Search Results

Search found 129 results on 6 pages for 'linkage'.

Page 2/6 | < Previous Page | 1 2 3 4 5 6  | Next Page >

  • In SQL, a Join is actually an Intersection? And it is also a linkage or a "Sideway Union"?

    - by Jian Lin
    I always thought of a Join in SQL as some kind of linkage between two tables. For example, select e.name, d.name from employees e, departments d where employees.deptID = departments.deptID In this case, it is linking two tables, to show each employee with a department name instead of a department ID. And kind of like a "linkage" or "Union" sideway". But, after learning about inner join vs outer join, it shows that a Join (Inner join) is actually an intersection. For example, when one table has the ID 1, 2, 7, 8, while another table has the ID 7 and 8 only, the way we get the intersection is: select * from t1, t2 where t1.ID = t2.ID to get the two records of "7 and 8". So it is actually an intersection. So we have the "Intersection" of 2 tables. Compare this with the "Union" operation on 2 tables. Can a Join be thought of as an "Intersection"? But what about the "linking" or "sideway union" aspect of it?

    Read the article

  • WCF 4: Fileless Activation Fails On XP (IIS 5) that has SSL port enabled.

    - by Richard Collette
    I have a service being hosted in IIS on XP via fileless activation. The service starts fine when there is no SSL port enabled for IIS but when the SSL port is enabled, I get the error message: System.ServiceModel.ServiceActivationException: The service '/SkillsPrototype.Web/services/Linkage.svc' cannot be activated due to an exception during compilation. The exception message is: A binding instance has already been associated to listen URI 'http://rcollet.hsb-corp.hsb.com/SkillsPrototype.Web/Services/Linkage.svc'. If two endpoints want to share the same ListenUri, they must also share the same binding object instance. The two conflicting endpoints were either specified in AddServiceEndpoint() calls, in a config file, or a combination of AddServiceEndpoint() and config. . ---> System.InvalidOperationException: A binding instance has already been associated to listen URI 'http://rcollet.hsb-corp.hsb.com/SkillsPrototype.Web/Services/Linkage.svc'. If two endpoints want to share the same ListenUri, they must also share the same binding object instance. The two conflicting endpoints were either specified in AddServiceEndpoint() calls, in a config file, or a combination of AddServiceEndpoint() and config. My service model configuration is <system.serviceModel> <diagnostics wmiProviderEnabled="true"> <messageLogging logEntireMessage="true" logMalformedMessages="true" logMessagesAtServiceLevel="true" logMessagesAtTransportLevel="true" maxMessagesToLog="3000"/> </diagnostics> <standardEndpoints> <webHttpEndpoint> <standardEndpoint name="" helpEnabled="true" automaticFormatSelectionEnabled="true" /> </webHttpEndpoint> </standardEndpoints> <behaviors> <serviceBehaviors> <behavior> <serviceMetadata httpGetEnabled="true"/> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> </behaviors> <bindings> <webHttpBinding> <binding> <security mode="None"> <transport clientCredentialType="None"/> </security> </binding> </webHttpBinding> </bindings> <protocolMapping> </protocolMapping> <services> </services> <serviceHostingEnvironment multipleSiteBindingsEnabled="false"> <serviceActivations> <clear/> <add factory="System.ServiceModel.Activation.WebScriptServiceHostFactory" service="SkillsPrototype.ServiceModel.Linkage" relativeAddress="~/Services/Linkage.svc"/> </serviceActivations> </serviceHostingEnvironment> </system.serviceModel> When you look in the svclog file, there two base addresses that are returned when SSL is enabled, one for http and one for https. I suspect that this is part of the issue but I am not sure how to resolve it. <E2ETraceEvent xmlns="http://schemas.microsoft.com/2004/06/E2ETraceEvent"> <System xmlns="http://schemas.microsoft.com/2004/06/windows/eventlog/system"> <EventID>524333</EventID> <Type>3</Type> <SubType Name="Information">0</SubType> <Level>8</Level> <TimeCreated SystemTime="2010-06-16T17:40:55.8168605Z" /> <Source Name="System.ServiceModel" /> <Correlation ActivityID="{95927f9a-fa90-46f4-af8b-721322a87aaa}" /> <Execution ProcessName="aspnet_wp" ProcessID="1888" ThreadID="5" /> <Channel/> <Computer>RCOLLET</Computer> </System> <ApplicationData> <TraceData> <DataItem> <TraceRecord xmlns="http://schemas.microsoft.com/2004/10/E2ETraceEvent/TraceRecord" Severity="Information"> <TraceIdentifier>http://msdn.microsoft.com/en-US/library/System.ServiceModel.ServiceHostBaseAddresses.aspx</TraceIdentifier> <Description>ServiceHost base addresses.</Description> <AppDomain>/LM/w3svc/1/ROOT/SkillsPrototype.Web-1-129211836532542949</AppDomain> <Source>System.ServiceModel.WebScriptServiceHost/49153359</Source> <ExtendedData xmlns="http://schemas.microsoft.com/2006/08/ServiceModel/CollectionTraceRecord"> <BaseAddresses> <Address>http://rcollet.hsb-corp.hsb.com/SkillsPrototype.Web/Services/Linkage.svc</Address> <Address>https://rcollet.hsb-corp.hsb.com/SkillsPrototype.Web/Services/Linkage.svc</Address> </BaseAddresses> </ExtendedData> </TraceRecord> </DataItem> </TraceData> </ApplicationData> </E2ETraceEvent> I can't post the full service log due to character limits on the post.

    Read the article

  • Does OO, TDD, and Refactoring to Smaller Functions affect Speed of Code?

    - by Dennis
    In Computer Science field, I have noticed a notable shift in thinking when it comes to programming. The advice as it stands now is write smaller, more testable code refactor existing code into smaller and smaller chunks of code until most of your methods/functions are just a few lines long write functions that only do one thing (which makes them smaller again) This is a change compared to the "old" or "bad" code practices where you have methods spanning 2500 lines, and big classes doing everything. My question is this: when it call comes down to machine code, to 1s and 0s, to assembly instructions, should I be at all concerned that my class-separated code with variety of small-to-tiny functions generates too much extra overhead? While I am not exactly familiar with how OO code and function calls are handled in ASM in the end, I do have some idea. I assume that each extra function call, object call, or include call (in some languages), generate an extra set of instructions, thereby increasing code's volume and adding various overhead, without adding actual "useful" code. I also imagine that good optimizations can be done to ASM before it is actually ran on the hardware, but that optimization can only do so much too. Hence, my question -- how much overhead (in space and speed) does well-separated code (split up across hundreds of files, classes, and methods) actually introduce compared to having "one big method that contains everything", due to this overhead? UPDATE for clarity: I am assuming that adding more and more functions and more and more objects and classes in a code will result in more and more parameter passing between smaller code pieces. It was said somewhere (quote TBD) that up to 70% of all code is made up of ASM's MOV instruction - loading CPU registers with proper variables, not the actual computation being done. In my case, you load up CPU's time with PUSH/POP instructions to provide linkage and parameter passing between various pieces of code. The smaller you make your pieces of code, the more overhead "linkage" is required. I am concerned that this linkage adds to software bloat and slow-down and I am wondering if I should be concerned about this, and how much, if any at all, because current and future generations of programmers who are building software for the next century, will have to live with and consume software built using these practices. UPDATE: Multiple files I am writing new code now that is slowly replacing old code. In particular I've noted that one of the old classes was a ~3000 line file (as mentioned earlier). Now it is becoming a set of 15-20 files located across various directories, including test files and not including PHP framework I am using to bind some things together. More files are coming as well. When it comes to disk I/O, loading multiple files is slower than loading one large file. Of course not all files are loaded, they are loaded as needed, and disk caching and memory caching options exist, and yet still I believe that loading multiple files takes more processing than loading a single file into memory. I am adding that to my concern.

    Read the article

  • error in c, but not in c++

    - by eswar
    const int t=5; char buf[t+5]; When I compile this gives error in C but not in C++!! Can anybody please explain me the reason? Note: I know the const defaults to internal linkage in 'C++', where as in 'C' it defaults to external linkage. Does it has any relation to the above case??

    Read the article

  • Out of memory error while using clusterdata in MATLAB

    - by Hossein
    Hi, I am trying to cluster a Matrix (size: 20057x2).: T = clusterdata(X,cutoff); but I get this error: ??? Error using == pdistmex Out of memory. Type HELP MEMORY for your options. Error in == pdist at 211 Y = pdistmex(X',dist,additionalArg); Error in == linkage at 139 Z = linkagemex(Y,method,pdistArg); Error in == clusterdata at 88 Z = linkage(X,linkageargs{1},pdistargs); Error in == kmeansTest at 2 T = clusterdata(X,1); can someone help me. I have 4GB of ram, but think that the problem is from somewhere else..

    Read the article

  • Conditional Join - join 1 tables 2 ways

    - by Jon H
    I have a set of (not very well normalised or relational) tables named PLAN, GROUP, PRODUCT CLIENT Most have linkage i.e. PLAN - CLIENT on clno GROUP to PRODUCT on PRODCD However, the linkage between PLAN and GROUP is tricky. A plan has 2 field of interest GRPNO and PRODCD. What I want to do is if GRPNO != 0 then join GROUP on GRPNO. However if GRPNO = 0 then I want to join GROUP on PRODCD. The frustrating thing is that the fileds I want to return in my queries are the same across the board I just need to be able to vary the join, or join the same table twice. The best I can come up with is 2 queries and merge them using datasets, or possibly using a union. Is there a nifty way to do this in one select? I should point out I am access Foxpro over ODBC to do this. Thank you!

    Read the article

  • problem with hierarchical clustering in Python

    - by user248237
    I am doing a hierarchical clustering a 2 dimensional matrix by correlation distance metric (i.e. 1 - Pearson correlation). My code is the following (the data is in a variable called "data"): from hcluster import * Y = pdist(data, 'correlation') cluster_type = 'average' Z = linkage(Y, cluster_type) dendrogram(Z) The error I get is: ValueError: Linkage 'Z' contains negative distances. What causes this error? The matrix "data" that I use is simply: [[ 156.651968 2345.168618] [ 158.089968 2032.840106] [ 207.996413 2786.779081] [ 151.885804 2286.70533 ] [ 154.33665 1967.74431 ] [ 150.060182 1931.991169] [ 133.800787 1978.539644] [ 112.743217 1478.903191] [ 125.388905 1422.3247 ]] I don't see how pdist could ever produce negative numbers when taking 1 - pearson correlation. Any ideas on this? thank you.

    Read the article

  • Some date math fun

    - by drsql
    Note: This concept presented is pretty simple and I am not claiming that I am the first to do this… so if you were the one who came up with this, let me know and I will give you linkage Today I was needing to get the data for the current month for a query, and it hit me that I really didn’t have a good way to do this.  There were two common methods that people use: WHERE YEAR(MonthColumn) = YEAR(Getdate()) AND MONTH(MonthColumn) = MONTH(Getdate()) But this particular method is pretty horrible...(read more)

    Read the article

  • Some date math fun

    - by drsql
    Note: This concept presented is pretty simple and I am not claiming that I am the first to do this… so if you were the one who came up with this, let me know and I will give you linkage Today I was needing to get the data for the current month for a query, and it hit me that I really didn’t have a good way to do this.  There were two common methods that people use: WHERE YEAR(MonthColumn) = YEAR(Getdate()) AND MONTH(MonthColumn) = MONTH(Getdate()) But this particular method is pretty horrible...(read more)

    Read the article

  • what's included in a typical computer architecture class? [closed]

    - by sq1020
    Does this description fit what's usually included in a computer architecture class? Computer Organization and Assembly Language An introduction to the hardware organization and assembly language of the Intel processor. Topics include memory hierarchy and design- CPU design- pipelining- addressing modes- subroutine linkage- polled input/output- interrupts- high level language interfacing and macros.

    Read the article

  • Flash CS4 [AS3]: Playing Card Deck Array

    - by Ben
    I am looking to make a card game in Flash CS4 using AS3 and I am stuck on the very first step. I have created graphics for a standard 52 card deck of playing cards and imported them into the library in Flash and then proceeded to convert them all to Movie Clips. I have also used the linkage to make them available in the code. The movie clips and the linkage are named in sequence, as in the Ace of Clubs would be C1, two of Diamonds is called D2, Jack of Spades is S11. (C = Clubs, D = Diamonds, S = Spades, H = Hearts and numbers 1 through 13 are the card values. 1 being Ace, 11 being Jack, 12 being Queen, 13 being King). As far as I know my next step would be to arrange the cards into an array. This is the part that I am having problems with. Can someone please point me in the right direction, what would be the best way to do this. Could you provide me with a bit of sample code as well? I have had a look at few tutorials online but they are all telling me different things, some are incomplete and the rest...well...they're just cr*ppy. Thanks in advance! Ben

    Read the article

  • Why do you need "extern C" for in C++ callbacks to C functions?

    - by Artyom
    Hello, I find such examples in Boost code. namespace boost { namespace { extern "C" void *thread_proxy(void *f) { .... } } // anonymous void thread::thread_start(...) { ... pthread_create(something,0,&thread_proxy,something_else); ... } } // boost Why do you actually need this extern "C"? It is clear that thread_proxy function is private internal and I do not expect that it would be mangled as "thread_proxy" because I actually do not need it mangled at all. In fact in all my code that I had written and that runs on may platforms I never used extern "C" and this had worked as-as with normal functions. Why extern "C" is added? My problem is that extern "C" function pollute global name-space and they do not actually hidden as author expects. This is not duplicate! I'm not talking about mangling and external linkage. It is obvious in this code that external linkage is unwanted!

    Read the article

  • Why do you need "extern C" for C++ callbacks to C functions?

    - by Artyom
    Hello, I find such examples in Boost code. namespace boost { namespace { extern "C" void *thread_proxy(void *f) { .... } } // anonymous void thread::thread_start(...) { ... pthread_create(something,0,&thread_proxy,something_else); ... } } // boost Why do you actually need this extern "C"? It is clear that thread_proxy function is private internal and I do not expect that it would be mangled as "thread_proxy" because I actually do not need it mangled at all. In fact in all my code that I had written and that runs on may platforms I never used extern "C" and this had worked as-as with normal functions. Why extern "C" is added? My problem is that extern "C" function pollute global name-space and they do not actually hidden as author expects. This is not duplicate! I'm not talking about mangling and external linkage. It is obvious in this code that external linkage is unwanted! Answer: Calling convention of C and C++ functions are not necessary the same, so you need to create one with C calling convention. See 7.5 (p4) of C++ standard.

    Read the article

  • PHP GD Mac Snow Leopard Server - JPEG lib version is unknown?

    - by Joel
    Everything installed as http://articles.serenity.de/compiling_php_with_oracle/ But after finish the installation - the following is part of the output from phpinfo(): GD Support enabled GD Version bundled (2.0.34 compatible) FreeType Support enabled FreeType Linkage with freetype FreeType Version 2.3.9 GIF Read Support enabled GIF Create Support enabled JPEG Support enabled libJPEG Version unknown PNG Support enabled libPNG Version 1.2.35 WBMP Support enabled XPM Support enabled XBM Support enabled Because of the libJPEG version is unknown - the php captcha fail to generate images. any idea why is that? Thanks a big time.

    Read the article

  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

    Read the article

  • C++ difference between "char *" and "char * = new char[]"

    - by nashmaniac
    So, if I want to declare an array of characters I can go this way char a[2]; char * a ; char * a = new char[2]; Ignoring the first declaration, the other two use pointers. As far as I know the third declaration is stored in heap and is freed using the delete operator . does the second declaration also hold the array in heap ? Does it mean that if something is stored in heap and not freed can be used anywhere in a file like a variable with file linkage ? I tried both third and second declaration in one function and then using the variable in another but it didn't work, why ? Are there any other differences between the second and third declarations ?

    Read the article

  • Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

    - by Arthur Wulf White
    I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on the symbol in the Library panel, select "Linkage..." dialog, check "Export for ActionScript" and fill in the symbol name (ie. MySymbol_design or assets.MySymbol_design), do not change the base class (ie. flash.display.MovieClip). Right now, I am stuck at that part. Any hints? What I wish to do is: Use fla for the artist to store assets. Publish to swc Extract the assets in FlashDevelop by creating an instance of their class. ... How is this done in CS6? To clear things up, this is what I see when I right click a Flash symbol:

    Read the article

  • I need to go from Linux to VS2012 fast. Anybody have a guide?

    - by Mikhail
    I need to parallelize a library through the use of a graphic accelerator. I have had no trouble doing similar work on Linux but I am struggling with using Visual Studios 2012. I can't figure out how to do analogs to simple things. I can't figure out how to do simple things like specifying linkage, libraries, and include files. I need to move quickly from understanding the Linux build system to the Windows build system. Does anybody have a guide or some advice on moving from Linux to Visual Studios development? I feel like I am crawling through a labyrinth of menus. With frequent dead ends saying that this feature has moved to another place. Also this code must build with VS2012.

    Read the article

  • Generating CMakeLists.txt

    - by vanna
    I got a bunch of C++ sources files and headers. They may use external libraries such as Boost e.g. I am interested in the process of building binaries for Windows and *nix. Makefiles (*nix) and .vcproj (Windows) call compilers with some specifications such as the order of compilation, compilation options and stuff. CMakeLists.txt can be used by CMake to build either makefiles or .vcproj and use very helpful commands such as recursive search of files, automatic linkage with known libraries, installers, variables that can be used in source files... Is there any existing tool that would generate a CMakeLists.txt from specified options ? Options could be like : scan this folder and make a library out of it, then scan this other folder and make an executable and automatically link both with Boost as well along with a user friendly installer with generated INSTALL.txt and README.txt. Something very powerful like that.

    Read the article

  • Visual studio keyboard shortcuts cheat sheet - desktop size

    - by nailitdown
    OK - this is pretty specific, i'm looking for a cheat sheet for visual studio keyboard shortcuts that I can set as my desktop bg. so, something in a modest 1280 x 1024. Something like this; http://www.microsoft.com/downloads/details.aspx?FamilyID=c15d210d-a926-46a8-a586-31f8a2e576fe&DisplayLang=en but more succinct. Anyone got juicy linkage? Is this a DIY job?

    Read the article

  • Sonar and Eclipse IAM Plugin

    - by Hans Klock
    When I am using the IAM Eclipse Plugin for Maven I get an error while executing the sonar:sonar goal in clean install sonar:sonar The error in eclipse is 23:02:55 MESZ Starting Starting mojoExecution sonar-core:internal 23:03:44 MESZ fatal org.sonar.maven2.BatchMojo#execute() caused a linkage error (java.lang.NoSuchMethodError). Check the realms: ... java.lang.NoSuchMethodError: org.apache.maven.execution.ReactorManager.<init>(Ljava/util/List;)V Any idea how to fix it?

    Read the article

  • Did anyone give these smart pointers (auto_any, scoped_any, shared_any) a test drive?

    - by Johann Gerell
    I'm investigating smart pointers with "shared" functionality for Windows CE and Mobile, where the VS 2008 tr1 std::shared_ptr cannot be used (due to linkage to a v.9 dll not present on CE, obviously, if I understand it correctly). There's a semi-old MSDN Magazine article with sources from a Microsoftie (Eric Niebler): Achieve More Reliable Resource Management with Our Custom C++ Classes. The reasoning, design and implementation of his shared_any looks solid, but I'm wondering if anyone ever actually tested the lot on any platform (not necessarily WinCe/WM)?

    Read the article

< Previous Page | 1 2 3 4 5 6  | Next Page >