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  • How to setup AD group to work with SharePoint group security

    - by ybbest
    Issue: Recently, I am having issues with the permission setup at client side. The way we setup permission is we create AD Group and add the add AD Group to the proper SharePoint Group. If we need to grant permission to a user, we then add the user to the correct AD group. But end user reports that by adding a user to an AD group, this user does not have any access to the SharePoint site. Solution: Change the AD Group scope from Global to Universal fix the problem. From To References: AD Group Scopes from Paul Stork http://social.technet.microsoft.com/forums/en-US/sharepointadminprevious/thread/79d2af40-3daa-4f61-86e5-5bb54086147f

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  • limit the total number of emails per domain per hour / per day

    - by air
    i have windows 2008 server with Mail Enable Free edition with plesk 9.5. what i want is: to limit each domain with total number of emails per hour / per day to avoid spam. i know its possible in Mail Enable Ent Version which is not free.( i don't want to pay right now) is this possible or i have to use any other script. is this possible in hMail server? Thanks

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  • limit the total number of emails per domain per hour / per day

    - by user20989
    i have windows 2008 server with Mail Enable Free edition with plesk 9.5. what i want is: to limit each domain with total number of emails per hour / per day to avoid spam. i know its possible in Mail Enable Ent Version which is not free.( i don't want to pay right now) is this possible or i have to use any other script. is this possible in hMail server? Thanks

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  • WCF: Per-Call and Per-Session services...need convincing that Per-Call is worthwhile

    - by mrlane
    Hello all. We are currently doing a review of our WCF service design and one thing that is bothering me is the decision between Per-Call and Per-Session services. I believe I understand the concept behind both, but I am not really seeing the advantage of Per-Call services. I understand that the motivation for using Per-Call services is that a WCF services only holds a servier object for the life of a call thereby restricting the time that an expensive resource is held by the service instance, but to me its much simpler to use the more OO like Per-Session model where your proxy object instance always corrisponds to the same server object instance and just handle any expensive resources manually. For example, say I have a CRUD Service with Add, Update, Delete, Select methods on it. This could be done as a Per-Call service with database connection (the "expensive resource") instanciated in the server object constructor. Alternately it could be a Per-Session service with a database connection instanciated and closed within each CRUD method exposed. To me it is no different resource wise and it makes the programming model simpler as the client can be assured that they always have the same server object for their proxies: any in-expensive state that there may be between calls is maintained and no extra parameters are needed on methods to identify what state data must be retrieved by the service when it is instanciating a new server object again (as in the case of Per-Call). Its just like using classes and objects, where the same resource management issues apply, but we dont create new object instances for each method call we have on an object! So what am I missing with the Per-Call model? Thanks

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  • How do you replace the files in a folder using Group Policy Preferences?

    - by GollyJer
    Our users have a toolbar on their Windows taskbar called "I Need Help". It holds links to our support system with specific fields prefilled. We've changed some of the structure our our support system and need to replace the links inside the folder. Some of the links have different names and some are being completely removed. Ideally we just want to clear the folder and replace it with a new set of files. What's the best way to do this through Group Policy Preferences in Windows Server 2008?

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  • When I add myself "vboxusers" group I an no longer in the "admins" group

    - by R9TySix
    I'm using Ubuntu 11.10 and I installed VirtualBox. This required me to add myself to the vboxusers group but when I add myself to vboxusers group I am no longer be in other groups and especially admins group! When I add myself back to admins group I no longer be am in the vboxusers group ! Commands that I used to add user to "vboxusers": usermod -G vboxusers myusername to add user back to admins group in single user mod: usermod -aG admin myusername

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  • Using group policy preferences to push a file to C:\Windows on a restricted user.

    - by Fireshot
    We have a really old Video learning program that we need to run from the network for our students. However it uses Director Player 6.0 and the students get the error: "Unable to copy the driver file C:\Windows\xobglu16.dll to your Windows directory. Your disk may be full" Now the solution I've read is to copy the files manually to each machine and mark them read-only. I'm trying to do this via GPP, but the Event log is showing an Access is denied error. I believe it is because the student accounts do not have permission to c:\windows. Any ideas on a work around without using a script?

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  • How can give group in active directory folder access by group policy

    - by AAA-Super
    I have windows server 2003 64bit and my clients running on windows xp 32bit. My clients have user rights so they can't install any program. I have some programs needs admin rights for example I have French dictionary without admin right the program will not work properly. I don't want go to each PC and login with admin account then go to program folder located in programs files to give full permission to the group. Is there a way to add them folder in group policy so I can force all the PCs to have full access on the folder? Thanks you in advance.

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  • Group policy not applying to security group

    - by ihavenoideawhatimdoing
    Preface: I have enough privileges to create GPOs in my OU, and have made a few of them for some simple tasks (like deploying a printer to certain users). Not actually a sysadmin...I'm a developer who is winging it. I wanted to create a GPO that would set a mapped folder for a certain security group (which I recently created and that contains only myself). Did the following: Created the GPO in MyOU - Users Removed the default Authenticted Users under Security Filtering Add the security group with my account to Security Filtering Set up the mapping via the User Configuration option Changed GPO Status to "Computer configuration settings disabled" Left WMI filtering to Closed the GPO at this point... Logged in as the target user; ran gpupdate /force Logged out, logged in, ran gpresult /r, no mention of my GPO Rebooted Logged in, re-ran gpupdate /force Logged out, logged in, ran gpresult /r, still no mention of my GPO If I log in with another completely different user, their RSOP information shows that the new GPO is being ignored due to a security restriction, so it appears to be "working" for other users. I just can't get it to actually show up in RSOP for the user it should be working. Is there anything else I can do short of rebooting endlessly and crossing my fingers?

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  • Getting apache to use ldap group and filesystem group information

    - by Angelo
    We have an Apache server which serves out of a particular directory, and just supplies a listing of files. From this directory, each subdirectory is owned by a certain group of users (at the filesystem level). User groups are determined by a posixGroup in ldap. Is there any simple way I can tell Apache to authorize access based on filesystem permissions, just like if the users were to access the filesystem from a shell? I would like to be able to simply add users/groups/directories without having to add another Directory or Location directive in Apache's conf?

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  • udev hide partition in nautilus for specific user/group

    - by user64780
    I'm trying to hide a partition form a specific group of users in Ubuntu 12.04. I have created a new rule in /etc/udev/rules.d/99-hide-disk.rules with KERNEL="sda3",ENV{UDISKS_PRESENTATION_HIDE}="1" And this works for all users. I tried KERNEL="sda3",ENV{UDISKS_PRESENTATION_HIDE}="1",GROUP="adm",MODE:="0700 but the partition is still hidden. That changes the group and permissions on the device rather than the rule. How do I make the rule only apply to a particular group of users?

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  • Group Policy Trust Problem

    - by Scott
    Hi, I've setup a new group policy for our windows XP users but now when they run a link to a program they get a trust box which they have to click 'run' on. I think its a trusted locations thing ie, mapped drives, etc. Is there a quick way to stop this happening ? Any help would be very much appreciated. Regards Scott

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  • Per-vertex position/normal and per-index texture coordinate

    - by Boreal
    In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index buffer is a list of ushorts. It works well, but I want to be able to use 3 discrete texture coordinates per triangle. I assume I have to create another vertex buffer, but how do I even use it? Here is my vertex/index buffer creation code: // vertices is a Vertex[] // indices is a ushort[] // VertexDefs stores the vertex size (sizeof(float) * 5) // vertex data numVertices = vertices.Length; DataStream data = new DataStream(VertexDefs.size * numVertices, true, true); data.WriteRange<Vertex>(vertices); data.Position = 0; // vertex buffer parameters BufferDescription vbDesc = new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, SizeInBytes = VertexDefs.size * numVertices, StructureByteStride = VertexDefs.size, Usage = ResourceUsage.Default }; // create vertex buffer vertexBuffer = new Buffer(Graphics.device, data, vbDesc); vertexBufferBinding = new VertexBufferBinding(vertexBuffer, VertexDefs.size, 0); data.Dispose(); // index data numIndices = indices.Length; data = new DataStream(sizeof(ushort) * numIndices, true, true); data.WriteRange<ushort>(indices); data.Position = 0; // index buffer parameters BufferDescription ibDesc = new BufferDescription() { BindFlags = BindFlags.IndexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, SizeInBytes = sizeof(ushort) * numIndices, StructureByteStride = sizeof(ushort), Usage = ResourceUsage.Default }; // create index buffer indexBuffer = new Buffer(Graphics.device, data, ibDesc); data.Dispose(); Engine.Log(MessageType.Success, string.Format("Mesh created with {0} vertices and {1} indices", numVertices, numIndices)); And my drawing code: // ShaderEffect, ShaderTechnique, and ShaderPass all store effect data // e is of type ShaderEffect // get the technique ShaderTechnique t; if(!e.techniques.TryGetValue(techniqueName, out t)) return; // effect variables e.SetMatrix("worldView", worldView); e.SetMatrix("projection", projection); e.SetResource("diffuseMap", texture); e.SetSampler("textureSampler", sampler); // set per-mesh/technique settings Graphics.context.InputAssembler.SetVertexBuffers(0, vertexBufferBinding); Graphics.context.InputAssembler.SetIndexBuffer(indexBuffer, SlimDX.DXGI.Format.R16_UInt, 0); Graphics.context.PixelShader.SetSampler(sampler, 0); // render for each pass foreach(ShaderPass p in t.passes) { Graphics.context.InputAssembler.InputLayout = p.layout; p.pass.Apply(Graphics.context); Graphics.context.DrawIndexed(numIndices, 0, 0); } How can I do this?

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • I'm in a group but can't create or modify files

    - by dac
    I have two user accounts. Let's say one is User1 and the other is User2. Both of these accounts are in the "root" group. I made a folder with some files in it. The owner is User1 and the group is root. The permissions are set so the group "root" can create and delete files. However, when I log in as User2, I can only access files. User2 is in the "root" group for sure, and when I right-click on the folder in Nautilus, and then PropertiesPermissions, it says there that the "root" group can create and delete files. What's going on? edit: Logged out and then back in, and, I don't know why, everything works now...

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  • West Palm Beach .Net User Group May 25th User Group Meeting Update

    - by Sam Abraham
    Just returned from the West Palm Beach .Net User Group Meeting featuring Shervin Shakibi who spoke to us about What’s New in Silverlight 4.0.  It was a great talk where the audience was fully engaged with Shervin as he spoke about and demonstrated the various new features of Silverlight 4.0. We enjoyed free pizza and soda as well as a free raffle with every attendee leaving home with a freebie.   For our June Meeting, Don Demsak, Microsoft MVP, will be speaking to us about WCF Data Services.  We will continue to have free pizza and a free raffle with great prizes, so hope to see you all there. Below are some photos from The West Palm Beach .Net User Group May 25th meeting with Shervin Shakibi. See you next Month for our June 22nd meeting, 6:30 PM at CompTec   Sam Abraham Site Director - West Palm Beach .Net User Group

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  • Presenting at the San Francisco SQL Server User Group - 12-Sep-2012

    - by RickHeiges
    I have a business trip scheduled out far enough in advance for a change. I was able to schedule a presentation at the San Francisco SQL Server User Group on Sep 12 about SQL Server Consolidation Strategies. If you will be in the SF area on Sep 12, I invite you to attend ar just drop by to say hello. You can find out more about the group at http://www.meetup.com/The-San-Francisco-SQL-Server-Meetup-Group/ Hope to see you there!...(read more)

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • Material usage, one per model or per object?

    - by WSkid
    Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller texture/material? Or does it depend on the target platform as to what is acceptable - ie PC vs tablet? An example: Say you have a typical house with a tiled roof. Model it, make sure everything is attached, unwrap the walls/roof so in your UV template the walls and roof would be in one texture file, side-by-side in say a 512x512 file. Model the roof/walls as separate objects, unwrap them individually and have two UV templates. You could then have a 256x256 file for each one.

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  • SQL GROUP BY - also SELECT not-constant columns

    - by Michal Kosek
    can someone please help me with this query? I have 2 tables in my database: log_visitors: -------------------- id | host_id log_access: -------------------- visitor | document | timestamp "log_access.visitor" links to "log_visitors.id" Currently, I'm using this query: SELECT log_visitors.host_id , MIM(log_access.timestamp) AS min_timestamp FROM log_access INNER JOIN log_visitors ON (log_access.visitor = log_visitors.id) GROUP BY log_visitors.host_id; to get "MIN(timestamp)" for each "host_id" in the database. HERE'S MY QUESTION: I also need to get "document" for that access with that timestamp... I can't simply add "log_access.document" into SELECT list, since it's not constant and I am not grouping by document... Any ideas?

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  • Tulsa SharePoint Interest Group – SharePoint 2010 Mini-Launch Event - Review

    - by dmccollough
    The Tulsa SharePoint Interest Group set a record for attendance last night at our SharePoint 2010 Mini-Launch Event. Approximately 40+ people showed up to listen to SharePoint MVP Eric Shupps, The SharePoint Cowboy to discuss all of the new features for both administrators and developers. All of the Tulsa SharePoint Interest Group Officers worked very hard to ensure that this event happened. We hosted our event at our local Dave & Busters and it was a great location with good food and great service. All of the officers of the Tulsa SharePoint Interest Group would like to extend a big Thank You to all of our sponsor that helped us in making our SharePoint 2010 Mini-Launch Event a reality.

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  • UK SQL Server User Group Event (May)

    Our very own Darren Green is speaking at a UK user group event in Cambridge (UK) on 20.05.2009.  He will be speaking on Integration Services.  Peter Blackburn will also be there and what he doesn’t know about SSRS isn’t worth knowing.  It promises to be a good night.  We would love to see as many people there as possible so head over to the UK User Group site and register. Register Here

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