are key to your IT environment and your business requirements, planning for those becomes very important, all while balancing between performance, high availability, and cost. Oracle Database High Availability technologies will help you achieve these mission-critical goals, and are reflected in Oracle's best practices offerings of the Maximum Availability Architecture, or MAA. We created three neat, short videos showcasing some typical use cases, and highlighting three important components (amongst many more) of MAA: Oracle Real Application Clusters (RAC) Oracle Active Data Guard Oracle Flashback Technologies Make sure to watch those videos here, and learn about challenges, and solutions, around High Availability database environments from a recent Independent Oracle Users Group (IOUG) survey. 

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  • Card deck and sparse matrix interview questions

    - by MrDatabase
    I just had a technical phone screen w/ a start-up. Here's the technical questions I was asked ... and my answers. What do think of these answers? Feel free to post better answers :-) Question 1: how would you represent a standard 52 card deck in (basically any language)? How would you shuffle the deck? Answer: use an array containing a "Card" struct or class. Each instance of card has some unique identifier... either it's position in the array or a unique integer member variable in the range [0, 51]. Shuffle the cards by traversing the array once from index zero to index 51. Randomly swap ith card with "another card" (I didn't remember how this shuffle algorithm works exactly). Watch out for using the same probability for each card... that's a gotcha in this algorithm. I mentioned the algorithm is from Programming Pearls. Question 2: how to represent a large sparse matrix? the matrix can be very large... like 1000x1000... but only a relatively small number (~20) of the entries are non-zero. Answer: condense the array into a list of the non-zero entries. for a given entry (i,j) in the array... "map" (i,j) to a single integer k... then use k as a key into a dictionary or hashtable. For the 1000x1000 sparse array map (i,j) to k using something like f(i, j) = i + j * 1001. 1001 is just one plus the maximum of all i and j. I didn't recall exactly how this mapping worked... but the interviewer got the idea (I think). Are these good answers? I'm wondering because after I finished the second question the interviewer said the dreaded "well that's all the questions I have for now." Cheers!

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  • viable part-time career in IT/programming?

    - by Rider
    Hi, I'd like to ask for some career advice from you people. Is there a viable job/career that can be done in programming/IT for the long term? Right now, I am thinking about website (PHP?) developer path. My background: I have a degree in computer science and have been a programmer/system analyst for almost 10 years. Lately I took a big break from programming and studied for a B.arch. degree (yes architecture), only to discover that architecture offers zero (0) jobs where I'm from, for 3 years already (and no, I am not going to move and the grass in not greener in other places). I have never been particularly interested in programming, in fact I was bored by it. But I was always quite good at both programming and system analysis, and very valued by practically all my employers. On the other hand, I have never been valued or offered a good job in any other field (although I can do many things, like design, architecture, translations, documentation, teaching, etc etc.) I guess the human component has been always more important for me in programming jobs - I value all the good people I worked with, but not projects. However, I have about zero skills or desire to be a project manager. I also have close to zero skills for selling myself. I like it best when I can do "my thing", have my niche, have an ownership of some project. Right now my career perspective is to do part time programming and to part time teach yoga. I have already started the yoga teaching part. Do you think that part time programming is viable? And what niche works best for that? I have considered web development, QA, or software development in a company like I did before. However, my fear is that when you do programming part-time, you get the most boring coding work, only to see your colleagues move to more interesting projects and up their respective career ladders. I also fear that part-timers are not especially needed either. And, since I don't share much enthusiasm at programming, I'd rather not be around young programmers boiling with geeky enthusiasm about coding, but rather QA mindset with people from different backgrounds and life paths might work better for me. Thanks for any advice, --Rider

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  • mounting ext4 fs with block size of 65536

    - by seaquest
    I am doing some benchmarking on EXT4 performance on Compact Flash media. I have created an ext4 fs with block size of 65536. however I can not mount it on ubuntu-10.10-netbook-i386. (it is already mounting ext4 fs with 4096 bytes of block sizes) According to my readings on ext4 it should allow such big block sized fs. I want to hear your comments. root@ubuntu:~# mkfs.ext4 -b 65536 /dev/sda3 Warning: blocksize 65536 not usable on most systems. mke2fs 1.41.12 (17-May-2010) mkfs.ext4: 65536-byte blocks too big for system (max 4096) Proceed anyway? (y,n) y Warning: 65536-byte blocks too big for system (max 4096), forced to continue Filesystem label= OS type: Linux Block size=65536 (log=6) Fragment size=65536 (log=6) Stride=0 blocks, Stripe width=0 blocks 19968 inodes, 19830 blocks 991 blocks (5.00%) reserved for the super user First data block=0 1 block group 65528 blocks per group, 65528 fragments per group 19968 inodes per group Writing inode tables: done Creating journal (1024 blocks): done Writing superblocks and filesystem accounting information: done This filesystem will be automatically checked every 37 mounts or 180 days, whichever comes first. Use tune2fs -c or -i to override. root@ubuntu:~# tune2fs -l /dev/sda3 tune2fs 1.41.12 (17-May-2010) Filesystem volume name: <none> Last mounted on: <not available> Filesystem UUID: 4cf3f507-e7b4-463c-be11-5b408097099b Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 19968 Block count: 19830 Reserved block count: 991 Free blocks: 18720 Free inodes: 19957 First block: 0 Block size: 65536 Fragment size: 65536 Blocks per group: 65528 Fragments per group: 65528 Inodes per group: 19968 Inode blocks per group: 78 Flex block group size: 16 Filesystem created: Sat Feb 5 14:39:55 2011 Last mount time: n/a Last write time: Sat Feb 5 14:40:02 2011 Mount count: 0 Maximum mount count: 37 Last checked: Sat Feb 5 14:39:55 2011 Check interval: 15552000 (6 months) Next check after: Thu Aug 4 14:39:55 2011 Lifetime writes: 70 MB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 Default directory hash: half_md4 Directory Hash Seed: afb5b570-9d47-4786-bad2-4aacb3b73516 Journal backup: inode blocks root@ubuntu:~# mount -t ext4 /dev/sda3 /mnt/ mount: wrong fs type, bad option, bad superblock on /dev/sda3, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so

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  • Are nullable types preferable to magic numbers?

    - by Matt H
    I have been having a little bit of a debate with a coworker lately. We are specifically using C#, but this could apply to any language with nullable types. Say for example you have a value that represents a maximum. However, this maximum value is optional. I argue that a nullable number would be preferable. My coworker favors the use of zero, citing precedent. Granted, things like network sockets have often used zero to represent an unlimited timeout. If I were to write code dealing with sockets today, I would personally use a nullable value, since I feel it would better represent the fact that there is NO timeout. Which representation is better? Both require a condition checking for the value meaning "none", but I believe that a nullable type conveys the intent a little bit better.

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  • PageRank is the Best Indicator of Competition Strength For a Keyword in SEO - New Verifiable Theory

    The major argument against PageRank in SEO is that pages with zero PageRank can be in the top positions even for highly competitive keywords. However, we are left with requiring an explanation as to why "PageRank is Google's view of the importance of this page." It becomes apparent that either Google is misleading us or we have all been misinterpreting Google's statement. From extensive evaluation of the top Google search engine results pages for hundreds of keywords, the author observed that those high positioned web pages with PageRanks of zero have a home page with higher PageRanks, usually three or more.

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  • Linux Under The Spotlight As We Prepare For A Chaos Bound National Elections

    <b>Tech Source:</b> "With less than a few days to go before the Philippines will hold its first ever fully automated national elections, it seems like we're in for a really bumpy ride. Serious, embarrassing, and idiotic technical glitches were discovered while testing the Precinct Count Optical Scan (PCOS) machines that will be used to count votes for the polls."

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  • Throwing exception from a property when my object state is invalid

    - by Rumi P.
    Microsoft guidelines say: "Avoid throwing exceptions from property getters", and I normally follow that. But my application uses Linq2SQL, and there is the case where my object can be in invalid state because somebody or something wrote nonsense into the database. Consider this toy example: [Table(Name="Rectangle")] public class Rectangle { [Column(Name="ID", IsPrimaryKey = true, IsDbGenerated = true)] public int ID {get; set;} [Column(Name="firstSide")] public double firstSide {get; set;} [Column(Name="secondSide")] public double secondSide {get; set;} public double sideRatio { get { return firstSide/secondSide; } } } Here, I could write code which ensures that my application never writes a Rectangle with a zero-length side into the database. But no matter how bulletproof I make my own code, somebody could open the database with a different application and create an invalid Rectangle, especially one with a 0 for secondSide. (For this example, please forget that it is possible to design the database in a way such that writing a side length of zero into the rectangle table is impossible; my domain model is very complex and there are constraints on model state which cannot be expressed in a relational database). So, the solution I am gravitating to is to change the getter to: get { if(firstSide > 0 && secondSide > 0) return firstSide/secondSide; else throw new System.InvalidOperationException("All rectangle sides should have a positive length"); } The reasoning behind not throwing exceptions from properties is that programmers should be able to use them without having to make precautions about catching and handling them them. But in this case, I think that it is OK to continue to use this property without such precautions: if the exception is thrown because my application wrote a non-zero rectangle side into the database, then this is a serious bug. It cannot and shouldn't be handled in the application, but there should be code which prevents it. It is good that the exception is visibly thrown, because that way the bug is caught. if the exception is thrown because a different application changed the data in the database, then handling it is outside of the scope of my application. So I can't do anything about it if I catch it. Is this a good enough reasoning to get over the "avoid" part of the guideline and throw the exception? Or should I turn it into a method after all? Note that in the real code, the properties which can have an invalid state feel less like the result of a calculation, so they are "natural" properties, not methods.

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  • Installing Cairo to get FastRWeb working for R gWidgetsWWW2 -pkg

    - by hhh
    I want to install FastRWeb for R but it requires some Cairo. How can I install the Cairo? compilation terminated. make: *** [xlib-backend.o] Error 1 ERROR: compilation failed for package ‘Cairo’ * removing ‘/home/xfz/R/i686-pc-linux-gnu-library/2.13/Cairo’ ERROR: dependency ‘Cairo’ is not available for package ‘FastRWeb’ * removing ‘/home/xfz/R/i686-pc-linux-gnu-library/2.13/FastRWeb’ The downloaded packages are in ‘/tmp/Rtmpno8hhF/downloaded_packages’ Warning messages: 1: In install.packages("FastRWeb", , "http://rforge.net/", type = "source") : installation of package 'Cairo' had non-zero exit status 2: In install.packages("FastRWeb", , "http://rforge.net/", type = "source") : installation of package 'FastRWeb' had non-zero exit status I cannot find what the Cairo is here, 16 entries with this search term below. It is apparently some library. $ apt-cache search libcairo|wc 16 132 996 Perhaps related http://stackoverflow.com/questions/9826128/r-making-r-rook-program-into-rscript-program-r http://stackoverflow.com/questions/9812547/r-gui-vizualiser-with-command-line-access-browser-based-letting-users-to-s Some related packages FastRWeb and RServe for the gWidgetsWWW2 -pkg.

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  • Juju bootstrap fails to start network on local environment

    - by Amith KK
    I've followed the instructions at https://juju.ubuntu.com/CharmSchool and rebooted 5 times...... I cant seem to do a juju-bootstrap (local) This is the output: amith@amith-desktop:~$ juju bootstrap 2011-11-24 17:08:05,708 INFO Bootstrapping environment 'local' (type: local)... 2011-11-24 17:08:05,710 INFO Checking for required packages... 2011-11-24 17:08:06,593 INFO Starting networking... error: Failed to start network default error: internal error Child process (dnsmasq --strict-order --bind-interfaces --pid-file=/var/run/libvirt/network/default.pid --conf-file= --except-interface lo --listen-address 192.168.122.1 --dhcp-range 192.168.122.2,192.168.122.254 --dhcp-leasefile=/var/lib/libvirt/dnsmasq/default.leases --dhcp-lease-max=253 --dhcp-no-override) status unexpected: exit status 2 Command '['virsh', 'net-start', 'default']' returned non-zero exit status 1 2011-11-24 17:08:07,217 ERROR Command '['virsh', 'net-start', 'default']' returned non-zero exit status 1 Is there any fix at all?

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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