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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • How to reassign drive back into MediaShield (nvidia) RAID stripe

    - by scottwed
    So I managed to inadvertently remove the RAID configuration from 1 drive of a 2 drive stripe. I have both drives, unmodified, and undamaged. Specifically for MediaShield RAID, is there any way to reattach the 2nd drive back into the stripe? Current state is the stripe is displayed in Error status, and I have the other drive available, but unassigned. I strongly suspect there is no solution without purging the array completely and redefining the stripe, but I figured it was worth asking before I wipe out the data.

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  • How to improve Minecraft-esque voxel world performance?

    - by SomeXnaChump
    After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is fairly slow because: A) It's written in Java, and as most of the spatial partitioning and memory management activities happen in there, it would naturally be slower than a native C++ version. B) It doesn't partition its world very well. I could be wrong on both assumptions; however it got me thinking about the best way to manage large voxel worlds. As it is a true 3D world, where a block can exist in any part of the world, it is basically a big 3D array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc.) Now, I am assuming to make this sort of world perform well you would need to: A) Use a tree of some variety (oct/kd/bsp) to split all the cubes out; it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. B) Use some algorithm to work out which blocks can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. C) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees. I guess there is no right answer to this, but I would be interested to see peoples' opinions on the subject. How would you improve performance in a large voxel-based world?

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  • Making fdisk see software RAID 0

    - by unknownthreat
    I am following http://grub.enbug.org/Grub2LiveCdInstallGuide and I am using software RAID 0. I am using Ubuntu 10.10 LiveCD and is trying to restore grub2 after installing Windows 7 in another partition. Here is the console's outputs: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sad ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So do you have an idea for how to make fdisk see my RAID array? How to make fdisk detect the Software RAID like dmraid?

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  • How to access a fake raid?

    - by maaartinus
    I have a fake raid, which I wanted to access using mdadm /dev/md0 -A -c 128 -l stripe --verbose /dev/sda /dev/sdc which should be right, as far as I understand the man page. But I get the message mdadm: option -l not valid in assemble mode leaving the offending option out leads to mdadm: failed to create /dev/md0 and (despite verbose) no more information. I'm assuming that -A requires some mdadm-specific header which is obviously missing. I probably need to use "build" instead of assemble, but from the description I'm really unsure whether this is a non-destructive operation. Is it? What should I exactly do? UPDATE I see I haven't made clear, that the array already exists as a fake-raid (I can't give the details about my mainboard now). It looks like doing nothing except for interleaving blocks, so I hoped it could be easily done using mdadm, too. Maybe I'm completely wrong, but all the info I've found was concerned with booting from fake-raid, what I don't really need. I'd be happy with a read access for now.

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  • How to choose which fields are available via LDAP from an Active Directory

    - by Felix Eve
    I'm using PHP to do an ldap search and then pull the attributes out using ldap_get_attributes. This returns an array of data (that can be seen here) however there are some fields that are missing such as Organization Title, department, company, address and telephone number. How to I make these fields available? There is a similar question here: http://www.petri.co.il/forums/showthread.php?t=15227 I've followed the steps outlined there an tried changing some access permissions but am not really sure what I'm doing and can't see any permissions that directly relate to the fields that I can see when I edit a user in the "Active Directory Users Computers" window. I am a PHP developer, not a Windows server administrator so am finding configuring an AD rather challenging so please don't assume any level of knowledge about AD. I've asked the same question on stack exchange but understand this is a more relevant place to ask.

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  • Bullet pattern isn't behaving as expected

    - by Fibericon
    I have a boss that's supposed to continuously shoot five streams of bullets, each at a different angle. It starts off just fine, but doesn't seem to want to use its entire array of bullets. No matter how large I set the length of bulletList, the boss simply stops shooting after a couple of seconds, then pick up again shortly. Here's what I'm using to generate the pattern: Vector3 direction = new Vector3(0.5f, -1, 0); for (int r = 0; r < boss.gun.bulletList.Length; r++) { if (!boss.gun.bulletList[r].isActive) { boss.gun.bulletList[r].direction = direction; boss.gun.bulletList[r].speed = boss.gun.BulletSpeedAdjustment; boss.gun.bulletList[r].position = boss.position; boss.gun.bulletList[r].isActive = true; break; } } direction = new Vector3(-0.5f, -1, 0); //Repeat with four similar for loops, to place a bullet in each direction It doesn't seem to matter if the bulletList length is 1000 or 100000. What could be the issue here?

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  • Linux Live CD for old computer

    - by Joel Coehoorn
    I have a pentium II (that's right, pentium II) with a scant 200MB of ram. This was a high-end workstation in it's day. The machine currently runs dos on a raid array, and I need to pull some data from it. I figure my best chance at this is to use a linux live cd to copy the data to one of our active directory network shares (there is a network card in the machine). Unfortunately, my linux skills are abysmal, so I'm not sure where to get started: Where should I look to find a linux cd that will run well on such an old system Since I'm likely gonna need to be command-line only, what do I need to do to configure the network card and mount the network share via the command line? Bonus points: exact syntax needed to copy and convert the entire volume for use in VMware server 2.0, but really just copying all the data should be enough.

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • Running Ubuntu Server from a USB key / thumb drive (being mindful of flash's write limitations)

    - by andybjackson
    Having become disillusioned with hacking Buffalo NAS devices, I've decided to roll my own home server. After some research, I have settled on an HP Proliant Microserver with Ubuntu Server and a ZFS RAID-Z array for data. I settled on this configuration after trying and regretfully rejecting FreeNAS because the Logitech Media Server (LMS) software isn't available on the AMD64 flavour of this platform and because I think Debian/Ubuntu server is a better future-proof platform. I considered Open Media Vault, but concluded that it isn't quite yet ready for my purposes. That said, FreeNAS does include the option to run itself off a 2GB+ flash device like USB key or thumb drive. Apparently FreeNAS is mindful of the write limitations of flash devices and so creates virtual disks for running the OS, writing only the required configuration information back to flash. This would give me an extra data drive slot. Q: Can Ubuntu Server be configured sensibly to run off a flash device such as a USB key/thumb drive? If so, how? The write limitations of flash should be accounted for.

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Define a Policykit action for Upstart

    - by gentakojima
    I'm trying to get some user to start, stop and reload services by using the udev Upstart interface. I'm using Ubuntu 10.04. I created the file /usr/share/polkit-1/actions/com.ubuntu.Upstart0_6.Job.policy <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE policyconfig PUBLIC "-//freedesktop//DTD PolicyKit Policy Configuration 1.0//EN" "http://www.freedesktop.org/standards/PolicyKit/1.0/policyconfig.dtd"> <policyconfig> <vendor>UXITIC</vendor> <vendor_url>http://citius.usc.es/</vendor_url> <icon_name>gdm</icon_name> <action id="com.ubuntu.Upstart0_6.Job.Stop"> <_description>Stops a service</_description> <_message>Privileges are required to stop a service.</_message> <defaults> <allow_inactive>no</allow_inactive> <allow_active>auth_admin_keep</allow_active> </defaults> </action> </policyconfig> And also the corresponding authority file /etc/polkit-1/localauthority/50-local.d/10-allow-users-to-start-and-stop-services.pkla [Stop services] Identity=unix-user:jorge Action=com.ubuntu.Upstart_0.6.Job.Stop ResultAny=no ResultInactive=no ResultActive=auth_self But when I try to stop a service, I get Access Denied :( jorge$ dbus-send --print-reply --system --dest=com.ubuntu.Upstart /com/ubuntu/Upstart/jobs/ssh com.ubuntu.Upstart0_6.Job.Stop array:string:'' boolean:true Error org.freedesktop.DBus.Error.AccessDenied: Rejected send message, 1 matched rules; type="method_call", sender=":1.452" (uid=1021 pid=28234 comm="dbus-send) interface="com.ubuntu.Upstart0_6.Job" member="Stop" error name="(unset)" requested_reply=0 destination="com.ubuntu.Upstart" (uid=0 pid=1 comm="/sbin/init"))

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  • Impossible to stop raid device

    - by Traroth
    I'm trying to stop a RAID disk in order to replace it by a new one, as this one is not working properly. I'm typing mdadm --stop /dev/md1, and I'm getting an error message: mdadm: fail to stop array /dev/md1: Device or resource busy I'm getting this message even if I reboot the server, and I can't see a process that could cause this. The server is working under a Debian with a 2.6.18-4-amd64 kernel. Could you help? Edit: Mote details about what my colleague tried out. After unmounting sda1, the command mdadm --remove /dev/md0 /dev/sda1 worked. But now, we still have an error message after mdadm --remove /dev/md1 /dev/sda5: mdadm: hot remove failed for /dev/sda5: Device or resource busy I still don't understand completly how the different partitions are mounted, so I suppose there is something I don't understand in the currenct situation...

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  • T-SQL select where and group by date

    - by bconlon
    T-SQL has never been my favorite language, but I need to use it on a fairly regular basis and every time I seem to Google the same things. So if I add it here, it might help others with the same issues, but it will also save me time later as I will know where to look for the answers!! 1. How do I SELECT FROM WHERE to filter on a DateTime column? As it happens this is easy but I always forget. You just put the DATE value in single quotes and in standard format: SELECT StartDate FROM Customer WHERE StartDate >= '2011-01-01' ORDER BY StartDate 2. How do I then GROUP BY and get a count by StartDate? Bit trickier, but you can use the built in DATEADD and DATEDIFF to set the TIME part to midnight, allowing the GROUP BY to have a consistent value to work on: SELECT DATEADD (d, DATEDIFF(d, 0, StartDate),0) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date] Note: [Customer Creation Date] and [Number Of New Customers] column alias just provide more readable column headers. 3. Finally, how can you format the DATETIME to only show the DATE part (after all the TIME part is now always midnight)? The built in CONVERT function allows you to convert the DATETIME to a CHAR array using a specific format. The format is a bit arbitrary and needs looking up, but 101 is the U.S. standard mm/dd/yyyy, and 103 is the U.K. standard dd/mm/yyyy. SELECT CONVERT(CHAR(10), DATEADD(d, DATEDIFF(d, 0, StartDate),0), 103) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date]  #

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Can someone explain the physical architecture of RAID 10 in complete layman's terms?

    - by Hank
    I am a newbie in the world of storage and I am having a hard time digesting the physical architecture of some of the RAID levels. I am particularly interested in RAID 10, and 50. I asked the question specifically about RAID 10, because I feel if I understand that, I'll understand the other. So, I get the definition of RAID 10 - "minimum 4 disks, a striped array whose segments are mirrored". If I've got 4 disks and Disks 1 and 2 are a mirrored pair, and Disks 3 and 4 are a mirrored pair - where does the data get striped? Thanks.

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  • breaking mdadm raid and moving to NTFS

    - by daveyt
    I'm running Ubuntu 8 something and my data is on a mirrored pair of 1TB disks formatted as ext3, and the RAID is via mdadm. I want to move to Windows 7 (yeah yeah I know but Linux aint doing it for me at the moment) and migrate the disks to NTFS. My plan is: Break the MDADM RAID (by failing one disk logically) Format the 'failed' disk as NTFS Copy data from the RAID array to the NTFS disk (dont care about perms) Install Windows, (new separate non RAid disk) and my data disk is available. I've researched this and it seems the easiest way. I dont have another disk to back up to so I think this is my only way. Can anyone see a better/easier way?

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • Upgrading from php 5.3 to php 5.4 with Macport

    - by dr.stonyhills
    PHP5.4 has been available for sometime now and Macport recently caught up with the release of port php54 but the process of upgrading is not as clear as possible. Even worst for those who are new to maintaining multiple versions of PHP on the same machine. I am keen on trying out some of the new features in PHP5.4 like traits, new array form etc but falling back on to php5.3 for other compatibility stuff. So i sudo port install php5+ (all the variants, apache2 etc) Then i tell it what PHP port to use as default sudo port select --set php php54 Check what version of PHP is active in the terminal using php -v outputs php 5.4.3. But i seem to be having issues with choosing the right non cli version as in the version of the module run by apache etc is still php5.3.12. Do i have to change the reference to the libphp5 in apache httpd.conf? Any advice on the right workflow for switching between php version on macport greatly appreciated!

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  • Switching mdadm to an external bitmap

    - by Oli
    I've just read this in another post about improving RAID5/6 write speeds: After increasing stripe cache & switching to external bitmap, my speeds are 160 Mb/s writes, 260 Mb/s reads. :-D I've already found out how to increase the stripe cache and this worked pretty well but I'd like to know more about an external bitmap. I have an incredibly fast (540MB/s) RAID0 SSD that would do well if a bitmap does what I think it does but I'm still very unsure. I've only known about them as long as I've known this post. A few questions: What is a bitmap (in terms of mdadm)? What are the advantages of an internal bitmap (over external)? What are the advantages of an external bitmap (over internal)? How do I switch between the two? I should add that while this is a I'm-bored-let's-break-something thread, I do value the data stored on the RAID array. If doing this is going to put data at significant risk, please let me know.

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  • Building Enterprise Smartphone App &ndash; Part 2: Platforms and Features

    - by Tim Murphy
    This is part 2 in a series of posts based on a talk I gave recently at the Chicago Information Technology Architects Group.  Feel free to leave feedback. In the previous post I discussed what reasons a company might have for creating a smartphone application.  In this installment I will cover some of history and state of the different platforms as well as features that can be leveraged for building enterprise smartphone applications. Platforms Before you start choosing a platform to develop your solutions on it is good to understand how we got here and what features you can leverage. History To my memory we owe all of this to a product called the Apple Newton that came out in 1987. It was the first PDA and back then I was much more of an Apple fan.  I was very impressed with this device even though it never really went anywhere.  The Palm Pilot by US Robotics was the next major advancement in PDA. It had a simple short hand window that allowed for quick stylus entry.. Later, Windows CE came out and started the broadening of the PDA market. After that it was the Palm and CE operating systems that started showing up on cell phones and for some time these were the two dominant operating systems that were distributed with devices from multiple hardware vendors. Current The iPhone was the first smartphone to take away the stylus and give us a multi-touch interface.  It was a revolution in usability and really changed the attractiveness of smartphones for the general public.  This brought us to the beginning of the current state of the market with the concept of an online store that makes it easy for customers to get new features and functionality on demand. With Android, Google made this more than a one horse race.  Not only did they come to compete, their low cost actually made them the leading OS.  Of course what made Android so attractive also is its major fault.  It is so open that it has been a target for malware which leaves consumers exposed.  Fortunately for Google though, most consumers aren’t aware of the threat that they are under. Although Microsoft had put out one of the first smart phone operating systems with CE it had to play catch up and finally came out with the Windows Phone.  They have gone for a market approach between those of iOS and Android.  They support multiple hardware vendors like Google, but they kept a certification process for applications that is similar to Apple.  They also created a user interface that was different enough to give it a clear separation from the other two platforms. The result of all this is hundreds of millions of smartphones being sold monthly across all three platforms giving us a wide range of choices and challenges when it comes to developing solutions. Features So what are the features that make these devices flexible enough be considered for use in the enterprise? The biggest advantage of today's devices is network connectivity.  The ability to access information from multiple sources at a moment’s notice is critical for businesses.  Add to that the ability to communicate over a variety of text, voice and video modes and we have a powerful starting point. Every smartphone has a cameras and they are not just useful for posting to Instagram. We are seeing more applications such as Bing vision that allow us to scan just about any printed code or text to find information.  These capabilities have been made available to developers in the form of standard libraries for reading barcodes of just about an flavor and optical character recognition (OCR) interpretation. Bluetooth give us the ability to communicate with multiple devices. Whether these are headsets, keyboard or printers the wireless communication capabilities are just starting to evolve.  The more these wireless communication protocols grow, the more opportunities we will see to transfer data between users and a variety of devices. Local storage of information that can be called up even when the device cannot reach the network is the other big capability.  This give users the ability to work offline as well and transmit information when connections are restored. These are the tools that we have to work with to build applications that can be leveraged to gain a competitive advantage for companies that implement them. Coming Up In the third installment I will cover key concerns that you face when building enterprise smartphone apps. del.icio.us Tags: smartphones,enterprise smartphone Apps,architecture,iOS,Android,Windows Phone

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  • choosing the right RAID level for PostgresQL database

    - by Sergey
    Hi, I got an disk array appliance of 8 disks 1T each (UltraStor RS8IP4). It will be used solely by PostgresQL database and I am trying to choose the best RAID level for it. The most priority is for read performance since we operate large data sets (tables, indexes) and we do lots of searches/scans. With the old disks that we have now the most slowdowns happen on SELECTs. Fault tolerance is less important, it can be 1 or 2 disks. Space is the least important factor. Even 1T will be enough. Which RAID level would you recommend in this situation. The current options are 60, 50 and 10, but probably other options can be even better.

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