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  • SSIS and StreamInsight Working Together.

    I have been thinking a lot recently about what it would be like to have StreamInsight and SSIS working together.  Well the CAT team have produced a paper on some of our options here. Here are some of my thoughts. There is of course a slight mismatch in their types of usage.  StreamInsight is an Event Stream processing engine capable of operating on new data in the sub second timeframe.  The engine allows you to do real time analytics and take decisions on events that have potentially only just happened.  SSIS on the other hand is a batch processing engine.  In general I do not like having to invoke the same package more than once every 90 seconds or so as it can start to get expensive.  Usually when doing batch processing we have an hour or longer of grace before we have to move data from A –> B. StreamInsight operates on streams of data.  Before anyone mentions it yes I know StreamInsight is equally adept at using the IEnumerable interface, but I would argue live streaming and real-time analytics is a primary goal of the product.  SSIS does not have an “Always On” button I do not like the idea of embedding StreamInsight inside SSIS using a transform particularly.  It means StreamInsight becomes a batch processing engine because it can only operate when the SSIS package is running and SSIS is in charge of when that happens. If I am to have StreamInsight within SSIS then I prefer to have StreamInsight on the adapters.  This way you can force the adapters to stay open and introduce events into your Pipeline.   SSIS has a much richer set of transforms out of the box than StreamInsight.  Although “Always On” was not a design goal of SSIS I have used it like this and it works just fine. SSIS being called from within StreamInsight, now that excites me.  see below   For a while now I have been thinking what it would be like to decouple the Data Flow task from the SSIS package and expose it as something with which you can interact.  Anything can instantiate this version of a DFT as it would expose one or more  input interfaces and one or more output interfaces.  I can imagine that this would be a big hit when moving to “The Cloud” as well.  I could see the Data Flow task maybe being hosted in Azure Appfabric or some such layer. StreamInsight would be able to take advantage of this as well.   I am interested to see where this goes and will be pressing for more meat around the subject when I visit Redmond soon.

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  • VirtualBox 4.2.14 is now available

    - by user12611829
    The VirtualBox development team has just released version 4.2.14, and it is now available for download. This is a maintenance release for version 4.2 and contains quite a few fixes. Here is the list from the official Changelog. VMM: another TLB invalidation fix for non-present pages VMM: fixed a performance regression (4.2.8 regression; bug #11674) GUI: fixed a crash on shutdown GUI: prevent stuck keys under certain conditions on Windows hosts (bugs #2613, #6171) VRDP: fixed a rare crash on the guest screen resize VRDP: allow to change VRDP parameters (including enabling/disabling the server) if the VM is paused USB: fixed passing through devices on Mac OS X host to a VM with 2 or more virtual CPUs (bug #7462) USB: fixed hang during isochronous transfer with certain devices (4.1 regression; Windows hosts only; bug #11839) USB: properly handle orphaned URBs (bug #11207) BIOS: fixed function for returning the PCI interrupt routing table (fixes NetWare 6.x guests) BIOS: don't use the ENTER / LEAVE instructions in the BIOS as these don't work in the real mode as set up by certain guests (e.g. Plan 9 and QNX 4) DMI: allow to configure DmiChassisType (bug #11832) Storage: fixed lost writes if iSCSI is used with snapshots and asynchronous I/O (bug #11479) Storage: fixed accessing certain VHDX images created by Windows 8 (bug #11502) Storage: fixed hang when creating a snapshot using Parallels disk images (bug #9617) 3D: seamless + 3D fixes (bug #11723) 3D: version 4.2.12 was not able to read saved states of older versions under certain conditions (bug #11718) Main/Properties: don't create a guest property for non-running VMs if the property does not exist and is about to be removed (bug #11765) Main/Properties: don't forget to make new guest properties persistent after the VM was terminated (bug #11719) Main/Display: don't lose seamless regions during screen resize Main/OVF: don't crash during import if the client forgot to call Appliance::interpret() (bug #10845) Main/OVF: don't create invalid appliances by stripping the file name if the VM name is very long (bug #11814) Main/OVF: don't fail if the appliance contains multiple file references (bug #10689) Main/Metrics: fixed Solaris file descriptor leak Settings: limit depth of snapshot tree to 250 levels, as more will lead to decreased performance and may trigger crashes VBoxManage: fixed setting the parent UUID on diff images using sethdparentuuid Linux hosts: work around for not crashing as a result of automatic NUMA balancing which was introduced in Linux 3.8 (bug #11610) Windows installer: force the installation of the public certificate in background (i.e. completely prevent user interaction) if the --silent command line option is specified Windows Additions: fixed problems with partial install in the unattended case Windows Additions: fixed display glitch with the Start button in seamless mode for some themes Windows Additions: Seamless mode and auto-resize fixes Windows Additions: fixed trying to to retrieve new auto-logon credentials if current ones were not processed yet Windows Additions installer: added the /with_wddm switch to select the experimental WDDM driver by default Linux Additions: fixed setting own timed out and aborted texts in information label of the lightdm greeter Linux Additions: fixed compilation against Linux 3.2.0 Ubuntu kernels (4.2.12 regression as a side effect of the Debian kernel build fix; bug #11709) X11 Additions: reduced the CPU load of VBoxClient in drag'and'drop mode OS/2 Additions: made the mouse wheel work (bug #6793) Guest Additions: fixed problems copying and pasting between two guests on an X11 host (bug #11792) The full changelog can be found here. You can download binaries for Solaris, Linux, Windows and MacOS hosts at http://www.virtualbox.org/wiki/Downloads Technocrati Tags: Oracle Virtualization VirtualBox

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  • Dominating Search Results With Local SEO

    Local Businesses are turning to local SEO services to obtain high placement with the major search engines. With tens of millions of websites currently online, dominant placement with the search engines is vital for online success. To obtain high placement within search engine results, you will need to deploy proven search engine optimization methods.

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  • Find vertices of a convex hull

    - by Jeff Bullard
    I am attempting to do this within CGAL. From a 3D point cloud, find the convex hull, then loop over the finite facets of the convex hull and print each facet's vertices. It seems like there should be a straightforward way to do this; I would have expected that 3D polyhedra would own a vector of facet objects, each of which in turn would own a vector of its edges, each of which in turn would own a vector of its vertices, and that their would be some access through this hierarchy using iterators. But so far I have been unable to find a simple way to navigate through this hierarchy (if it exists).

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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • Achieving a Strong SEO Rating

    SEO or Search Engine Optimization is a must if you are serious in having your website placed with the search engine, and with great results. There are important guidelines to be followed. It is really not that hard to understand even for beginners. For beginners the term optimization may sound somewhat difficult, when actually it is very doable.

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  • Major Steps of SEO

    In modern world, we find that web marketing is gaining an increased foothold potential. Every organization aims at increasing the number of customers through online promotion and advertising. It can be achieved through higher ranking of the websites in the search engine. The websites which rank high in the search engine will definitely get a good number of visits by the searchers than the other sources.

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  • What are examples of games with "minimalist" models/art assets

    - by Ken
    When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D models [despite my best efforts] However I would like them to spend more time thinking about developing the game mechanics, interaction and game play. I'm looking for some games where the visuals are simple but have good game play. Things I am thinking about are Cubes' vs Spheres or Impossible Game. What are more examples of visually simple (preferably 3D) games to help inspire my students?

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  • /etc/X11/xorg.conf doesn't exist?

    - by BBetances
    I'm trying to get my video card properly setup to handle 3D acceleration. After searching a bit, I've come across a few howtos that tell me I need to edit my xorg.conf file. That file doesn't exist. X.org is installed by default, I'm sure, and I figured this video card would be widely supported. 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) Any ideas on how I can get this to work properly and play Starcraft II? Or any game for that matter? No resolution problems or anything, just no 3D rendering.

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  • How to: Apply themes using Server Object Model in SharePoint 2013 Preview

    - by panjkov
    One of new functionalities introduced in SharePoint 2013 Preview is new theming engine. Themes that are managed by this new engine don’t use Office Theme .thmx format and can’t be created using PowerPoint like it was case before. New themes are based on set of xml files stored in Theme Gallery “15” subfolder (on relative path _catalogs/theme/15): .spcolor files  which define color palettes for components of SharePoint interface .spfont files which contain set of predefined font schemes. There...(read more)

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  • Online SEO Tool to Analyze Your Website

    Learning search engine optimization can be difficult without some sort of SEO tool to help decipher in which direction your marketing efforts are headed. Though there are, in fact, many online SEO tools that can help with your internet marketing campaign, perhaps the most beneficial is an SEO tool that analyzes your entire website. This type of tool, usually offered free of charge, acts in a similar way to search engine crawlers.

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  • Problem with graphic Ubuntu 12.04 (not sure if it's because of the graphic driver)

    - by Duy Nguyen
    Ubuntu 12.04 was functioning properly . Then after an update, some graphic elements stop working properly. I could not launch programs that has 3D elements. Work space switcher's window displays 2D window instead of a 3D like usual. In Details menu, the Graphic row is blank. I am using Intel GMA 4500MHD graphic card. I am guessing that the driver is not properly installed? Anyone has the same issue? Please help!

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  • Gnome 3 after run has graphic problems

    - by Antonis
    I have 3d accelarator but gnome still doesn't work My pc enters gnome desktop bu there i have graphic problems! Graphic problems with the top taskbar and wherever i click it, my desktop transforms into gnome clasic desktop. I am using ati radeon 4800 hd and ubuntu 11.10 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 Similar report from @user26930 - ATI HD5770 graphics card - gnome-shell is affected but Unity works fine.

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  • How could you model "scent trails" in a game?

    - by Sebastien Diot
    Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If you have only few individuals going about, you can probably do something like a map of 3D coord to entity ID, but real scent works differently, because it fades over time, but slowly. And most of the time, you can only know approximately what went there, and approximately how many things of that type went there. And the approximation becomes worst with time, until it's gone. I imagine it's kind of like starting with an exact number, and slowly loosing the least significant digits, until you loose the most significant digit too. But that doesn't really help me, because entity IDs aren't normally encoded to contain the entity type, in addition to it's individual ID.

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  • How to install Radeon Open Source Driver?

    - by Clintonio
    I have an MSI Radeon HD 7850 card. MSI provide no Linux support, and the AMD driver gives me an Unsupported Hardware watermark that does not show up in screenshots. I uninstalled the proprietary driver and found that Unity 3D no longer works, and I really only picked Ubuntu because of the excellent shortcuts provided in the recent versions. Trying to locate the open source driver has been a pain for me. According to the documentation I have read it is pre-included in Ubuntu 12.04, yet there is no Unity 3D support. I tried using the newest drivers from AMD's website, but that also had the watermark. Does anyone know how I can get the open source driver? If not, does anyone know how to remove the watermark. I'm on the verge of going back to Windows.

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  • Complete Guide/Tutorials on LWJGL?

    - by user43353
    Dont get me wrong, I finished these tutorials on http://lwjgl.org/wiki/index.php?title=Main_Page. I finished The Basics section, OpenGL 3.2 and newer section, and I looked at the Example Code section. They were great tutorials, and I have looked at the external tutorials as well. I don't know where to go from here, and OpenGL is not my strong point. Some one suggested Learning Modern 3D Graphics Programming, and I didnt learn much. I looked at the port to LWJGL, but the book was on C and I couldn't really understand what the OpenGL meant. I am trying to learn 2D gaming, not 3D. Maybe later. Is there any tutorials that aren't C/C++ heavy and teach you 2D OpenGL?

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  • Why isn't Japanese software industry as strong as their hardware technology?

    - by Joan Venge
    I admire Japanese technology and their innovation. They always seem to be one step ahead of everyone else. But why isn't their software industry just as developed? Why aren't there any Japanese operating systems, high-end game engines, 3D digital content creation applications? I would like to see their take on these and I think it could bring alot of innovation. Btw I mentioned 3D software because the animation industry is strong there as well, but they are using North American software for this.

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  • 2D shader to draw representation of rotating sphere.

    - by TheBigO
    I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a texture to it, rotate the sphere, and render in 3D. My question is, is there a way to display a 2D circle, that looks like a rotating sphere, with just a 2D shader. In other words, can someone think of a trick, like mapping a texture to the circle in a particular way, to give the appearance of an in-place rotating sphere, that is always viewed from the side? I don't need exact shader code, I'm just looking for the right idea.

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  • White Hat Plus Black Hat Equals Grey Hat SEO

    SEO or search engine optimization is one of the many popular Internet marketing techniques used today. Part of its popularity lies with its techniques. Unlike SEM or search engine marketing which dea... [Author: Margarette Mcbride - Web Design and Development - May 03, 2010]

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Beggining OpenGL vs beggining DirectX and some question about the philosophical difference between them

    - by jokoon
    I'm begginning with Direct X at school, and my teacher said it was harder to begin with than OpenGL, but I read several things that in fact, Direct X was more advanced than OpenGL in terms of recent graphic cards features. Since I'm far from wanting to do top notch effects, which can already be implemented with existing engines and/or shaders, I wanted to know your opinion: Can OpenGL be considered like a more basic, KISS, hardware agnostic, graphic library to just do 3D with acceleration, and consider DirectX like a top notch, game-oriented graphic API that will always support the next-gen 3D chips ? Citation from wikipedia on http://en.wikipedia.org/wiki/Id_Tech_5 : John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will not be using the DirectX 10 API. I don't want to seem like I'm minding open source because Carmack does and because he is famous, it's just that android and iPhone are out there, and Direct X doesn't seems to me to be the necessary API to know, since Windows supports OpenGL, and since the 360 is just a console among other consoles.

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  • Get Free Backlinks

    Having a good ranking from Google or Yahoo, or any other search engine is the key of online business. No matter how good is the product that you are selling online, nobody will buy it if it can not be found on the Internet. Search engine optimization helps you to increase the coefficient of ratings and the backlinks have an important role.

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  • SEO-ing Your Website

    What is SEO? The abbreviation SEO stands for Search Engine Optimization. It is the process of improving the volume of traffic to a web site via search engines through relevant keywords. The more traffic a website gets, the higher his ranking will be in search engine results. This is essentially SEO promotion and it is used by many webmasters today.

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