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  • Using Dom Objects in PHP, the default namespace is redeclared in some nodes.

    - by TomcatExodus
    I'm working on a template engine, having migrated from regex driven to DOM driven. It appears though, that whenever I create a DomDocumentFragment to encapsulate some portion of a document temporarily, the namespace attribute is added to each node in the fragment. Since my default namespace for a given document will 99% of the time be XHTML, it's adding the XHTML namespace declaration. Being the default namespace, this seems fruitless, and ultimately nodes in any other namespace will be stripped out at render time anyways. Aside from iteratively removing namespace attributes, is there some way I can prevent this from occurring to begin with? Its quite problematic, as this will likely increase render time filesize considerably, as large portions of a given document may be stored in a fragment. I've tried $doc->normalizeDocument(), but as I assumed, it did nothing.

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  • GLSL - one-pass gaussian blur

    - by martin pilch
    It is possible to implement fragment shader to do one-pass gaussian blur? I have found lot of implementation of two-pass blur (gaussian and box blur): http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/ and so on. I have been thinking of implementing gaussian blur as convolution (in fact, it is the convolution, the examples above are just aproximations): http://en.wikipedia.org/wiki/Gaussian_blur

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  • Pure Front end JavaScript with Web API versus MVC views with ajax

    - by eyeballpaul
    This was more a discussion for what peoples thoughts are these days on how to split a web application. I am used to creating an MVC application with all its views and controllers. I would normally create a full view and pass this back to the browser on a full page request, unless there were specific areas that I did not want to populate straight away and would then use DOM page load events to call the server to load other areas using AJAX. Also, when it came to partial page refreshing, I would call an MVC action method which would return the HTML fragment which I could then use to populate parts of the page. This would be for areas that I did not want to slow down initial page load, or areas that fitted better with AJAX calls. One example would be for table paging. If you want to move on to the next page, I would prefer it if an AJAX call got that info rather than using a full page refresh. But the AJAX call would still return an HTML fragment. My question is. Are my thoughts on this archaic because I come from a .net background rather than a pure front end background? An intelligent front end developer that I work with, prefers to do more or less nothing in the MVC views, and would rather do everything on the front end. Right down to web API calls populating the page. So that rather than calling an MVC action method, which returns HTML, he would prefer to return a standard object and use javascript to create all the elements of the page. The front end developer way means that any benefits that I normally get with MVC model validation, including client side validation, would be gone. It also means that any benefits that I get with creating the views, with strongly typed html templates etc would be gone. I believe this would mean I would need to write the same validation for front end and back end validation. The javascript would also need to have lots of methods for creating all the different parts of the DOM. For example, when adding a new row to a table, I would normally use the MVC partial view for creating the row, and then return this as part of the AJAX call, which then gets injected into the table. By using a pure front end way, the javascript would would take in an object (for, say, a product) for the row from the api call, and then create a row from that object. Creating each individual part of the table row. The website in question will have lots of different areas, from administration, forms, product searching etc. A website that I don't think requires to be architected in a single page application way. What are everyone's thoughts on this? I am interested to hear from front end devs and back end devs.

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  • GLSL: How Do I cast a float into an int?

    - by dugla
    In a GLSL fragment shader I am trying to cast a float into an int. The compiler has other ideas. It complains thusly: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I am trying to do this: mediump float indexf = floor(2.0 * mixer); highp int index = indexf; I (vainly) tried to raise the precision of the int above the float to appease the GL Gods but no joy. Could someone please school me here? Thanks, Doug

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  • Using Ogre particle point billboards with shaders

    - by Jay
    I'm learning about using Ogre particles and had some questions about how the point type particles work. Q. I believe point type particles are implemented as a single position. Is one single vertex is passed to the vertex shader? Q. If one vertex is passed to the vertex shader then what gets sent to the fragment shader? Q. Can I pass the particle size to the shader? Perhaps with a custom parameter?

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  • Wireless acting weird ubuntu 12.04 LTS

    - by Philip Yeldhos
    I'm kinda new here, so please bear with me. My wireless driver is acting very weird. It shows my router's name, but when it is connecting (after entering the correct password), the icon on the tray is like, refreshing every once in a second, while showing the animation that it is connecting. And after a few seconds, error message come up saying that wireless network is disconnected. I installed the drive through "additional drivers". What info do you need? Somebody please help. philip@philip-HP-Mini-110-3100:~$ sudo iwconfig lo no wireless extensions. eth1 IEEE 802.11 ESSID:"" Mode:Managed Frequency:2.472 GHz Access Point: Not-Associated Bit Rate:72 Mb/s Tx-Power:24 dBm Retry min limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=5/5 Signal level=0 dBm Noise level=-96 dBm Rx invalid nwid:0 Rx invalid crypt:11 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 eth0 no wireless extensions. here's what lspci -v gave me: 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Subsystem: Hewlett-Packard Company Device 1483 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at 52000000 (64-bit, non-prefetchable) [size=16K] Capabilities: [40] Power Management version 3 Capabilities: [58] Vendor Specific Information: Len=78 <?> Capabilities: [48] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [d0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [13c] Virtual Channel Capabilities: [160] Device Serial Number 00-00-82-ff-ff-3f-e0-2a Capabilities: [16c] Power Budgeting <?> Kernel driver in use: wl Kernel modules: wl, bcma, brcmsmac okay, i removed the driver additional drivers gave me. now, this is what has happened: lsmod gave me: philip@philip-HP-Mini-110-3100:~$ lsmod | grep brc brcmsmac 540875 0 mac80211 436455 1 brcmsmac brcmutil 14675 1 brcmsmac cfg80211 178679 2 brcmsmac,mac80211 crc8 12781 1 brcmsmac cordic 12487 1 brcmsmac and iwconfig gave me: philip@philip-HP-Mini-110-3100:~$ iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=19 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off eth0 no wireless extensions. and lspci -v gave me: 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Subsystem: Hewlett-Packard Company Device 1483 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at 52000000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: brcmsmac Kernel modules: bcma, brcmsmac

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  • Stairway to XML: Level 5 - The XML exist() and nodes() Methods

    The XML exist() method is used, often in a WHERE clause, to check the existence of an element within an XML document or fragment. The nodes() method lets you shred an XML instance and return the information as relational data. 12 essential tools for database professionalsThe SQL Developer Bundle contains 12 tools designed with the SQL Server developer and DBA in mind. Try it now.

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  • Atheros AR928X wireless connection makes neighbourhood machine drop off line

    - by funicorn
    I have an Acer laptop with Atheros AR928X wireless card installed, supported by ath9k driver in the linux kernel. There are other 5 computers sharing wireless connection via a TPLink 150Mbit/s wireless router. At first I found the network is a little bit slower than it's in Windows7, which I accepted as it should be. However a very strange thing is, each time I connected to the router and downloaded stuff for a while, one of the computers running Windows7 in my local network dropped off from the router. And if I run my laptop under Windows7, everything is fine. What's even stranger is although the network becomes slower, only the certain computer drops and totally freezes in connection with the router. I'm not willing to conclude it's due to the unhealthy connection from my laptop to the router, however we have confirmed this for more than one times and there is no problem with the network when I'm running WIndows7. I'm extremely confused about what's going on. As a Linux user running Ubuntu over 5 years, I am awared that wireless driver in Linux is badly notorious of lack of stability and slow speed. But is it so bad that the unhealthy wireless connection can do damage to another computer in the same local network? I do see a lot of "Tx excessive retries" in iwconfig output. But how exactly does this happen ? Thanks for your help. I guess I have to use this answer box to show the outputs $ sudo iwconfig wlan0 IEEE 802.11bgn ESSID:"TP-LINK111" Mode:Managed Frequency:2.427 GHz Access Point: E0:05:C5:E8:A9:92 Bit Rate=121.5 Mb/s Tx-Power=16 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality=47/70 Signal level=-63 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:2 Invalid misc:23 Missed beacon:0 To show what's wrong with the wireless connection, I ran iwconfig again within 3 minutes, during which time I hardly did anything and the network was not much busy than being nearly idle $ sudo iwconfig wlan0 IEEE 802.11bgn ESSID:"TP-LINK111" Mode:Managed Frequency:2.427 GHz Access Point: E0:05:C5:E8:A9:92 Bit Rate=121.5 Mb/s Tx-Power=16 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality=48/70 Signal level=-62 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:9 Invalid misc:28 Missed beacon:0 You can see Tx excessive retires and Invalid misc increase very quickly. $ sudo iwlist wlan0 modu wlan0 unknown modulation information. $ sudo iwlist wlan0 channel wlan0 13 channels in total; available frequencies : Channel 01 : 2.412 GHz Channel 02 : 2.417 GHz Channel 03 : 2.422 GHz Channel 04 : 2.427 GHz Channel 05 : 2.432 GHz Channel 06 : 2.437 GHz Channel 07 : 2.442 GHz Channel 08 : 2.447 GHz Channel 09 : 2.452 GHz Channel 10 : 2.457 GHz Channel 11 : 2.462 GHz Channel 12 : 2.467 GHz Channel 13 : 2.472 GHz Current Frequency:2.427 GHz (Channel 4)

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  • How to get wireless (Alfa) operate in full power and speed up wireless Internet?

    - by MahboobeAlam
    I am using Wireless to connect to the internet (router). My laptop has Atheros wireless (AR 242x/542x) adapter but the router is a little bit far-away from my room so I have to use an external wireless adapter i.e. Alfa (Realtek 8187) for connectivity. However, since I have started using Ubuntu I noticed that Alfa is not working in full power, internet speed in Ubuntu is much slower than in Windows on my laptop. When I am using Windows 7 the LED (bulb) on Alfa blinks as it should, but when in Ubuntu, it doesn't blink rather it is on but very dim. Connection using Atheros adapter is also the same (slow)... I have tried 4 methods (I found on the Internet) to troubleshoot this matter but no success. It seems to me that Ubuntu/Linux is not letting these wireless adapters to operate in full strength. iwconfig shows that power management is off for both. So what's the problem? Details: ifconfig eth0 Link encap:Ethernet HWaddr 00:1f:16:1e:36:ec UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:45 Base address:0x6000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1657 errors:0 dropped:0 overruns:0 frame:0 TX packets:1657 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:241697 (241.6 KB) TX bytes:241697 (241.6 KB) wlan0 Link encap:Ethernet HWaddr 00:22:5f:9b:24:b5 inet6 addr: fe80::222:5fff:fe9b:24b5/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:715460 errors:0 dropped:0 overruns:0 frame:0 TX packets:694246 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:493539292 (493.5 MB) TX bytes:235159393 (235.1 MB) wlan1 Link encap:Ethernet HWaddr 00:c0:ca:42:14:62 inet addr:192.168.100.102 Bcast:192.168.100.255 Mask:255.255.255.0 inet6 addr: fe80::2c0:caff:fe42:1462/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:171053 errors:0 dropped:0 overruns:0 frame:0 TX packets:181363 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:74094659 (74.0 MB) TX bytes:59474204 (59.4 MB) iwconfig lo no wireless extensions. eth0 no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off wlan1 IEEE 802.11bg ESSID:"Zia" Mode:Managed Frequency:2.412 GHz Access Point: 00:0D:F0:9C:A6:18 Bit Rate=54 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=70/70 Signal level=-31 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:204 Invalid misc:6610 Missed beacon:0

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  • Is MongoDB a good choice or not for my application?

    - by shubham
    I have a Reporting application which stores the reports in xml format as recieved from source (XML schema is not defined, it can be any format) and those reports contain some keys and values. Like jobid, setid be keys for 1 type of report and userid, groupId for another type of report etc. The type of keys that can be referred from the document is determined by the namespaces used in the xml doc. These keys are stored on the basis of namespace used in the xml document. For e.g. If a tag in xml fragment uses namespace= "myspace1", then I have keys A and B for myspace1 stored in another table. It will fetch those keys from that table for this namespace, look for their values in xml doc and store it in another table along with the pointer to this xml document (Id of a record storing complete xml document in a cell). Use cases: When the user comes and queries for that key and value, I return the document or a set of documents that are having those key/value pairs. When the user comes and queries for a certain key and provide a name for xslt (pre stored), I fetch the set of documents fulfilling that criteria and convert that xml to html with the specified xslt. When the user comes and asks for a particular fragment of a doc then it can fetch a subset from a particular document also. When the user comes and queries for top x values of a certain key, I return the set of documents that are having top 10 values of that key. I am using DB2 database for its support of xml along with relational capabilities. That makes easier for me to run xpath expressions and fetch values of keys and also aggregate a set of documents fullfilling a criteria, all on the database side. Problems: DB2 stores XML doc of upto 2GB in size. Retrieval is very slow. If some thing involves many documents, then it takes significant time for things to show up in browser, and the user has to wait. Can MongoDb help in this case, as it is document oriented? can I do xml related xpath queries and document transformations on db side? Or is it ok to use both in such a case?

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  • Why is my card Unity blacklisted with all the requirements fulfilled?

    - by Oxwivi
    The following is the Unity test output: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.30 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity supported: no As you can see, all requirements are fulfilled but my GPU is blacklisted. What can I do about it?

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  • iwconfig, iw not displaying wireless information

    - by Srivatsa Kanchi
    after fresh install to 12.10, the wireless information is not shown by both iwconfig and iw. The wireless sets up successfully and able to connect This is what i get $ iwconfig wlan0 wlan0 IEEE 802.11abgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=14 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off $ iw wlan0 link Not connected. $ uname -a Linux srivatsa-ThinkPad-T61 3.5.0-18-generic #29-Ubuntu SMP Fri Oct 19 10:26:51 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux

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  • Marshalling C# Structs into DX11 cbuffers

    - by Craig
    I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to pass to the shader: [StructLayout(LayoutKind.Explicit, Size = 16)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; [FieldOffset(12)] public int type; } This works perfectly when used against this HLSL fragment: cbuffer PerFrame : register(b0) { Vector3 eyePos; int type; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } However, when I use the following structure definitions... // Note this is 16 because HLSL packs in 4 float 'chunks'. // It is also simplified, but still demonstrates the problem. [StructLayout(Layout.Explicit, Size = 16)] internal struct InternalTestStruct { [FieldOffset(0)] public int type; } [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; //Missing 4 bytes here for correct packing. [FieldOffset(16)] public InternalTestStruct mInternal; } ... the following HLSL fragment no longer works. struct InternalType { int type; } cbuffer PerFrame : register(b0) { Vector3 eyePos; InternalType internalStruct; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(internaltype.type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } Is there a problem with the way I am packing the struct, or is it another issue? To re-iterate: I can pass a struct in a cbuffer so long as it does not contain a nested struct.

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  • Does Fetch as Googlebot still support their ajax-crawling proposal?

    - by Gunchars
    I spent half a day implementing the server side html generation for modal pages based on their proposal (link), but it seems like the Fetch as Googlebot functionality in Webmaster tools completely ignores the URL fragment. I've verified that the _escaped_fragment_ functionality is working on my server (example), but when I submit a URL like /#!/recipes, the Googlebot just fetches /. There aren't any recent confirmations that it's working and, honestly, it wouldn't surprise me if they just silently dropped the functionality without even editing the docs.

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  • XML DATATYPE (series 1)

    New to SQL Server 2005, is The XML data type, which lets you store XML documents and fragments in a SQL Server database. An XML fragment is an XML instance that is missing a single top-level element. You can create columns and variables of the XML type and store XML instances in them. Note that the stored representation of XML data type instances cannot exceed 2 GB.

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  • using pf for packet filtering and ipfw's dummynet for bandwidth limiting at the same time

    - by krdx
    I would like to ask if it's fine to use pf for all packet filtering (including using altq for traffic shaping) and ipfw's dummynet for bandwidth limiting certain IPs or subnets at the same time. I am using FreeBSD 10 and I couldn't find a definitive answer to this. Googling returns such results as: It works It doesn't work Might work but it's not stable and not recommended It can work as long as you load the kernel modules in the right order It used to work but with recent FreeBSD versions it doesn't You can make it work provided you use a patch from pfsense Then there's a mention that this patch might had been merged back to FreeBSD, but I can't find it. One certain thing is that pfsense uses both firewalls simultaneously so the question is, is it possible with stock FreeBSD 10 (and where to obtain the patch if it's still necessary). For reference here's a sample of what I have for now and how I load things /etc/rc.conf ifconfig_vtnet0="inet 80.224.45.100 netmask 255.255.255.0 -rxcsum -txcsum" ifconfig_vtnet1="inet 10.20.20.1 netmask 255.255.255.0 -rxcsum -txcsum" defaultrouter="80.224.45.1" gateway_enable="YES" firewall_enable="YES" firewall_script="/etc/ipfw.rules" pf_enable="YES" pf_rules="/etc/pf.conf" /etc/pf.conf WAN1="vtnet0" LAN1="vtnet1" set skip on lo0 set block-policy return scrub on $WAN1 all fragment reassemble scrub on $LAN1 all fragment reassemble altq on $WAN1 hfsc bandwidth 30Mb queue { q_ssh, q_default } queue q_ssh bandwidth 10% priority 2 hfsc (upperlimit 99%) queue q_default bandwidth 90% priority 1 hfsc (default upperlimit 99%) nat on $WAN1 from $LAN1:network to any -> ($WAN1) block in all block out all antispoof quick for $WAN1 antispoof quick for $LAN1 pass in on $WAN1 inet proto icmp from any to $WAN1 keep state pass in on $WAN1 proto tcp from any to $WAN1 port www pass in on $WAN1 proto tcp from any to $WAN1 port ssh pass out quick on $WAN1 proto tcp from $WAN1 to any port ssh queue q_ssh keep state pass out on $WAN1 keep state pass in on $LAN1 from $LAN1:network to any keep state /etc/ipfw.rules ipfw -q -f flush ipfw -q add 65534 allow all from any to any ipfw -q pipe 1 config bw 2048KBit/s ipfw -q pipe 2 config bw 2048KBit/s ipfw -q add pipe 1 ip from any to 10.20.20.4 via vtnet1 out ipfw -q add pipe 2 ip from 10.20.20.4 to any via vtnet1 in

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  • quick look at: dm_db_index_physical_stats

    - by fatherjack
    A quick look at the key data from this dmv that can help a DBA keep databases performing well and systems online as the users need them. When the dynamic management views relating to index statistics became available in SQL Server 2005 there was much hype about how they can help a DBA keep their servers running in better health than ever before. This particular view gives an insight into the physical health of the indexes present in a database. Whether they are use or unused, complete or missing some columns is irrelevant, this is simply the physical stats of all indexes; disabled indexes are ignored however. In it’s simplest form this dmv can be executed as:   The results from executing this contain a record for every index in every database but some of the columns will be NULL. The first parameter is there so that you can specify which database you want to gather index details on, rather than scan every database. Simply specifying DB_ID() in place of the first NULL achieves this. In order to avoid the NULLS, or more accurately, in order to choose when to have the NULLS you need to specify a value for the last parameter. It takes one of 4 values – DEFAULT, ‘SAMPLED’, ‘LIMITED’ or ‘DETAILED’. If you execute the dmv with each of these values you can see some interesting details in the times taken to complete each step. DECLARE @Start DATETIME DECLARE @First DATETIME DECLARE @Second DATETIME DECLARE @Third DATETIME DECLARE @Finish DATETIME SET @Start = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, DEFAULT) AS ddips SET @First = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'SAMPLED') AS ddips SET @Second = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'LIMITED') AS ddips SET @Third = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'DETAILED') AS ddips SET @Finish = GETDATE() SELECT DATEDIFF(ms, @Start, @First) AS [DEFAULT] , DATEDIFF(ms, @First, @Second) AS [SAMPLED] , DATEDIFF(ms, @Second, @Third) AS [LIMITED] , DATEDIFF(ms, @Third, @Finish) AS [DETAILED] Running this code will give you 4 result sets; DEFAULT will have 12 columns full of data and then NULLS in the remainder. SAMPLED will have 21 columns full of data. LIMITED will have 12 columns of data and the NULLS in the remainder. DETAILED will have 21 columns full of data. So, from this we can deduce that the DEFAULT value (the same one that is also applied when you query the view using a NULL parameter) is the same as using LIMITED. Viewing the final result set has some details that are worth noting: Running queries against this view takes significantly longer when using the SAMPLED and DETAILED values in the last parameter. The duration of the query is directly related to the size of the database you are working in so be careful running this on big databases unless you have tried it on a test server first. Let’s look at the data we get back with the DEFAULT value first of all and then progress to the extra information later. We know that the first parameter that we supply has to be a database id and for the purposes of this blog we will be providing that value with the DB_ID function. We could just as easily put a fixed value in there or a function such as DB_ID (‘AnyDatabaseName’). The first columns we get back are database_id and object_id. These are pretty explanatory and we can wrap those in some code to make things a little easier to read: SELECT DB_NAME([ddips].[database_id]) AS [DatabaseName] , OBJECT_NAME([ddips].[object_id]) AS [TableName] … FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, NULL) AS ddips  gives us   SELECT DB_NAME([ddips].[database_id]) AS [DatabaseName] , OBJECT_NAME([ddips].[object_id]) AS [TableName], [i].[name] AS [IndexName] , ….. FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, NULL) AS ddips INNER JOIN [sys].[indexes] AS i ON [ddips].[index_id] = [i].[index_id] AND [ddips].[object_id] = [i].[object_id]     These handily tie in with the next parameters in the query on the dmv. If you specify an object_id and an index_id in these then you get results limited to either the table or the specific index. Once again we can place a  function in here to make it easier to work with a specific table. eg. SELECT * FROM [sys].[dm_db_index_physical_stats] (DB_ID(), OBJECT_ID(‘AdventureWorks2008.Person.Address’) , 1, NULL, NULL) AS ddips   Note: Despite me showing that functions can be placed directly in the parameters for this dmv, best practice recommends that functions are not used directly in the function as it is possible that they will fail to return a valid object ID. To be certain of not passing invalid values to this function, and therefore setting an automated process off on the wrong path, declare variables for the OBJECT_IDs and once they have been validated, use them in the function: DECLARE @db_id SMALLINT; DECLARE @object_id INT; SET @db_id = DB_ID(N’AdventureWorks_2008′); SET @object_id = OBJECT_ID(N’AdventureWorks_2008.Person.Address’); IF @db_id IS NULL BEGINPRINT N’Invalid database’; ENDELSE IF @object_id IS NULL BEGINPRINT N’Invalid object’; ENDELSE BEGINSELECT * FROM sys.dm_db_index_physical_stats (@db_id, @object_id, NULL, NULL , ‘LIMITED’); END; GO In cases where the results of querying this dmv don’t have any effect on other processes (i.e. simply viewing the results in the SSMS results area)  then it will be noticed when the results are not consistent with the expected results and in the case of this blog this is the method I have used. So, now we can relate the values in these columns to something that we recognise in the database lets see what those other values in the dmv are all about. The next columns are: We’ll skip partition_number, index_type_desc, alloc_unit_type_desc, index_depth and index_level  as this is a quick look at the dmv and they are pretty self explanatory. The final columns revealed by querying this view in the DEFAULT mode are avg_fragmentation_in_percent. This is the amount that the index is logically fragmented. It will show NULL when the dmv is queried in SAMPLED mode. fragment_count. The number of pieces that the index is broken into. It will show NULL when the dmv is queried in SAMPLED mode. avg_fragment_size_in_pages. The average size, in pages, of a single fragment in the leaf level of the IN_ROW_DATA allocation unit. It will show NULL when the dmv is queried in SAMPLED mode. page_count. Total number of index or data pages in use. OK, so what does this give us? Well, there is an obvious correlation between fragment_count, page_count and avg_fragment_size-in_pages. We see that an index that takes up 27 pages and is in 3 fragments has an average fragment size of 9 pages (27/3=9). This means that for this index there are 3 separate places on the hard disk that SQL Server needs to locate and access to gather the data when it is requested by a DML query. If this index was bigger than 72KB then having it’s data in 3 pieces might not be too big an issue as each piece would have a significant piece of data to read and the speed of access would not be too poor. If the number of fragments increases then obviously the amount of data in each piece decreases and that means the amount of work for the disks to do in order to retrieve the data to satisfy the query increases and this would start to decrease performance. This information can be useful to keep in mind when considering the value in the avg_fragmentation_in_percent column. This is arrived at by an internal algorithm that gives a value to the logical fragmentation of the index taking into account the multiple files, type of allocation unit and the previously mentioned characteristics if index size (page_count) and fragment_count. Seeing an index with a high avg_fragmentation_in_percent value will be a call to action for a DBA that is investigating performance issues. It is possible that tables will have indexes that suffer from rapid increases in fragmentation as part of normal daily business and that regular defragmentation work will be needed to keep it in good order. In other cases indexes will rarely become fragmented and therefore not need rebuilding from one end of the year to another. Keeping this in mind DBAs need to use an ‘intelligent’ process that assesses key characteristics of an index and decides on the best, if any, defragmentation method to apply should be used. There is a simple example of this in the sample code found in the Books OnLine content for this dmv, in example D. There are also a couple of very popular solutions created by SQL Server MVPs Michelle Ufford and Ola Hallengren which I would wholly recommend that you review for much further detail on how to care for your SQL Server indexes. Right, let’s get back on track then. Querying the dmv with the fifth parameter value as ‘DETAILED’ takes longer because it goes through the index and refreshes all data from every level of the index. As this blog is only a quick look a we are going to skate right past ghost_record_count and version_ghost_record_count and discuss avg_page_space_used_in_percent, record_count, min_record_size_in_bytes, max_record_size_in_bytes and avg_record_size_in_bytes. We can see from the details below that there is a correlation between the columns marked. Column 1 (Page_Count) is the number of 8KB pages used by the index, column 2 is how full each page is (how much of the 8KB has actual data written on it), column 3 is how many records are recorded in the index and column 4 is the average size of each record. This approximates to: ((Col1*8) * 1024*(Col2/100))/Col3 = Col4*. avg_page_space_used_in_percent is an important column to review as this indicates how much of the disk that has been given over to the storage of the index actually has data on it. This value is affected by the value given for the FILL_FACTOR parameter when creating an index. avg_record_size_in_bytes is important as you can use it to get an idea of how many records are in each page and therefore in each fragment, thus reinforcing how important it is to keep fragmentation under control. min_record_size_in_bytes and max_record_size_in_bytes are exactly as their names set them out to be. A detail of the smallest and largest records in the index. Purely offered as a guide to the DBA to better understand the storage practices taking place. So, keeping an eye on avg_fragmentation_in_percent will ensure that your indexes are helping data access processes take place as efficiently as possible. Where fragmentation recurs frequently then potentially the DBA should consider; the fill_factor of the index in order to leave space at the leaf level so that new records can be inserted without causing fragmentation so rapidly. the columns used in the index should be analysed to avoid new records needing to be inserted in the middle of the index but rather always be added to the end. * – it’s approximate as there are many factors associated with things like the type of data and other database settings that affect this slightly.  Another great resource for working with SQL Server DMVs is Performance Tuning with SQL Server Dynamic Management Views by Louis Davidson and Tim Ford – a free ebook or paperback from Simple Talk. Disclaimer – Jonathan is a Friend of Red Gate and as such, whenever they are discussed, will have a generally positive disposition towards Red Gate tools. Other tools are often available and you should always try others before you come back and buy the Red Gate ones. All code in this blog is provided “as is” and no guarantee, warranty or accuracy is applicable or inferred, run the code on a test server and be sure to understand it before you run it on a server that means a lot to you or your manager.

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  • How do you set Android ViewPager to encompass only one View or Layout?

    - by Kyle
    I am struggling with the concepts needed to properly implement a view pager. By following some tutorials and referencing developer.android.com, I am able to get a view pager almost fully functional. The pager will flip through several text views that have been setup to say "My Message 0" through "My Message 9". The problem is that the view pager also flips the button on the bottom of the activity and the red block that is right above the button. I would like to have the view pager only cycle through the text. Would you please help me understand what I'm doing wrong? I have an activity that represents a dashboard: public class DashBoard extends FragmentActivity { private static final int NUMBER_OF_PAGES = 10; private ViewPager mViewPager; private MyFragmentPagerAdapter mMyFragmentPagerAdapter; public void onCreate(Bundle icicle){ super.onCreate(icicle); setContentView(R.layout.dashboard); mViewPager = (ViewPager) findViewById(R.id.viewpager); mMyFragmentPagerAdapter = new MyFragmentPagerAdapter(getSupportFragmentManager()); mViewPager.setAdapter(mMyFragmentPagerAdapter); } private static class MyFragmentPagerAdapter extends FragmentPagerAdapter{ public MyFragmentPagerAdapter(FragmentManager fm) { super(fm); } @Override public Fragment getItem(int index) { return PageFragment.newInstance("My Message " + index); } @Override public int getCount(){ return NUMBER_OF_PAGES; } } and a class for the page fragment: public class PageFragment extends Fragment { public static PageFragment newInstance(String title){ PageFragment pageFragment = new PageFragment(); Bundle bundle = new Bundle(); bundle.putString("title", title); pageFragment.setArguments(bundle); return pageFragment; } @Override public void onCreate(Bundle icicle){ super.onCreate(icicle); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle icicle){ View view = inflater.inflate(R.layout.dashboard, container, false); TextView textView = (TextView) view.findViewById(R.id.textViewPage); textView.setText(getArguments().getString("title")); return view; } } and finally, my xml for the dashboard: <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:id="@+id/dashbaordLabel" android:layout_width="match_parent" android:layout_height="wrap_content" > <android.support.v4.view.ViewPager android:id="@+id/viewpager" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:layout_alignParentLeft="true" /> <TextView android:id="@+id/textViewPage" android:layout_width = "match_parent" android:layout_height= "wrap_content" /> <Button android:id="@+id/newGoalButton" android:layout_width="match_parent" android:layout_height="wrap_content" android:text="@string/stringNewGoal" android:layout_alignParentBottom="true" android:layout_alignParentLeft="true" android:onClick="createNewGoal" /> <RelativeLayout android:id="@+id/SpaceBottom" android:layout_width="match_parent" android:layout_height="75dp" android:layout_above="@id/newGoalButton" android:background="@color/red" > </RelativeLayout> </RelativeLayout> A note about my xml, I tried wrapping the text view in some view pager tags eg: <android.support.v4.view.ViewPager android:id="@+id/viewpager" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:layout_alignParentLeft="true" > <TextView android:id="@+id/textViewPage" android:layout_width = "match_parent" android:layout_height= "wrap_content" /> </android.support.v4.view.ViewPager> But all that did was make the text view disappear from the screen, while the button and red block still cycled as in the original issue.

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  • Adding UL to jQuery UI Tabs

    - by Dave Kiss
    It seems like whenever I try to add a UL inside of the containers when using jQuery UI - Tabs, it breaks the javascript. Is there a way I can use a UL inside of these containers that I am missing? Thanks <div id="tabs"> <div id="fragment-1"> <h4>Pre-Press Requirements</h4> ? SAMPLE of final artwork with noted sizes. ? NATIVE FILES & High Resolution PDF preferred. Files must be created or saved to the listed accepted file formats. ? FONTS used in files need to be supplied in a separate folder marked "fonts". Please ensure all families (screen & printer) fonts are supplied for the job. ? IMAGES must be saved as CMYK and no less than 300dpi. NO RGB FILES! We prefer images to be TIF or EPS formats. If you are submitting artwork for spot color printing vector artwork is preferred. Your images should be supplied in a separate folder marked "links". This will ensure proper reproduction of your artwork. ? COLORS need to be clearly specified. Pantone (PMS) colors preferred. Please specify if job is to be printed CMYK, spot color, etc. ? BLEEDS should be no less than .25" ? PDF's should be High Resolution. Please include any spot colors or CMYK format for full color printing. NO RGB FILES! All bleeds should be included with trim marks. All fonts must be embedded or outlined. No "layered" PDF files. </div> <div id="fragment-2"> <p>Our presses are all capable of sizes up to 11" x 17" using spot color or full color.</p> </div> <div id="fragment-3"> <p>USA Quickprint has complete in house bindery to finish each job to meet your needs.</p> <ul> <li>Folding</li> <li>Scoring</li> <li>Perforation</li> <li>Drilling</li> <li>Shrink Wrap</li> <li>Trimming</li> <li>Collating</li> <li>Spiral Binding</li> <li>GBC Binding</li> <li>Padding</li> <li>Stapling</li> <li>Numbering</li> <li>Lamination</li> </ul> </div>

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  • 12.04 Unity 3D Not working where as Unity 2D works fine

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • July, the 31 Days of SQL Server DMO’s – Day 22 (sys.dm_db_index_physical_stats)

    - by Tamarick Hill
    The sys.dm_db_index_physical_stats Dynamic Management Function is used to return information about the fragmentation levels, page counts, depth, number of levels, record counts, etc. about the indexes on your database instance. One row is returned for each level in a given index, which we will discuss more later. The function takes a total of 5 input parameters which are (1) database_id, (2) object_id, (3) index_id, (4) partition_number, and (5) the mode of the scan level that you would like to run. Let’s use this function with our AdventureWorks2012 database to better illustrate the information it provides. SELECT * FROM sys.dm_db_index_physical_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL, NULL) As you can see from the result set, there is a lot of beneficial information returned from this DMF. The first couple of columns in the result set (database_id, object_id, index_id, partition_number, index_type_desc, alloc_unit_type_desc) are either self-explanatory or have been explained in our previous blog sessions so I will not go into detail about these at this time. The next column in the result set is the index_depth which represents how deep the index goes. For example, If we have a large index that contains 1 root page, 3 intermediate levels, and 1 leaf level, our index depth would be 5. The next column is the index_level which refers to what level (of the depth) a particular row is referring to. Next is probably one of the most beneficial columns in this result set, which is the avg_fragmentation_in_percent. This column shows you how fragmented a particular level of an index may be. Many people use this column within their index maintenance jobs to dynamically determine whether they should do REORG’s or full REBUILD’s of a given index. The fragment count represents the number of fragments in a leaf level while the avg_fragment_size_in_pages represents the number of pages in a fragment. The page_count column tells you how many pages are in a particular index level. From my result set above, you see the the remaining columns all have NULL values. This is because I did not specify a ‘mode’ in my query and as a result it used the ‘LIMITED’ mode by default. The LIMITED mode is meant to be lightweight so it does collect information for every column in the result set. I will re-run my query again using the ‘DETAILED’ mode and you will see we now have results for these rows. SELECT * FROM sys.dm_db_index_physical_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL, ‘DETAILED’)   From the remaining columns, you see we get even more detailed information such as how many records are in a particular index level (record_count). We have a column for ghost_record_count which represents the number of records that have been marked for deletion, but have not physically been removed by the background ghost cleanup process. We later see information on the MIN, MAX, and AVG record size in bytes. The forwarded_record_count column refers to records that have been updated and now no longer fit within the row on the page anymore and thus have to be moved. A forwarded record is left in the original location with a pointer to the new location. The last column in the result set is the compressed_page_count column which tells you how many pages in your index have been compressed. This is a very powerful DMF that returns good information about the current indexes in your system. However, based on the mode you select, it could be a very resource intensive function so be careful with how you use it. For more information on this Dynamic Management Function, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms188917.aspx Follow me on Twitter @PrimeTimeDBA

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  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • GLSL subroutine not being used

    - by amoffat
    I'm using a gaussian blur fragment shader. In it, I thought it would be concise to include 2 subroutines: one for selecting the horizontal texture coordinate offsets, and another for the vertical texture coordinate offsets. This way, I just have one gaussian blur shader to manage. Here is the code for my shader. The {{NAME}} bits are template placeholders that I substitute in at shader compile time: #version 420 subroutine vec2 sample_coord_type(int i); subroutine uniform sample_coord_type sample_coord; in vec2 texcoord; out vec3 color; uniform sampler2D tex; uniform int texture_size; const float offsets[{{NUM_SAMPLES}}] = float[]({{SAMPLE_OFFSETS}}); const float weights[{{NUM_SAMPLES}}] = float[]({{SAMPLE_WEIGHTS}}); subroutine(sample_coord_type) vec2 vertical_coord(int i) { return vec2(0.0, offsets[i] / texture_size); } subroutine(sample_coord_type) vec2 horizontal_coord(int i) { //return vec2(offsets[i] / texture_size, 0.0); return vec2(0.0, 0.0); // just for testing if this subroutine gets used } void main(void) { color = vec3(0.0); for (int i=0; i<{{NUM_SAMPLES}}; i++) { color += texture(tex, texcoord + sample_coord(i)).rgb * weights[i]; color += texture(tex, texcoord - sample_coord(i)).rgb * weights[i]; } } Here is my code for selecting the subroutine: blur_program->start(); blur_program->set_subroutine("sample_coord", "vertical_coord", GL_FRAGMENT_SHADER); blur_program->set_int("texture_size", width); blur_program->set_texture("tex", *deferred_output); blur_program->draw(); // draws a quad for the fragment shader to run on and: void ShaderProgram::set_subroutine(constr name, constr routine, GLenum target) { GLuint routine_index = glGetSubroutineIndex(id, target, routine.c_str()); GLuint uniform_index = glGetSubroutineUniformLocation(id, target, name.c_str()); glUniformSubroutinesuiv(target, 1, &routine_index); // debugging int num_subs; glGetActiveSubroutineUniformiv(id, target, uniform_index, GL_NUM_COMPATIBLE_SUBROUTINES, &num_subs); std::cout << uniform_index << " " << routine_index << " " << num_subs << "\n"; } I've checked for errors, and there are none. When I pass in vertical_coord as the routine to use, my scene is blurred vertically, as it should be. The routine_index variable is also 1 (which is weird, because vertical_coord subroutine is the first listed in the shader code...but no matter, maybe the compiler is switching things around) However, when I pass in horizontal_coord, my scene is STILL blurred vertically, even though the value of routine_index is 0, suggesting that a different subroutine is being used. Yet the horizontal_coord subroutine explicitly does not blur. What's more is, whichever subroutine comes first in the shader, is the subroutine that the shader uses permanently. Right now, vertical_coord comes first, so the shader blurs vertically always. If I put horizontal_coord first, the scene is unblurred, as expected, but then I cannot select the vertical_coord subroutine! :) Also, the value of num_subs is 2, suggesting that there are 2 subroutines compatible with my sample_coord subroutine uniform. Just to re-iterate, all of my return values are fine, and there are no glGetError() errors happening. Any ideas?

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