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  • Installing Sql Server 2005 SP2 - Getting error on analysis services component

    - by Greg_the_Ant
    At first many of the components didn't install and I followed this workaround (fixing user/SID mappings in registry.) After that everything installed successfully except for analysis services. I am getting the exact same error message as before on analysis services. (Are there other users installed by sql server I'm not aware of perhaps?) Do you guys have any ideas? All of my searches seem to just point to that workaround above that I already did. Error message from log: Product : Analysis Services (MSSQLSERVER) Product Version (Previous): 1399 Product Version (Final) : Status : Failure Log File : C:\Program Files\Microsoft SQL Server\90\Setup Bootstrap\LOG\Hotfix\OLAP9_Hotfix_KB921896_sqlrun_as.msp.log Error Number : 29528 Error Description : MSP Error: 29528 The setup has encountered an unexpected error while Setting Internal Properties. The error is: Fatal error during installation.

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • The Stub Proto: Not Just For Stub Objects Anymore

    - by user9154181
    One of the great pleasures of programming is to invent something for a narrow purpose, and then to realize that it is a general solution to a broader problem. In hindsight, these things seem perfectly natural and obvious. The stub proto area used to build the core Solaris consolidation has turned out to be one of those things. As discussed in an earlier article, the stub proto area was invented as part of the effort to use stub objects to build the core ON consolidation. Its purpose was merely as a place to hold stub objects. However, we keep finding other uses for it. It turns out that the stub proto should be more properly thought of as an auxiliary place to put things that we would like to put into the proto to help us build the product, but which we do not wish to package or deliver to the end user. Stub objects are one example, but private lint libraries, header files, archives, and relocatable objects, are all examples of things that might profitably go into the stub proto. Without a stub proto, these items were handled in a variety of ad hoc ways: If one part of the workspace needed private header files, libraries, or other such items, it might modify its Makefile to reach up and over to the place in the workspace where those things live and use them from there. There are several problems with this: Each component invents its own approach, meaning that programmers maintaining the system have to invest extra effort to understand what things mean. In the past, this has created makefile ghettos in which only the person who wrote the makefiles feels confident to modify them, while everyone else ignores them. This causes many difficulties and benefits no one. These interdependencies are not obvious to the make, utility, and can lead to races. They are not obvious to the human reader, who may therefore not realize that they exist, and break them. Our policy in ON is not to deliver files into the proto unless those files are intended to be packaged and delivered to the end user. However, sometimes non-shipping files were copied into the proto anyway, causing a different set of problems: It requires a long list of exceptions to silence our normal unused proto item error checking. In the past, we have accidentally shipped files that we did not intend to deliver to the end user. Mixing cruft with valuable items makes it hard to discern which is which. The stub proto area offers a convenient and robust solution. Files needed to build the workspace that are not delivered to the end user can instead be installed into the stub proto. No special exceptions or custom make rules are needed, and the intent is always clear. We are already accessing some private lint libraries and compilation symlinks in this manner. Ultimately, I'd like to see all of the files in the proto that have a packaging exception delivered to the stub proto instead, and for the elimination of all existing special case makefile rules. This would include shared objects, header files, and lint libraries. I don't expect this to happen overnight — it will be a long term case by case project, but the overall trend is clear. The Stub Proto, -z assert_deflib, And The End Of Accidental System Object Linking We recently used the stub proto to solve an annoying build issue that goes back to the earliest days of Solaris: How to ensure that we're linking to the OS bits we're building instead of to those from the running system. The Solaris product is made up of objects and files from a number of different consolidations, each of which is built separately from the others from an independent code base called a gate. The core Solaris OS consolidation is ON, which stands for "Operating System and Networking". You will frequently also see ON called the OSnet. There are consolidations for X11 graphics, the desktop environment, open source utilities, compilers and development tools, and many others. The collection of consolidations that make up Solaris is known as the "Wad Of Stuff", usually referred to simply as the WOS. None of these consolidations is self contained. Even the core ON consolidation has some dependencies on libraries that come from other consolidations. The build server used to build the OSnet must be running a relatively recent version of Solaris, which means that its objects will be very similar to the new ones being built. However, it is necessarily true that the build system objects will always be a little behind, and that incompatible differences may exist. The objects built by the OSnet link to other objects. Some of these dependencies come from the OSnet, while others come from other consolidations. The objects from other consolidations are provided by the standard library directories on the build system (/lib, /usr/lib). The objects from the OSnet itself are supposed to come from the proto areas in the workspace, and not from the build server. In order to achieve this, we make use of the -L command line option to the link-editor. The link-editor finds dependencies by looking in the directories specified by the caller using the -L command line option. If the desired dependency is not found in one of these locations, ld will then fall back to looking at the default locations (/lib, /usr/lib). In order to use OSnet objects from the workspace instead of the system, while still accessing non-OSnet objects from the system, our Makefiles set -L link-editor options that point at the workspace proto areas. In general, this works well and dependencies are found in the right places. However, there have always been failures: Building objects in the wrong order might mean that an OSnet dependency hasn't been built before an object that needs it. If so, the dependency will not be seen in the proto, and the link-editor will silently fall back to the one on the build server. Errors in the makefiles can wipe out the -L options that our top level makefiles establish to cause ld to look at the workspace proto first. In this case, all objects will be found on the build server. These failures were rarely if ever caught. As I mentioned earlier, the objects on the build server are generally quite close to the objects built in the workspace. If they offer compatible linking interfaces, then the objects that link to them will behave properly, and no issue will ever be seen. However, if they do not offer compatible linking interfaces, the failure modes can be puzzling and hard to pin down. Either way, there won't be a compile-time warning or error. The advent of the stub proto eliminated the first type of failure. With stub objects, there is no dependency ordering, and the necessary stub object dependency will always be in place for any OSnet object that needs it. However, makefile errors do still occur, and so, the second form of error was still possible. While working on the stub object project, we realized that the stub proto was also the key to solving the second form of failure caused by makefile errors: Due to the way we set the -L options to point at our workspace proto areas, any valid object from the OSnet should be found via a path specified by -L, and not from the default locations (/lib, /usr/lib). Any OSnet object found via the default locations means that we've linked to the build server, which is an error we'd like to catch. Non-OSnet objects don't exist in the proto areas, and so are found via the default paths. However, if we were to create a symlink in the stub proto pointing at each non-OSnet dependency that we require, then the non-OSnet objects would also be found via the paths specified by -L, and not from the link-editor defaults. Given the above, we should not find any dependency objects from the link-editor defaults. Any dependency found via the link-editor defaults means that we have a Makefile error, and that we are linking to the build server inappropriately. All we need to make use of this fact is a linker option to produce a warning when it happens. Although warnings are nice, we in the OSnet have a zero tolerance policy for build noise. The -z fatal-warnings option that was recently introduced with -z guidance can be used to turn the warnings into fatal build errors, forcing the programmer to fix them. This was too easy to resist. I integrated 7021198 ld option to warn when link accesses a library via default path PSARC/2011/068 ld -z assert-deflib option into snv_161 (February 2011), shortly after the stub proto was introduced into ON. This putback introduced the -z assert-deflib option to the link-editor: -z assert-deflib=[libname] Enables warning messages for libraries specified with the -l command line option that are found by examining the default search paths provided by the link-editor. If a libname value is provided, the default library warning feature is enabled, and the specified library is added to a list of libraries for which no warnings will be issued. Multiple -z assert-deflib options can be specified in order to specify multiple libraries for which warnings should not be issued. The libname value should be the name of the library file, as found by the link-editor, without any path components. For example, the following enables default library warnings, and excludes the standard C library. ld ... -z assert-deflib=libc.so ... -z assert-deflib is a specialized option, primarily of interest in build environments where multiple objects with the same name exist and tight control over the library used is required. If is not intended for general use. Note that the definition of -z assert-deflib allows for exceptions to be specified as arguments to the option. In general, the idea of using a symlink from the stub proto is superior because it does not clutter up the link command with a long list of objects. When building the OSnet, we usually use the plain from of -z deflib, and make symlinks for the non-OSnet dependencies. The exception to this are dependencies supplied by the compiler itself, which are usually found at whatever arbitrary location the compiler happens to be installed at. To handle these special cases, the command line version works better. Following the integration of the link-editor change, I made use of -z assert-deflib in OSnet builds with 7021896 Prevent OSnet from accidentally linking to build system which integrated into snv_162 (March 2011). Turning on -z assert-deflib exposed between 10 and 20 existing errors in our Makefiles, which were all fixed in the same putback. The errors we found in our Makefiles underscore how difficult they can be prevent without an automatic system in place to catch them. Conclusions The stub proto is proving to be a generally useful construct for ON builds that goes beyond serving as a place to hold stub objects. Although invented to hold stub objects, it has already allowed us to simplify a number of previously difficult situations in our makefiles and builds. I expect that we'll find uses for it beyond those described here as we go forward.

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Why should I -minus flags of eselect profile? [closed]

    - by Xsi
    Why not just disable profile and add + + + , and thats it? Rationale. Could I ask ??? second question: where is there a short YES\NO Questions & Answers service? My questions were a subject to closing and deletion at Unix&Linux (as they were not real - we know perfectly admins can't answer and think to help others), but they were long forming in my head, since I'm a very novice user to Linux. My questions were some of that size and were from my point, all-specific, they were not fault ones, but knowledge q's (not to fault), although some not banned questions of others are as short as a line (U&L).

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  • DNS records on website.. What are they for?

    - by Blake Nic
    Recently we had to get some ddos protection for our website because of the large attacks we were seeing after getting a bit of popularity. We handed over our domain and hosting information to our ddos protection provider. It worked perfectly but I have a question. On our DNS records we have the Host and Answer and Type. The Host has our domain name there. The answer is this: SOMETEXTXXXX.dv.googlehosted.com. And when i copy and paste it into my browser it gives me a 404 error. But our website still loads and functions as it should. I don't understand why it would need this? I asked them about this and they said it is a method for ddos protection and the other IPs are the reverse proxy (the other ips give a 404 error too). Can anyone expand on this more please. How does all this tie in together and make the internet browser know where to point the person with all these reverse proxies and stuff I don't understand. Thank you. Here is an image for reference: http://i.stack.imgur.com/qo5QO.png

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • Steam on 64-bit 14.04: need some help, missing a few 32-bit libs

    - by YellowShark
    Steam says I'm missing the following libs, I'm hoping someone can help me get things in better shape: xyz@abc:~$ STEAM_RUNTIME=0 steam Running Steam on ubuntu 14.04 64-bit STEAM_RUNTIME is disabled by the user Error: You are missing the following 32-bit libraries, and Steam may not run: libpangoft2-1.0.so.0 libpango-1.0.so.0 libgtk-x11-2.0.so.0 libgdk_pixbuf-2.0.so.0 Installing breakpad exception handler for appid(steam)/version(1401381906_client) Installing breakpad exception handler for appid(steam)/version(1401381906_client) [2014-06-11 20:45:39] Startup - updater built May 29 2014 09:19:23 [2014-06-11 20:45:39] Verifying installation... [2014-06-11 20:45:39] Verification complete [2014-06-11 20:45:42] Shutdown I tried installing the following i386 packages: libpango-1.0-0:i386, libpangoft2-1.0-0:i386, and libgdk-pixbuf2.0-0:i386, and symlinking the .so files (from usr/lib/i386whatever../) into the ~/.local/share/Steam/ubuntu12_32/ folder, but wasn't able to find the right match for the gtk-x11 lib, and ultimately would up with a different, but still non-working situation. So I've back-tracked to this point, and have removed those i386 packages for now. It's worth noting thatSteam runs if I don't use STEAM_RUNTIME=0. Also, Steam seemed to "recognize" the i386 version of the libpango & libpangoft2 libs after I symlinked them into place, during the course of my troubleshooting; when I would rerun STEAM_RUNTIME=0 steam, it wouldn't list those two items as missing anymore. Instead though, I had a bunch of gtk-related issues, something about overlay-scrollbar not available, as well as warnings that it can't find the murrine engine... a whole bunch of stuff that sounded like I'd gone too far down the wrong path. Anyhow, any help sorting this out would be appreciated, and thanks!

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  • Is this possible?

    - by PythonNewbie2
    Hello, I'm exploring some technologies and JSP with JSF 2.0 and Primefaces seems really cool. I'm new to all of these, but I'm a fast learner. I wondering if I can create the web app I want withh JSP/JSF/Primefaces or should I be looking to different technologies? If I should, which ones do you recommend? Here's a basic description of the app: Users log in with their username and password (maybe I can somehow incorporate google OPENID)? With a really nice UI, they will be presented a large list of questions specific to a certain category, for example, JSP. When they click on any of these questions, a little input opens up below it to allow the user to put in a link. If the link they enter has the same question on that webpage the URL points to, they will be awarded one point. This question then disappears and gets added to a different page that has a list of all correctly linked questions. On the right side of the screen, there will be a leaderboard with the usernames of the people with the top ten points. Is this possible with JSP/JSF/Primefaces, or should I be looking elsewhere for a different web technology? The idea is relatively simple - to be able to compile links to external websites for specific questions. I know I can build the UI easily with Primefaces. What I'm not sure is if JSP/JSF gives the ability to parse HTML at a certain URL to see if it contains words. I can do this with python easily by using urllib. Any help would be appreciated!!! What would be more helpful than a "Yes" or "No" answer would be links to where I can see sample code of external HTML parsing. Your input is truly appreciated! Thanks!

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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  • Snow Leopard: Optimization

    - by Shyam
    Hi, I have bunch of questions: I have a Mac network, which has five Mac's. Right now, they are individually getting software updates. Is there a way to download the patches/security updates in a single place (repository) and point all machines to this location? Personally, I have tools like Monolingual and Onyx, but are there tools you could recommend that affect the performance of the Operating System positively? Tweaks would be nice. Links and pointers, would be really appreciated. I've read about Time machine, is there a way to backup all machines to a network drive using this tool? Thanks!

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  • DPM Coordinator Service is not responding

    - by Anatoly Vilchinsky
    Hi dear Gurus! I'm in stuck point now, so please at least try to help me. I've installed DPM 2010 on cluster server (w2k8 r2), everything was fine. Than I've tried tot install Protection Agent on both server of my cluster, but I'm getting error Error 312: The agent operation failed because the DPM Agent Coordinator service is not responding. Error details: The service cannot be started, either because it is disabled or because it has no enabled devices associated with it (0x80070422) Recommended action: Restart the DPM Agent Coordinator service on . And the thing is that I'm totally can't see DPM Agent Coordinator service not on the localhost, nor on the second server. All the suggestion, that I've found in the internet are suggesting to restart this service, but how can I perform this if the one is absent? I'll be glad for any help

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  • Why old (301) links stay on Google when breaking site down to multiple domains

    - by Sampo Sarrala
    Some background: We did have single site and single domain (let's call it mainsite.com) with product information, however things have changed since and product database has grown fast. So we decided to move some major products/manufacturers under their own domains (let's call one of them subsite.com) while still using our main database/codebase. What we've done: Added subsite.com domain for product 1 by Great Products Co. Some new nice looking front pages, info pages, etc. Detail pages that will use information from original db. Redirected product/group links from mainsite.com using 301 redirect. Verified that redirects works as expected. Waited some time for Google reindexing (over 30 days, I've heard it should be more than enough). Results: If I search our moved products from Google then it will found them and list them but with old links to our main page like mainsite.com/group/product1 but it should show link to new site subsite.com/product1. Links from Goole redirects as they should, as said redirects are verified [301]. Main question: Any reasons why Google would not follow 301 redirects and update links so that they will point to our new mfg/product site subsite.com?

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  • Can't enable wireless lan on Fujitsu Siemens A1665G with Ubuntu 11.10 installed

    - by Theo
    I saw my old Notebook yesterday and wanted to make that work again. On Windows XP the wireless worked still fine. Then I installed new Ubuntu 11.10 32bit and I'm sadly not able to make the wireless enabled. [I replaced Win XP entirely] lspci lists following network: 08:0a.0 Network controller: Broadcom Corporation BCM4318 [AirForce One 54g] 802.11g Wireless LAN Controller (rev 02) So after recommendation from this link I installed the b43 firmware module. iwconfig prints the following: wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associatd Tx-Power=off Retry long limit:7 RTS thr:off Fragment thr:off Power Management: off As you can see, my wireless lan adapter is not turned on. sudo iwconfig wlan0 txpower auto Doesn't change anything. Then I tried to make it work with rfkill. rfkill list 0: phy0: Wirless LAN Soft blocked: no Hard blocked: yes sudo rfkill unblock all rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes remains the same. The question is now, how I could enable the hard blocked wireless LAN. There is no hardware switch for wlan integrated. However there is a button to change the state. I always thought this would be software sided, but it seems to make some hardware changes as well... The wireless LED is also not blinking (as it did on windows xp) I reset bios and searched for some settings in there, but it has only a few options and nothing to do with wireless settings, nothing works here.. At last I tried to install the acer hotkeys but I was not able to manage that. I installed the acerhkgui package, but in initializing progress, it was not able to compile acer hotkeys for my machine. There was a message that asm/linkage.h was not found while compiling. Do you have any ideas what I could do to make this hard blocked stuff disabled and my wireless card work? PS: I also tried sudo rm /dev/rfkill and a reboot to reinit that stuff... No success :(

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  • LASTDATE dates arguments and upcoming events #dax #tabular #powerpivot

    - by Marco Russo (SQLBI)
    Recently I had to write a DAX formula containing a LASTDATE within the logical condition of a FILTER: I found that its behavior was not the one I expected and I further investigated. At the end, I wrote my findings in this article on SQLBI, which can be applied to any Time Intelligence function with a <dates> argument.The key point is that when you write LASTDATE( table[column] )in reality you obtain something like LASTDATE( CALCULATETABLE( VALUES( table[column] ) ) )which converts an existing row context into a filter context.Thus, if you have something like FILTER( table, table[column] = LASTDATE( table[column] ) the FILTER will return all the rows of table, whereas you probably want to use FILTER( table, table[column] = LASTDATE( VALUES( table[column] ) ) )so that the existing filter context before executing FILTER is used to get the result from VALUES( table[column] ), avoiding the automatic expansion that would include a CALCULATETABLE that would hide the existing filter context.If after reading the article you want to get more insights, read the Jeffrey Wang's post here.In these days I'm speaking at SQLRally Nordic 2012 in Copenhagen and I will be in Cologne (Germany) next week for a SSAS Tabular Workshop, whereas Alberto will teach the same workshop in Amsterdam one week later. Both workshops still have seats available and the Amsterdam's one is still in early bird discount until October 3rd!Then, in November I expect to meet many blog readers at PASS Summit 2012 in Seattle and I hope to find the time to write other article on interesting things on Tabular and PowerPivot. Stay tuned!

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  • Talking JavaOne with Rock Star Charles Nutter

    - by Janice J. Heiss
    JavaOne Rock Stars, conceived in 2005, are the top rated speakers from the JavaOne Conference. They are awarded by their peers who through conference surveys recognize them for their outstanding sessions and speaking ability. Over the years many of the world’s leading Java developers have been so recognized.We spoke with distinguished Rock Star, Charles Nutter. A JRuby Update from Charles NutterCharles Nutter of Red Hat is well known as a lead developer of JRuby, a Ruby implementation of Java that is tightly integrated with Java to allow for the embedding of the interpreter into any Java application with full two-way access between the Java and the Ruby code. Nutter is giving the following sessions at this year’s JavaOne: CON7257 – “JVM Bytecode for Dummies (and the Rest of Us Too)” CON7284 – “Implementing Ruby: The Long, Hard Road” CON7263 – “JVM JIT for Dummies” BOF6682 – “I’ve Got 99 Languages, but Java Ain’t One” CON6575 – “Polyglot for Dummies” (Both with Thomas Enebo) I asked Nutter, to give us the latest on JRuby. “JRuby seems to have hit a tipping point this past year,” he explained, “moving from ‘just another Ruby implementation’ to ‘the best Ruby implementation for X,’ where X may be performance, scaling, big data, stability, reliability, security, and a number of other features important for today's applications. We're currently wrapping up JRuby 1.7, which improves support for Ruby 1.9 APIs, solves a number of user issues and concurrency challenges, and utilizes invokedynamic to outperform all other Ruby implementations by a wide margin. JRuby just gets better and better.” When asked what he thought about the rapid growth of alternative languages for the JVM, he replied, “I'm very intrigued by efforts to bring a high-performance JavaScript runtime to the JVM. There's really no reason the JVM couldn't be the fastest platform for running JavaScript with the right implementation, and I'm excited to see that happen.”And what is Nutter working on currently? “Aside from JRuby 1.7 wrap-up,” he explained, “I'm helping the Hotspot developers investigate invokedynamic performance issues and test-driving their new invokedynamic code in Java 8. I'm also starting to explore ways to improve the general state of dynamic languages on the JVM using JRuby as a guide, and to help the JVM become a better platform for all kinds of languages.”

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  • how to link a c++ object to a local variable in Lua

    - by MahanGM
    I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which instantiate a new entity from a given entity index: function Update() local bullet = create_entity(0, 0, "obj_bullet") end create_entity returns a table which is the properties of the created entity. Now how can I make a connection between bullet variable and my newly created object? Right now for previously added objects to the scene, I simply set a global table for each of them and then after every call to Update(), I go through registered names to find object tables and perform new changes. Like the one below: function Update() if keyboard_key_press(vk_right) then obj_player.x += 3 end I can get obj_player table because I know its name from C++, plus I can get it as a global table and simply reach for the first instance named obj_player. Is there any solution for me to make bullet variable act like this? I was thinking to get all local variables in Update() function and check for every one to see if is it table and it has an unique field attached to it like id, this way I can determine that this is an object table and do the rest of the process. By the way, is this interface going to work easier with luaBind if I implement it? Bottom line: How can I make a local variable in Lua that receives a table from create_entity function and track that local variable to capture it from C++. e. g. function Update() local bullet = create_entity(0, 0, "obj_bullet") bullet.x = 10 <== Commit a change in table end Now I want to get variable bullet from C++. And it's not just this variable, there might be a ton of these local variables with different names.

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  • Guaranteeing ACID properties for InnoDB databases.

    - by plinehan
    What steps must one take to ensure that an otherwise defaultly-configured InnoDB server is truly ACID compliant? The InnoDB configuration page mentions that the hardware itself must be configured to honor fsync calls, i.e. disable any write-back caches. This page mentions some other concerns, but may be conflating the binary log and the InnoDB log, and may be a bit out of date regarding default settings for MySQL 5.x. Upon reading the binary log document page it would seem that the "sync_binlog=1" setting is not required for ACID properties in general, only for ACID properties vis a vis point-in-time recovery and replication. So, is disabling write-back disk caching sufficient, or are there other settings that must be tweaked?

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  • STOP: c000021a {Fatal System Error} The initial session process or system process terminated unexpectedly

    - by christof
    I'm encountering such an error after expanding disk space on a virtual machine using Hyper-V. STOP: c000021a {Fatal System Error} The initial session process or system process terminated unexpectedly with a status of (0x00000000) (0xc000012d 0x001003f0). The virtual server there is Windows Server 2008 R2 Enterprise Edition, which is also Domain Controller. I've tried to repair Windows but there is no restore point, and using the command line. I've tried the sfc /SCANNOW /OFFBOOTDIR /OFFWINDIR command, but I got the error Windows Resource Protection could not perform the requested operation.

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  • Is paper indispensable in a programmer's everyday work?

    - by rwong
    As a programmer who work in a company whose vision is to make paperless office possible, is there any way I can work effectively while using less paper? I can list at least several kinds of papers I use quite often: Paper notebook, on which I do most of the pre-coding design work and ideas Books Temporary printouts of source code, though not so often (in color, with a 6 point font at 600 DPI) Sticky note, to remind myself of things that should be taken care of within a few days On the other hand, I also use a wiki and an office text editor. Once a while I would use a diagramming software to make a few flowcharts. Deeper questions: Is there a relationship between paper use and productivity? How can programmers help save the trees? Is paperless software development fundamentally different from paperless office? Related questions: Do you ever write code with pen and paper, and should we do it more often? What physical tools do you find useful to work as a programmer? What things are essential on a programmer's desk? Stuff every programmer needs while working Additional info, if it helps: Everyone has dual monitors. We have decent project management and issue tracking software (both web-based). Please be constructive. In particular, please give your answer to your peer programmers who wish to be flexible and are willing to change working style in order to become more productive as well as meeting certain their own personal values. Edited: I removed the company's view because it appears to be too flamebait. If you need to see my original words, go to the edit history. Deleted: Doxygen and whiteboard. Reason: disregarding my personal experience with these great tools, we never had to print out anything as a consequence of using/not using them. To see my original words, go to the edit history.

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  • Why does my system use so much cache?

    - by Dave M G
    Previously, on my desktop computer running Ubuntu 14.04, I had 4GB RAM, which I thought should be plenty. However, after being on for a while, my computer would seem to get slow. I have a system resource monitor app in my Gnome panel, which I assume represents the available RAM (?). It shows a dark green area as being "Memory", and a light green area as "Cache". The "Cache" would slowly grow until it filled the whole graph, and then programs would get slow to load, or it would take a while to switch programs. I could alleviate the problem somewhat with this command, but eventually the computer cache fills up again, so it's only a bandaid: sudo sh -c "sync; echo 3 > /proc/sys/vm/drop_caches" So, I figured I'd get more RAM, so I replaced one 2GB stick with an 8GB stick, and now I have 10 GB ram. And my "cache" still slowly maxes out and my computer slows as a result. Also, sometimes the computer starts out with "cache" maxed when I first boot and log in. Not always though, I don't know if there's a pattern that determines why it happens. Why is Ubuntu using up so much cache? Is 10GB not enough for Ubuntu? Here's what my system monitor looks like in my Gnome panel. The middle square shows RAM usage. The light green area is the "cache": This is my memory and swap history, which doesn't seem to include any information about "cache". I realize at this point I'm not totally clear on the difference between "cache" and "swap":

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  • Keyboard lights sometimes stay on after PC is powered off. Why?

    - by Vilx-
    Sometimes when I power off my PC some lights on the keyboard stay on. It's pretty random which ones, though I suspect it has something to do with what lights were on just before the shutdown (if I vigorously follow that they are all off while the PC is shutting down then they stay off). Not that this would change anything, but it is annoying. Why does this happen and how can I avoid it? Added: I know that I can turn off the power completely to my computer and it will go off. That's not the point. Actually, I even want my keyboard to have power, because I use it to turn on my computer (the power button on the case is difficult to reach). I just want the lights to go off. Or at least understand why this happens. Oh, and it's a PS2 keyboard.

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  • Reset / Remove - Google Keywords

    - by Herr Kaleun
    Summary: My site is ranking for filthy keywords and i would like to remove them from google ranking/keywords. Background: My server was hacked using the timthumb exploit/security vulnerability, apparently i was the last person on earth to read the news about the exploit, several months after it appeared. Anyway, the "hacker" was so friendly to modify the index.php file in such a fashion, that it generated random sexual oriented keywords if the website is fetched as google-bot. So if you would fetch it as google bot/it gets indexed, you would get randomly generated keywords like: sex videos teenager teen sex adult sex preteen A LINK TO A RANDOM CONTENT OF MY WEBPAGE anime sex videos a rough list something similar to that, about 180-200 per page. I've discovered it far too late, so that google had me indexed for the words "sex" and certain adult oriented keywords, about roughly 2000. I've removed all the content, toke the site down, replaced the index.php with a static HTML and added a "ERROR 410" title to the website so that the content is no longer here and removed permanently. I've also applied for a manual review of my website, about 1.5 months ago but still, the keywords are there, and very strange, some of the keyword rankings actually "improve" over time. Here are some screenshots from webmasters tools: Question: How can i remove this filthy keywords and re-rank my website as a "normal" website on the fastest way? I want to "REMOVE" the keywords if possible. Please help me or point me into a direction. Thank you

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  • In Ubuntu, MoBlock makes it take a while to actually start using internet

    - by Matchu
    When connecting to wireless internet in Ubuntu (tested with two different networks), I connect nearly instantly. However, to actually load a page, I need to wait a few minutes, at which point I can actually use a web browser or Pidgin. Until then, various applications try to connect until they time out. I've discovered that, if instead of waiting a few minutes, I open Terminal and run sudo /etc/init.d/blockcontrol stop, everything suddenly is able to load. I can then start MoBlock again with no ill effects. Why is this happening? What is it that would cause MoBlock to take a few minutes to start letting traffic in, but only when started on bootup? Thanks!

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