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  • Donald Farmer comes to SQLBits

    What do medieval archaeology, fish farming, Southwestern University of Chongqing and Microsoft Business Intelligence have in common? If you know, you should tell Donald Farmer, because he has been deeply involved in all of them at various times. Donald has worked in the Microsoft Business Intelligence team for 8 years covering many subject areas: data integration, information quality, metadata intelligence, master data management, OLAP, predictive analytics and self-service BI. He is a well-known speaker at Microsoft and other industry events, and the author of several books and articles.   Great news from SQLBits! We can now confirm that Donald Farmer has agreed to do a pre-conference training day and the key note for our SQL Server 2008 and SQL Server 2008 R2 day. As Program Manager for Project Gemini, no-one is better placed to tell you what is going to be in R2 and what is not! More information about the Pre-conference Training Day and SQL 2008 and R2 Friday will be released soon.

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  • Donald Farmer comes to SQLBits

    What do medieval archaeology, fish farming, Southwestern University of Chongqing and Microsoft Business Intelligence have in common? If you know, you should tell Donald Farmer, because he has been deeply involved in all of them at various times. Donald has worked in the Microsoft Business Intelligence team for 8 years covering many subject areas: data integration, information quality, metadata intelligence, master data management, OLAP, predictive analytics and self-service BI. He is a well-known speaker at Microsoft and other industry events, and the author of several books and articles.   Great news from SQLBits! We can now confirm that Donald Farmer has agreed to do a pre-conference training day and the key note for our SQL Server 2008 and SQL Server 2008 R2 day. As Program Manager for Project Gemini, no-one is better placed to tell you what is going to be in R2 and what is not! More information about the Pre-conference Training Day and SQL 2008 and R2 Friday will be released soon.

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  • The SQL Beat Podcast–Capturing a SQL Rockstar

    - by SQLBeat
      This is the first permissible (waiting for signed disclaimers) episode of the SQL Beat Podcast featuring the gracious and famous Thomas La Rock. We talk about gay marriage, abortion, SQL community and a 9 inch pipe with a hole in it at the tip. No really. If there ever was a gentleman, SQL Rockstar is one and I want to thank him from the bottom of my digital recorder for agreeing to talk to me and my audience. All forty of them will appreciate the candor. Enjoy World. I did. Oh and a special rock start drum intro from me to you. CLICK BELOW TO LISTEN >>>>>>>>>CLICK HERE TO PLAY >>>>>>>>> CLICK ABOVE TO SPEAR A FISH INSTEAD

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  • Knowing your user is key--Part 1: Motivation

    - by erikanollwebb
    I was thinking where the best place to start in this blog would be and finally came back to a theme that I think is pretty critical--successful gamification in the enterprise comes down to knowing your user.  Lots of folks will say that gamification is about understanding that everyone is a gamer.  But at least in my org, that argument won't play for a lot of people.  Pun intentional.  It's not that I don't see the attraction to the idea--really, very few people play no games at all.  If they don't play video games, they might play solitaire on their computer.  They may play card games, or some type of sport.  Mario Herger has some great facts on how much game playing there is going on at his Enterprise-Gamification.com website. But at the end of the day, I can't sell that into my organization well.  We are Oracle.  We make big, serious software designed run your whole business.  We don't make Angry Birds out of your financial reporting tools.  So I stick with the argument that works better.  Gamification techniques are really just good principals of user experience packaged a little differently.  Feedback?  We already know feedback is important when using software.  Progress indicators?  Got that too.  Game mechanics may package things in a more explicit way but it's not really "new".  To know how to use game mechanics, and what a user experience team is important for, is totally understanding who our users are and what they are motivated by. For several years, I taught college psychology courses, including Motivation.  Motivation is generally broken down into intrinsic and extrinsic motivation.  There's intrinsic, which comes from within the individual.  And there's extrinsic, which comes from outside the individual.  Intrinsic motivation is that motivation that comes from just a general sense of pleasure in the doing of something.  For example, I like to cook.  I like to cook a lot.  The kind of cooking I think is just fun makes other people--people who don't like to cook--cringe.  Like the cake I made this week--the star-spangled rhapsody from The Cake Bible: two layers of meringue, two layers of genoise flavored with a raspberry eau de vie syrup, whipped cream with berries and a mousseline buttercream, also flavored with raspberry liqueur and topped with fresh raspberries and blueberries. I love cooking--I ask for cooking tools for my birthday and Christmas, I take classes like sushi making and knife skills for fun.  I like reading about you can make an emulsion of egg yolks, melted butter and lemon, cook slowly and transform them into a sauce hollandaise (my use of all the egg yolks that didn't go into the aforementioned cake).  And while it's nice when people like what I cook, I don't do it for that.  I do it because I think it's fun.  My former boss, Ultan Ó Broin, loves to fish in the sea off the coast of Ireland.  Not because he gets prizes for it, or awards, but because it's fun.  To quote a note he sent me today when I asked if having been recently ill kept him from the beginning of mackerel season, he told me he had already been out and said "I can fish when on a deathbed" (read more of Ultan's work, see his blogs on User Assistance and Translation.). That's not the kind of intensity you get about something you don't like to do.  I'm sure you can think of something you do just because you like it. So how does that relate to gamification?  Gamification in the enterprise space is about uncovering the game within work.  Gamification is about tapping into things people already find motivating.  But to do that, you need to know what that user is motivated by. Customer Relationship Management (CRM) is one of those areas where over-the-top gamification seems to work (not to plug a competitor in this space, but you can search on what Bunchball* has done with a company just a little north of us on 101 for the CRM crowd).  Sales people are naturally competitive and thrive on that plus recognition of their sales work.  You can use lots of game mechanics like leaderboards and challenges and scorecards with this type of user and they love it.  Show my whole org I'm leading in sales for the quarter?  Bring it on!  However, take the average accountant and show how much general ledger activity they have done in the last week and expose it to their whole org on a leaderboard and I think you'd see a lot of people looking for a new job.  Why?  Because in general, accountants aren't extraverts who thrive on competition in their work.  That doesn't mean there aren't game mechanics that would work for them, but they won't be the same game mechanics that work for sales people.  It's a different type of user and they are motivated by different things. To break this up, I'll stop here and post now.  I'll pick this thread up in the next post. Thoughts? Questions? *Disclosure: To my knowledge, Oracle has no relationship with Bunchball at this point in time.

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  • Wiped data, and duplicated folders into files.

    - by Kaustubh P
    Something weird happened today, and I dont know how. Within a folder, all folders have a file by the same name, with a colon appended to it. And all the files from the most inner-most directory in my home, have been dumped to ~, with a size of 0 bytes. I have not executed any scripts or anything. I was just checking out some easter eggs, namely the gegls from outer space and free the fish and was away from the computer and was logged because of the screensaver. I couldnt log-back in with my password, so I just reset the PC, and while booting, the PC went into a drive check. BUT, IIRC, i saw the duplicate "folder files" before I had logged out, so thats not the reason! All the files have a timestamp of 14 Jan. Also, the contents of my eclipse folder have been dumped into ~. Right down to the jars and ini files. HELP!

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  • Techniques and methods to improve and speedup development

    - by Jlouro
    I just got a new project. It’s a WinForm app. And it’s interesting because I will have the possibility to learn how fish farms work and are managed. I will have to develop touch interfaces, and use datasnap to communicate and sync data between farm and office. The development will be done in DELPHI win32, still not sure about the database, but maybe SQLlite. So now comes the difficult part of the project, building it. I am just finishing one. It took me a lot of time to do it and I am a bit “burned out”. I will have time to relax, not much, but a few days. What I am looking is some tips and tricks and possibly tools to be able to speed up the development. It must be up and running in 2 months. So what tricks do you use to speed up things?

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  • File manager (Nautilus) hangs or is ultra slow when listing contents of ssh/sftp server

    - by NahsiN
    I used to use File -- Connect to server to connect to my remote ssh a lot before 12.04/11.10. But now in a fresh install of 12.04, whenever I try to access the remote files, nautilus either always hangs or is ultra slow (5 mins) in listing the directory contents. Most of the time I have to force quit or xkill. Mounting using SSHFS works fine. The ssh server is fast and it works fine via putty, mc (using fish) and normal terminal. I also installed nautilus in Lubuntu 12.04 (virtualbox) and to my surprise, browsing is fast and smooth. Both versions of nautilus are at 3.4.2 thus I am led to believe the problem might be lying somewhere in Ubuntu 12.04. But I am clueless. All suggestions welcome. I really need to solve this problem.

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  • Windows 8 : PayPal publie une API pour le paiement in-app, sortie d'une flopée d'applications dont Dropbox, Twitter, ESPN

    Windows 8 : PayPal publie une API pour le paiement in-app sortie d'une flopée d'applications dont Dropbox, Twitter, ESPN PayPal vient de sortir son API pour Windows 8. L'interface de programmation de la société permettra aux développeurs d'intégrer des moyens de paiement dans leurs applications Windows 8. Parmi les différents modes de monétisation dont supporte l'API, on va noter la présence du paiement in-app qui a été mis en avant par Microsoft. Cette option permettra aux développeurs de facturer des mises à jour, des fonctionnalités additionnelles ou encore les contenus d'une application. À titre d'exemple, Microsoft cite le jeu Crowdstar "Fish wit...

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  • How will this affect my SEO ranking?

    - by dunc
    I run a fishkeeping website based on a WordPress (PHP) CMS. I've recently put a fairly complex "filter" into place which searches my content for mentions of fish species profiles and turns them into an active link. For example, asdasd this is a test about abdomen to see if the caudal fin will work asdadasdas try again with abdomen and A. panduro and Apistogramma panduro ...becomes asdasd this is a test about abdomen to see if the caudal fin will work asdadasdas try again with abdomen and <a href="/?p=1703" class="link_species">A. panduro</a> and <a href="/?p=1703" class="link_species">Apistogramma panduro</a> On the rest of my website, the species are linked with pretty URLs such as /species/apistogramma-panduro/ but due to the way this filter works, the only information I can get access to is the idof the post. As such, I'm using /?p=1703 or whatever the ID is. What I'd like to know is: how much will this affect my SEO rating/ranking? Will it be detrimental if I don't rewrite the function? Thanks in advance,

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  • Why does ASP.Net rewrite relative paths in runat=server anchor controls?

    - by Atomiton
    I have UserControls in a Controls folder in my solution: /Controls/TheControl.ascx If specify the following: <a runat="server" href="./?pg=1">link text</a> ASP.Net seems to want to rewrite the path to point to the absolute location. For example, If the control is on site.com/products/fish/cans.aspx the link href will be rewritten to read <a href="../../Controls/?pg=1 Why does Asp.Net rewrite these control paths, and is there an elegant way to fix it?

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  • How will Facebook Authenticate let me ID a user?

    - by Donny P
    I have a website where I need to have data that is ID'd by user. For example, they enter their favorite food: userid favorite food ------ ------------- 1 french fries 2 tacos 3 fish sticks 4 chipotle When I use Facebook Authentication, what identifier will I use for the userid? I'm assuming it's not name, since this would create duplicates. Is it just the person's Facebook ID? Also is the correct API to use for 3rd party websites 'Facebook Connect' or 'Facebook Authorization' or something else?

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  • Sort specific items of an array first

    - by Matt Huggins
    I have a ruby array that looks something like this: my_array = ['mushroom', 'beef', 'fish', 'chicken', 'tofu', 'lamb'] I want to sort the array so that 'chicken' and 'beef' are the first two items, then the remaining items are sorted alphabetically. How would I go about doing this?

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  • jruby hangs on connection to sqlserver

    - by Christopher Dancy
    Jruby is hanging on connection to sqlserver and I cannot figure out why. Here is my code ... puts "make connection" ActiveRecord::Base.establish_connection( :adapter => 'jdbc', :driver => 'com.microsoft.jdbc.sqlserver.SQLServerDriver', :url => 'jdbc:sqlserver://test:1433;databaseName=test;integratedSecurity=true', :username=>'test', :password=>'test' ) puts "connected" fish = ActiveRecord::Base.connection.execute("SELECT * FROM users") puts "query ok" the code spits out "make connection" and then "connected" but never reaches "query ok" any ideas?

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  • Rewrite SQL Fulltext Function to return Table only

    - by Alex
    I have a MS SQL Fulltext Function like this: (...) RETURNS TABLE AS RETURN SELECT * FROM fishes INNER JOIN CONTAINSTABLE(fishes, *, @keywords, @limit) AS KEY_TBL ON fishes.id = KEY_TBL.[KEY] When I use this function in LINQ, it generates a special return type which includes all fields of my "fishes" table, plus Key and Rank. How could I rewrite above query, or change something in LINQ, to omit Key and Rank and just return my "fishes" results (and to have the fulltext search result objects be of type Fish, which is what I really care about, so I don't have to cast)?

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  • I could use some help with my SQL command

    - by SuperSpy
    I've got a database table called 'mesg' with the following structure: receiver_id | sender_id | message | timestamp | read Example: 2 *(«me)* | 6 *(«nice girl)* | 'I like you, more than ghoti' | yearsago | 1 *(«seen it)* 2 *(«me)* | 6 *(«nice girl)* | 'I like you, more than fish' | now | 1 *(«seen it)* 6 *(«nice girl)* | 2 *(«me)* | 'Hey, wanna go fish?' | yearsago+1sec | 0 *(«she hasn't seen it)* It's quite a tricky thing that I want to achieve. I want to get: the most recent message(=ORDER BY time DESC) + 'contact name' + time for each 'conversation'. Contact name = uname WHERE uid = 'contact ID' (the username is in another table) Contact ID = if(sessionID*(«me)*=sender_id){receiver_id}else{sender_id} Conversation is me = receiver OR me = sender For example: From: **Bas Kreuntjes** *(« The message from bas is the most recent)* Hey $py, How are you doing... From: **Sophie Naarden** *(« Second recent)* Well hello, would you like to buy my spam? ... *(«I'll work on that later >p)* To: **Melanie van Deijk** *(« My message to Melanie is 3th)* And? Did you kiss him? ... That is a rough output. QUESTION: Could someone please help me setup a good SQL command. This will be the while loup <?php $sql = "????"; $result = mysql_query($sql); while($fetch = mysql_fetch_assoc($result)){ ?> <div class="message-block"> <h1><?php echo($fetch['uname']); ?></h1> <p><?php echo($fetch['message']); ?></p> <p><?php echo($fetch['time']); ?></p> </div> <?php } ?> I hope my explanation is good enough, if not, please tell me. Please don't mind my English, and the Dutch names (I am Dutch myself) Feel free to correct my English UPDATE1: Best I've got until now: But I do not want more than one conversation to show up... u=user table m=message table SELECT u.uname, m.message, m.receiver_uid, m.sender_uid, m.time FROM m, u WHERE (m.receiver_uid = '$myID' AND u.uid = m.sender_uid) OR (m.sender_uid = '$myID' AND u.uid = m.receiver_uid) ORDER BY time DESC;

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  • Can php query the results from a previous query?

    - by eaolson
    In some languages (ColdFusion comes to mind), you can run a query on the result set from a previous query. Is it possible to do something like that in php (with MySQL as the database)? I sort of want to do: $rs1 = do_query( "SELECT * FROM animals WHERE type = 'fish'" ); $rs2 = do_query( "SELECT * FROM rs1 WHERE name = 'trout'" );

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  • openGL ES - change the render mode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY on touch

    - by Sid
    i want to change the rendermode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY when i touch the screen. WHAT i Need : Initially the object should be stationary. after touching the screen, it should move automatically. The motion of my object is a projectile motion ans it is working fine. what i get : Force close and a NULL pointer exception. My code : public class BallThrowGLSurfaceView extends GLSurfaceView{ MyRender _renderObj; Context context; GLSurfaceView glView; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MyRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); this.requestFocus(); this.setFocusableInTouchMode(true); glView = new GLSurfaceView(context.getApplicationContext()); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub if (event != null) { if (event.getAction() == MotionEvent.ACTION_DOWN) { if (_renderObj != null) { Log.i("renderObj", _renderObj + "lll"); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { public void run() { glView.setRenderMode(RENDERMODE_CONTINUOUSLY); } }); return true; } } } return super.onTouchEvent(event); } } PS : i know that i am making some silly mistakes in this, but cannot figure out what it really is.

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  • Add game mechanics through equipment?

    - by Sidar
    In a game with different weapons and armor that actually affect more than just player stats, how would you achieve such effect? (These are just examples not concrete ideas ) For example we could have a handgun, uzi and then you have the graviton-gun. The first two would just shoot bullets, the third one does more than just shoot a simple projectile. It could allow the player to hold an enemy and drag it to use it as a meat shield. The player could also wear generic armor but at some point wears armor that can absorb projectiles. After absorbing enough projectiles you can shoot a giant blast. All these weapons/armor have different "behaviors" that either just raise stats or actually add new mechanics. In a simple case most guns would have similar properties and changing a few settings would create a new weapon (handgun shoots at an interval of x amount of seconds, lower this number and you have a machinegun). This obviously does not work if you intend to do more than just shoot projectiles. I'm pretty much stuck on writing the interface structure. While weapons and armor have different purposes they should both be able to process certain effects that change or add mechanics in the game world.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • Non-Obvious Topics to Learn for Game Development

    - by ashes999
    I've been writing games for around 10 years now (from QBasic to C# and everything in-between). I need to start stretching my skills into different areas. What are other, surprising topics I should read up on? Expected topics would include the usual suspects: Programming language of your choice Scripting language Source control Project management (or Agile) Graphics API Maybe some AI (A* path-finding?) Physics (projectile physics) Unit testing (automated testing) I'm looking for more esoteric topics; things that you don't expect to need to know, but if you do know them, they make a difference. This could include things like: Art skills (drawing, lighting, colouring, layout, etc.) Natural language processing The physics of sound (sound-waves, doppler effect, etc.) Personally, I feel that having technical art skills (eg. can make decent art-work if you can only come up with ideas; or, following Photoshop/GIMP tutorials) was the most beneficial for me. This is not intended to be an open-ended question; I'm looking for specific skills that helped you and you expect will continue to benefit you in the short- and long-term.

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc

    - by Fraggle
    Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time). The main issue being that tablets/phones are typically "less" connected than say a console or pc might be. And therefore, my thought is that to have complete Server authority of everything is not going to work. But maybe I'm off base on that. So I guess I'm struggling with what (if anything) should happen on a central server and what should happen locally. Or is centralized approach even needed? Some approaches I might do: Player movement : my thought is to control this locally (player-owner) and update server with positon (which then sends out to other clients). Use client side prediction for opponent players so that connection loss will not show a plane for example stop in mid air. Server will send update and try to smoothly correct an opponent player position to server updated one.But don't update owners position on owners device from server. Powerups (health kit/ammo/coins/etc) : need to see them disappear immediately, so do it locally. Add the health locally, but perhaps allow for server correction. If server doesn't see player near that powerup, reject the powerup and adjust server health for player. Fire weapons: Have to see it happen right away, so fire locally, create local bullet and send on its way. Send rpc to server so that this player on other clients also fires. Hit detection: Get's trickier. Make bullet/projectile disappear locally, and perhaps perform local hit animations (shaking, whatever). non-authoritative approach= take the damage locally and send rpc to server or others to update health and inform of hit. Authoritative approach-Don't take the damage, or adjust health. Server will do that if it detects a hit. Anyway that's my current thought stream. Let me know what you think of the above or what has worked for you.

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