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  • T-SQL bits - ROW_NUMBER

    - by MartinIsti
    About a month ago I found the SQLShare site which provides useful, clear tutorial videos of how to use some SQL functions, or how to fine tune a query. Their videos are roughly 3-5 minutes long and have proved to be very good for me with a strong BI background with less first-hand T-SQL experience. I decided to make notes of the ones I watched and found useful and instead of putting them into a word document somewhere locally I'll publish them on this blog so. These would be very simple and short...(read more)

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  • sudo apt-get update error ubuntu 12.04

    - by user111172
    Hi I'm new in Linux and I need your help :) Every time when i type sudo apt-get update it shows: alphaog@alphaog-HP-Pavilion-DV7:~$ sudo apt-get update E: Type 'ain' is not known on line 3 in source list /etc/apt/sources.list.d/ricotz-testing-precise.list E: The list of sources could not be read. I tried gksu gedit /etc/apt/sources.list and put # in front third line but it still doesn't work. Please Help! :)

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  • getting bone base and tip positions from a transform matrix?

    - by ddos
    I need this for a Blender3d script, but you don't really need to know Blender to answer this. I need to get bone head and tip positions from a transform matrix read from a file. The position of base is the location part of the matrix, length of the bone (distance from base to tip) is the scale, position of the tip is calculated from the scale (distance from bone base) and rotation part of the matrix. So how to calculate these? bone.base([x,y,z]) # x,y,z - floats bone.tip([x,y,z])

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  • The Team Behind SQL Saturday 60 In Cleveland

    - by AllenMWhite
    Last July I asked the assembled group at the Ohio North SQL Server Users Group meeting if they'd be interested in putting on a SQL Saturday. Enthusiastically, they said yes! A great group of people came together and met, first monthly, then every other week, and finally every week, taking time from their families to do the things necessary to put together a SQL Saturday event here in Cleveland. Their work has been amazing and any of you attending our event will see what a great job they've all done....(read more)

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  • Adding a SQL Server Membership Provider using the aspnet_regsql.exe Utility

    - by nannette
    You may add a SQL Server Membership Provider using the aspnet_regsql.exe Utility on either your SQL Server Express local database or on a full-blown SQL Server database . In both implementations, you would use the aspnet_regsql.exe utility. This tool is installed when you install your .NET Framework. To use this on your SQL Server 2008 database server, for instance, you would need to first download and install the .NET Framework onto your server. Then you would need to find the location of the aspnet_regsql...(read more)

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  • SQL Server v.Next (Denali) : Metadata enhancements

    - by AaronBertrand
    In my previous job, we had several cases where schema changes or incorrect developer assumptions in the middle tier or application logic would lead to type mismatches. We would have a stored procedure that returns a BIT column, but then change the procedure to have something like CASE WHEN <condition> THEN 1 ELSE 0 END. In this case SQL Server would return an INT as a catch-all, and if .NET was expecting a boolean, BOOM. Wouldn't it be nice if the application could check the result set of the...(read more)

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  • Using jQuery to customize the styles in table cells

    - by Chris Hammond
    Originally posted on ChrisHammond.com I was trying to do some work with the Form and List module in DotNetNuke today and I needed to apply some custom styles to the LIST view of a module, without going in and creating a full XSL template for the module to use, I wanted to style the default table based grid view. In order to customize this view though I needed to do some custom jQuery that runs after the table is loaded, the jQuery then goes through and looks for columns, and based on the number of...(read more)

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Want to know about SQL events coming in London and around the UK

    - by simonsabin
    The you want to subscribe to the SQLSocial site. http://sqlsocial.com/Subscribe.aspx We’ve just had a great evening with the top brass of the SQL Server team with over 150 people attending and on Monday next week (13th June) we have Michael Rys, Group Program Manager for the SQL Server team doing an evening session on SQL Azure futures as well as SQL Server Denali Semantic Search. To register for that evening go to http://sqlsocial20110613.eventbrite.com/...(read more)

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  • Yet another use of OUTER APPLY in defensive programming

    - by Alexander Kuznetsov
    When a SELECT is used to populate variables from a subquery, it fails to change them if the subquery returns nothing - and that can lead to subtle bugs. We shall use OUTER APPLY to eliminate this problem. Prerequisites All we need is the following mock function that imitates a subquery: CREATE FUNCTION dbo.BoxById ( @BoxId INT ) RETURNS TABLE AS RETURN ( SELECT CAST ( 1 AS INT ) AS [Length] , CAST ( 2 AS INT ) AS [Width] , CAST ( 3 AS INT ) AS [Height] WHERE @BoxId = 1 ) ; Let us assume that this...(read more)

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  • T-SQL User-Defined Functions: the good, the bad, and the ugly (part 3)

    - by Hugo Kornelis
    I showed why T-SQL scalar user-defined functions are bad for performance in two previous posts. In this post, I will show that CLR scalar user-defined functions are bad as well (though not always quite as bad as T-SQL scalar user-defined functions). I will admit that I had not really planned to cover CLR in this series. But shortly after publishing the first part , I received an email from Adam Machanic , which basically said that I should make clear that the information in that post does not apply...(read more)

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  • SQL Server 2008 R2 Reporting Services: A generic error occurred in GDI+

    - by Greg Low
    While building some maps today in SQL Server 2008 R2 Reporting Services, I kept coming up with an error that said: A generic error occurred in GDI+ I was struggling to think what I'd done wrong. After much nashing of teeth and removal of hair, I finally worked out what the error was. When I got to the "Choose Color Scheme and Visualization" page of the map wizard for building a color analytical map, I hadn't picked the correct value for the "Field to Visualize" drop-down. I'm guessing that because...(read more)

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  • Difference between DISTINCT and VALUES in DAX

    - by Marco Russo (SQLBI)
    I recently got a question about differences between DISTINCT and VALUES in DAX and thanks to Jeffrey Wang I created a simple example to describe the difference. Consider the two tables below: Fact and Dim tables, having a single column with the same name of the table. A relationship exists between Fact[Fact] and Dim[Dim]. This relationship generates a referential integrity violations in table Fact for rows containing C, which doesn’t exist in table Dim. In this case, an empty row is virtually inserted...(read more)

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  • Hilarious

    - by James Luetkehoelter
    I don't know how many of you know about this site, but it raises my spirits on a daily basis. I found today's entry oddly familiar... http://thedailywtf.com/Articles/sp_getNothing.aspx Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • Toronto SharePoint User Group: Tonight Cancelled, Next Meeting: June 16

    - by erobillard
    Apologies all, notification was to go out sooner but apparently we're having technical difficulties so please help spread the word: The May meeting (tonight) is cancelled, leaving you free to enjoy the summery Toronto evening. Enjoy! Next month on Wednesday, June 16 , TSPUG is back with not one, but two , count'em two presentations: First up will be Matthew Pakula from AvePoint talking about their terrific tools for MOSS 2007 and SPS 2010. Then I will reveal the secret toolkit I use to help companies...(read more)

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  • How to Open an InPrivate Tab in the Metro Version of Internet Explorer

    - by Taylor Gibb
    Internet Explorer has a secret mode called InPrivate which is pretty much the same as Chrome’s incognito mode. It can be accessed on the desktop by right-clicking on the Internet Explorer icon on the taskbar, but how do you open an InPrivate tab in the Metro IE? Read on to find out. HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks

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  • SQL Server 2008 R2 Cumulative Update 8 now available

    - by Greg Low
    CU8 is now available for SQL Server 2008 R2. You will find it here: http://support.microsoft.com/kb/2534352/en-us It includes the following fixes: VSTS bug number KB article number Description 726734 2522893 (http://support.microsoft.com/kb/2522893/ ) FIX: A backup operation on a SQL Server 2008 or SQL Server 2008 R2 database fails if you enable change tracking on this database 730658 2525665 (http://support.microsoft.com/kb/2525665/ ) FIX: SQL Server 2008 BIDS stops responding when you stop debugging...(read more)

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  • Livros oficiais Microsoft para download

    - by johnywercley
    A MSPress liberou download dos livros Introducing Microsoft SQL Server 2008 R2 e Understanding Virtualization Solutions from Desktop to the Datacenter . O download foi permitido por alguns dias depois será bloqueado. Introducing Microsoft SQL Server 2008 R2 216 páginas do livro são: PART I Database Administration CHAPTER 1 SQL Server 2008 R2 Editions and Enhancements CHAPTER 2 Multi-Server Administration CHAPTER 3 Data-Tier Applications CHAPTER 4 High Availability and Virtualization Enhancements...(read more)

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  • Upcoming speaking engagements – want to meet me?

    - by Hugo Kornelis
    I have a very busy time ahead of me, with lots of travel, lots of speaking engagements, and hence lots of opportunity to meet and catch up with what has become known as the SQL Family. (An excellent term, by the way – it describes exactly how it has always felt to me!) So, for everyone who want to know when and where they can meet me (as well as for everyone who wants to make sure to stay as far away from me as possible), here is my schedule for the rest of the year, in chronological order: · September...(read more)

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