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  • Read line and change the line that not consist of certain words and not end with dot

    - by igo
    I wanna read some text files in a folder line by line. for example of 1 txt : Fast and Effective Text Mining Using Linear-time Document Clustering Bjornar Larsen WORD2 Chinatsu Aone SRA International AK, Inc. 4300 Fair Lakes Cow-l Fairfax, VA 22033 {bjornar-larsen, WORD1 I wanna remove line that does not contain of words = word, word2, word3, and does not end with dot . so. from the example, the result will be : Bjornar Larsen WORD2 Chinatsu Aone SRA International, Inc. {bjornar-larsen, WORD1 I am confused, hw to remove the line? it that possible? or can we replace them with a space? here's the code : $url = glob($savePath.'*.txt'); foreach ($url as $file => $files) { $handle = fopen($files, "r") or die ('can not open file'); $ori_content= file_get_contents($files); foreach(preg_split("/((\r?\n)|(\r\n?))/", $ori_content) as $buffer){ $pos1 = stripos($buffer, $word1); $pos2 = stripos($buffer, $word2); $pos3 = stripos($buffer, $word3); $last = $str[strlen($buffer)-1];//read the las character if (true !== $pos1 OR true !== $pos2 OR true !==$pos3 && $last != '.'){ //how to remove } } } please help me, thank you so much :)

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • I Don't Understand Anything About Randomly Generated Worlds [closed]

    - by Alex Larsen
    What tools do I need to make a Minecraft-like generated world? I heard about Perlin noise and Simplex, but I don't understand anything about them. So far all I found on the internet was a Simplex version for C#, and all it has is functions, and this is what I get: Console.WriteLine(Noise.Generate(SomeNumber, SomeNumber, SumNumber)); Outputs random floats. I'm really lost. I don't understand the whole random generated worlds concept. Can someone help me? And if I use the noise thing I don't understand how to use it.

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  • 3D physics engine for accurate collision handling on desktop/laptop computers (non-console)

    - by Georges Oates Larsen
    What are your suggestions for a physics engine that satisfies the following criteria? Capable of calculating collisions between multiple concave mesh-based colliders Handles many collisions going on at once (for instance one mesh being wedged between two others, which themselves may be wedged between two meshes) Does not allow for collider passthrough, even at high speeds. For instance, if I am applying force to a programmatically hinged object that makes it spin, I do not want it to pass through another rigidbody that it collides with while spinning. I have this problem using PhysX As implied before, reacts well to hinged objects, preferably has its own implementation of a hinge, but I am willing to program my own. The important part is that it has some sort of interface that guarantees accurate collision tracking even when dealing with these things Platform independent -- runs on mac as well as PC, also not tied down to specific graphics cards I think that's the best way to explain what I am looking for. Basically, I need SUPER reliable collisions. Something that can't be accomplished with a simple ray casting approach that sends a ray from the last position of the object to the current position (as this object may be potentially large and colliding with small objects via rotation) Bonus points for also including an OPEN SOURCE engine.

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  • Java Champion Jim Weaver on JavaFX

    - by Janice J. Heiss
    Hardly anyone knows more about JavaFX than Java Champion and Oracle’s JavaFX Evangelist, Jim Weaver, who will be leading two Hands on Labs on aspects of JavaFX at this year’s JavaOne: HOL11265 – “Playing to the Strengths of JavaFX and HTML5” (With Jeff Klamer - App Designer, Jeff Klamer Design) Wednesday, Oct 3, 3:00 PM - 5:00 PM - Hilton San Francisco - Franciscan A/B/C/D HOL3058 – “Custom JavaFX Controls” (With Gerrit Grunwald, Senior Software Engineer, Canoo Engineering AG; Bob Larsen, Consultant, Larsen Consulting; and Peter Vašenda, Software Engineer, Oracle) Tuesday, Oct 2, 12:30 PM - 2:30 PM - Hilton San Francisco - Franciscan A/B/C/D I caught up with Jim at JavaOne to ask him for a current snapshot of JavaFX. “In my opinion,” observed Weaver, “the most important thing happening with JavaFX is the ongoing improvement to rich-client Java application deployment. For example, JavaFX packaging tools now provide built-in support for self-contained application packages. A package may optionally contain the Java Runtime, and be distributed with a native installer (e.g., a DMG or EXE). This makes it easy for users to install JavaFX apps on their client machines, perhaps obtaining the apps from the Mac App Store, for example. Igor Nekrestyanov and Nancy Hildebrandt have written a comprehensive guide to JavaFX application deployment, the following section of which covers Self-Contained Application Packaging: http://docs.oracle.com/javafx/2/deployment/self-contained-packaging.htm#BCGIBBCI.“Igor also wrote a blog post titled, "7u10: JavaFX Packaging Tools Update," that covers improvements introduced so far in Java SE 7 update 10. Here's the URL to the blog post:https://blogs.oracle.com/talkingjavadeployment/entry/packaging_improvements_in_jdk_7”I asked about how the strengths of JavaFX and HTML5 interact and reinforce each other. “They interact and reinforce each other very well. I was about to be amazed at your insight in asking that question, but then recalled that one of my JavaOne sessions is a Hands-on Lab titled ‘Playing to the Strengths of JavaFX and HTML5.’ In that session, we'll cover the JavaFX and HTML5 WebView control, the strengths of each technology, and the various ways that Java and contents of the WebView can interact.”And what is he looking forward to at JavaOne? “I'm personally looking forward to some excellent sessions, and connecting with colleagues and friends that I haven't seen in a while!” Jim Weaver is another good reason to feel good about JavaOne.

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  • Connect to host computer from Virtual PC 2007

    - by Vegard Larsen
    I am having trouble using my guest (Windows XP SP3) to communicate over TCP/IP to the host computer (Windows 7) using Virtual PC 2007. I have WAMPServer running on my host, and want to be able to access the websites on there from my guest OS. What do I do to make this work? What is the IP address of the host computer when using Shared Networking? As far as I can tell "Internal Networking" won't work, because that only allows communication between the guests, not between a guest and the host.

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  • How to copy mailboxes from Exchange 2003 to Exchange 2007 across forests?

    - by Tor Ivar Larsen
    Hi. Were going through a quite difficult conversion from an old ASP-solution to an entirely new one. This includes moving mailboxes from Ex2003 to Ex2007. We want to do this without deleting the old mailboxes on the Ex2003 server, to have a "fall back" in case somehing goes wrong. I have investigated the "Move-Mailbox" cmdlet in the Ex2007 shell, and it seems to fit our needs quite well. The only problem being that we want to keep the old mailboxes. This could easily be accomplished with the -SourceMailboxCleanupOptions, but we can't use this when we have used the -AllowMerge switch. The reason we need -AllowMerge is because all the user accounts with connected mailboxes are already created on Ex2007(Some automatic user creation tool, no real relevance to the case in question) The twist is that the exchange servers are in two different forests... Windows 2003 SP1 on DC1, Windows 2003 SP2 on DC2 in forest 1. Windows 2003 R2 SP2 on DC1 in forest 2. Can we use the Move-Mailbox safely for this purpose? And if yes, how?

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  • Somewhat powerful server needed for computationally expensive stuff

    - by Dane Larsen
    So here's my problem. My Dad runs a company that does some rather computationally expensive stuff. This is not supercomputer level stuff, but it does take several hours to run the average job on his Core i7 desktop. He asked me to look into a way to have his customers use the code on an hourly basis, namely via a server. Ideally he'd be able to buy a box for about $1000, and hook it right up to our home connection. Unfortunately, the data that needs to be both sent and received is on the order of several hundred megs. We live in a rural area, and the fastest connection offered is 1.5Mbit/s. Download. It's like .3Mbit/s upload. Not workable. What are the options for this kind of thing? Ideally, we'd have about 2GB of ram, 300-500GB of storage, and a nice dual core, and it has to run some flavor of Linux. Any suggestions? Thanks in advance EDIT: Also, ideally the monthly price would be < $100 per month.

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  • Abysmal transfer speeds on gigabit network

    - by Vegard Larsen
    I am having trouble getting my Gigabit network to work properly between my desktop computer and my Windows Home Server. When copying files to my server (connected through my switch), I am seeing file transfer speeds of below 10MB/s, sometimes even below 1MB/s. The machine configurations are: Desktop Intel Core 2 Quad Q6600 Windows 7 Ultimate x64 2x WD Green 1TB drives in striped RAID 4GB RAM AB9 QuadGT motherboard Realtek RTL8810SC network adapter Windows Home Server AMD Athlon 64 X2 4GB RAM 6x WD Green 1,5TB drives in storage pool Gigabyte GA-MA78GM-S2H motherboard Realtek 8111C network adapter Switch dLink Green DGS-1008D 8-port Both machines report being connected at 1Gbps. The switch lights up with green lights for those two ports, indicating 1Gbps. When connecting the machines through the switch, I am seeing insanely low speeds from WHS to the desktop measured with iperf: 10Kbits/sec (WHS is running iperf -c, desktop is iperf -s). Using iperf the other way (WHS is iperf -s, desktop iperf -c) speeds are also bad (~20Mbits/sec). Connecting the machines directly with a patch cable, I see much higher speeds when connecting from desktop to WHS (~300 Mbits/sec), but still around 10Kbits/sec when connecting from WHS to the desktop. File transfer speeds are also much quicker (both directions). Log from desktop for iperf connection from WHS (through switch): C:\temp>iperf -s ------------------------------------------------------------ Server listening on TCP port 5001 TCP window size: 8.00 KByte (default) ------------------------------------------------------------ [248] local 192.168.1.32 port 5001 connected with 192.168.1.20 port 3227 [ ID] Interval Transfer Bandwidth [248] 0.0-18.5 sec 24.0 KBytes 10.6 Kbits/sec Log from desktop for iperf connection to WHS (through switch): C:\temp>iperf -c 192.168.1.20 ------------------------------------------------------------ Client connecting to 192.168.1.20, TCP port 5001 TCP window size: 8.00 KByte (default) ------------------------------------------------------------ [148] local 192.168.1.32 port 57012 connected with 192.168.1.20 port 5001 [ ID] Interval Transfer Bandwidth [148] 0.0-10.3 sec 28.5 MBytes 23.3 Mbits/sec What is going on here? Unfortunately I don't have any other gigabit-capable devices to try with.

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  • Trying to create a git repo that does an automatic checkout everytime someone updates origin

    - by Dane Larsen
    Basically, I have a server with a git repo 'origin'. I'm trying to have another repo auto-pull from origin every time someone pushes code to it. I've been using the hooks in origin, specifically post-receive. So far, my post receive looks something like this: #!/bin/sh GIT_DIR=/home/<user>/<test_repo> git pull origin master But when I push to origin from another computer, I get the error: remote: fatal: Not a git repository: '/home/<user>/<test_repo>' However, test_repo most definitely is a git repo. I can cd into it and run 'git pull origin master' and it works fine. Is there an easier way to do what I'm trying to do? If not, what am I doing wrong with this approach? Thanks in advance. Edit, to clarify: The repo is a website in progress, and I'd like to have a version of it available at all times that is fully up to date.

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  • Mac OSX snow leapord move to folder on keystroke

    - by Georges Oates Larsen
    On a weekly basis I have to organize thousands of photos (in groups of up to five thousand) into folders depending upon what they contain (to then narrow them down to the best photos of the same thing). This means I am constantly scanning through photos and organizing them into a folder. THe problem is, the process of stopping my scan, then dragging the photo all the way into a folder myself is bogging me down. Would it be possible to, for instance using something like applescript, or even going so far as using XCode/Cocoa, to create a shortcut that moves whatever I have selected in the finder to a pre-specified folder? Does somethign like this already exist?

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  • The Dos and Don'ts of Database Indexing

    The creation of database indexes is the last thing developers and database designers think about--almost an afterthought. Greg Larsen shows you some of the dos and don'ts of indexing to help you pick reasonable indexes at design time.

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  • A Few Cool Things You Can Identify Using the Default Trace

    If you are running an instance of SQL Server 2005 and above then most likely that instance is running the default trace. This default trace is a canned Profiler server side trace that automatically starts up when SQL Server starts. In this article Greg Larsen explains more about the default trace and shows you how to glean some event information from the trace files created by this background trace process.

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  • Efficient SQL Server Indexing by Design

    Having a good set of indexes on your SQL Server database is critical to performance. Efficient indexes don't happen by accident; they are designed to be efficient. Greg Larsen discusses whether primary keys should be clustered, when to use filtered indexes and what to consider when using the Fill Factor.

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  • Deploying Reports using the ReportingServices2005 Class and the RS Utility

    Much of the routine administration of Reporting Services (SSRS), such as the routine deployment of RDL reports, can be automated by using the Reporting Service 2005 class library and web services. To make things easier, Microsoft supply the RS utility to run Visual Basic code as a script. It is an intriguing system, with a lot of potential, as Greg Larsen explains.

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  • Outstanding SQL Saturday

    - by merrillaldrich
    I had the privilege to attend the SQL Saturday held in Redmond today, and it was really outstanding. Among the many sessions, I especially enjoyed and took a lot of useful information away from Greg Larsen’s Dynamic Management Views session, Kalen Delaney’s Compression Session – I am planning to implement 2008 Enterprise compression on my company’s data warehouse later this year – and Remus Rusanu’s session on Service Broker to process NAP data. I want to send out heartfelt thanks to the generous...(read more)

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  • Outstanding SQL Saturday

    - by merrillaldrich
    I had the privilege to attend the SQL Saturday held in Redmond today, and it was really outstanding. Among the many sessions, I especially enjoyed and took a lot of useful information away from Greg Larsen’s Dynamic Management Views session, Kalen Delaney’s Compression Session – I am planning to implement 2008 Enterprise compression on my company’s data warehouse later this year – Remus Rusanu’s session on Service Broker to process NAP data, and Matt Masson’s presentation on high performance SSIS...(read more)

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  • Efficient SQL Server Indexing by Design

    Having a good set of indexes on your SQL Server database is critical to performance. Efficient indexes don't happen by accident; they are designed to be efficient. Greg Larsen discusses whether primary keys should be clustered, when to use filtered indexes and what to consider when using the Fill Factor.

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  • Traits of a DBA - Part One – The Technical Side

    What does it take to become a database administrator, or what kinds of traits should I be looking for when I am hiring a DBA. Those traits can be summarized it two categories: Technical and Personal. In this article, Greg Larsen discusses the technical traits a DBA should have. Free eBook - Performance Tuning with DMVsThis free eBook provides you with the core techniques and scripts to monitor your query execution, index usage, session and transaction activity, disk IO, and more. Download the free eBook.

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  • SQLite3's dynamic typing

    - by Bradford Larsen
    SQLite3 uses dynamic typing rather than static typing, in contrast to other flavors of SQL. The SQLite website reads: Most SQL database engines (every SQL database engine other than SQLite, as far as we know) uses static, rigid typing. With static typing, the datatype of a value is determined by its container - the particular column in which the value is stored. SQLite uses a more general dynamic type system. In SQLite, the datatype of a value is associated with the value itself, not with its container. It seems to me that this is exactly what you don't want, as it lets you store, for example, strings in integer columns. The page continues: ...the dynamic typing in SQLite allows it to do things which are not possible in traditional rigidly typed databases. I have two questions: The use case question: What are some examples where sqlite3's dynamic typing is, in fact, beneficial? The historical/design question: What was the motivation for implementing sqlite with dynamic typing?

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  • Error compiling Win32 API GUI code with MinGW

    - by Eric Larsen
    Hey guys, this is my first post. I'm just getting started with win32 API programming in C++ and I'm having trouble compiling the winnie tutorial (http://www.relisoft.com/win32/winnie.html) with MinGW. My input and output: C:\Users\Eric\Projects g++ winnie.cpp -o winnie.exe /mingw/lib/libmingw32.a(main.o):main.c:(.text+0xd2): undefined reference to 'WinMain@16' collect2: ld returned 1 exit status Any help would be very much appreciated.

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