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  • SPRoleAssignment Crazy Caviats

    - by MOSSLover
    I’m not sure if this bug exists on any other environment, but here are a few issues I ran into when trying to use SPRoleAssignment and SPGroup: When trying to use Web.Groups[“GroupName”] it basically told me the group did not exist, so I had to change the code to use Web.SiteGroups[“GroupName”]. I could not add the Role Assignment to the Web and run a Web.Update() without adding an additional Web.AllowUnsafeUpdates= true; , however on my virtual machine I could do a Web.Update() without the extra piece of code.  I kept receiving an error in my browser stating that I should hit the back button and update my permissions. So after fixing those two issues I was able to copy the permissions from a page item into a Site for my migration.  Hopefully, one of you can learn from my error messages if you have any issues in the future. Technorati Tags: SPRoleAssignment,MOSS,SPGroup

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  • Improve your Application Performance with .NET Framework 4.0

    Nice Article on CodeGuru. This processors we use today are quite different from those of just a few years ago, as most processors today provide multiple cores and/or multiple threads. With multiple cores and/or threads we need to change how we tackle problems in code. Yes we can still continue to write code to perform an action in a top down fashion to complete a task. This apprach will continue to work; however, you are not taking advantage of the extra processing power available. The best way to take advantage of the extra cores prior to .NET Framework 4.0 was to create threads and/or utilize the ThreadPool. For many developers utilizing Threads or the ThreadPool can be a little daunting. The .NET 4.0 Framework drastically simplified the process of utilizing the extra processing power through the Task Parallel Library (TPL). This article talks following topics “Data Parallelism”, “Parallel LINQ (PLINQ)” and “Task Parallelism”. span.fullpost {display:none;}

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  • How to track events or e-commerce sales that occur later using Google Analytics?

    - by Anton
    Here's my problem: I have a static site with Google Analytics tracking code. To buy one of my services, users call me, and when their order is ready (many days later), I send them an e-mail link to a special page (download.php) where I have GA tracking code that is executed the first time they visit, so I track a "sale". The issue is, GA thinks that "sale" was a separate visit, and erroneously shows that only direct visits to my site result in sales. I don't understand how I can view stats (Pages / Visit, Avg. Time on Site, etc.) about users who eventually bought something. I've tried events and e-commerce tracking with no luck. Please help!

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  • XNA matrix order problem

    - by user1990950
    I want a matrix that scales first and then rotates. I tried the code below, but it didn't work. zRotation, yRotation and xRotation are rotations that shouldn't be affected by the origin. allrot should be affected. xScale, yScale and zScale are the scaling variables. The code below works except that it rotates and then scales. Matrix worldMatrix = ( Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation)) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation)) ) * ( Matrix.CreateTranslation(origin) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot)) * Matrix.CreateScale(xScale, yScale, zScale) );

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Library like ENet, but for TCP?

    - by Milo
    I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much what I need, but it uses UDP which does not seem to support encryption and a few other things. Given that the game is an event driven card game, TCP seems like the right fit. However, all I have found is WINSOCK / berkley sockets and bost::asio. Here is a sample client server application with ENet: #include <enet/enet.h> #include <stdlib.h> #include <string> #include <iostream> class Host { ENetAddress address; ENetHost * server; ENetHost* client; ENetEvent event; public: Host() :server(NULL) { enet_initialize(); setupServer(); } void setupServer() { if(server) { enet_host_destroy(server); server = NULL; } address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 1721; server = enet_host_create (& address /* the address to bind the server host to */, 32 /* allow up to 32 clients and/or outgoing connections */, 2 /* allow up to 2 channels to be used, 0 and 1 */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); } void daLoop() { while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (server, & event, 5000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("packet", strlen ("packet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("packetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("packet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (server); break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } } } ~Host() { if(server) { enet_host_destroy(server); server = NULL; } atexit (enet_deinitialize); } }; class Client { ENetAddress address; ENetEvent event; ENetPeer *peer; ENetHost* client; public: Client() :peer(NULL) { enet_initialize(); setupPeer(); } void setupPeer() { client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 2 /* allow up 2 channels to be used, 0 and 1 */, 57600 / 8 /* 56K modem with 56 Kbps downstream bandwidth */, 14400 / 8 /* 56K modem with 14 Kbps upstream bandwidth */); if (client == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet client host.\n"); exit (EXIT_FAILURE); } /* Connect to some.server.net:1234. */ enet_address_set_host (& address, "192.168.2.13"); address.port = 1721; /* Initiate the connection, allocating the two channels 0 and 1. */ peer = enet_host_connect (client, & address, 2, 0); if (peer == NULL) { fprintf (stderr, "No available peers for initiating an ENet connection.\n"); exit (EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service (client, & event, 20000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { std::cout << "Connection to some.server.net:1234 succeeded." << std::endl; } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset (peer); puts ("Connection to some.server.net:1234 failed."); } } void daLoop() { ENetPacket* packet; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("backet", strlen ("backet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("backetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("backet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (client); while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; } } } } ~Client() { atexit (enet_deinitialize); } }; int main() { std::string a; std::cin >> a; if(a == "host") { Host host; host.daLoop(); } else { Client c; c.daLoop(); } return 0; } I looked at some socket tutorials and they seemed a bit too low level. I just need something that abstracts away the platform (eg, no WINSOCKS) and that has basic ability to keep track of connected clients and send them messages. Thanks

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Interop effects by resolving and instantiating types with ArcObjects

    - by Marko Apfel
    Problem this code does not work Type t = typeof(ESRI.ArcGIS.Framework.AppRefClass); System.Object obj = Activator.CreateInstance(t); but yet this code Type t = Type.GetTypeFromCLSID(typeof(ESRI.ArcGIS.Framework.AppRefClass).GUID); System.Object obj = Activator.CreateInstance(t); Reason In the first variant the runtime tries to cast to AppRefClass . This is not possible. And in the second one, the runtime does not knows anything about AppRefClass. So it leave it as IUnknown.   (originally communicated by my co-worker Ralf)

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  • SQL SERVER – Beginning New Weekly Series – Memory Lane – #002

    - by pinaldave
    Here is the list of curetted articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2006 Query to Find ByteSize of All the Tables in Database This was my second blog post and today I do not remember what was the business need which has made me build this query. It was built for SQL Server 2000 and it will not directly run on SQL Server 2005 or later version now. It measured the byte size of the tables in the database. This can be done in many different ways as well for example SP_HELPDB as well SP_HELP. I wish to build similar script in 2005 and later version. 2007 This week I had completed my – 1 Year (365 blogs) and very first 1 Million Views. I was pretty excited at that time with this new achievement. SQL SERVER Versions, CodeNames, Year of Release When I started with SQL Server I did not know all the names correctly for each version and I often used to get confused with this. However, as time passed by I started to remember all the codename as well. In this blog post I have not included SQL Server 2012′s code name as it was not released at the time. SQL Server 2012′s code name is Denali. Here is the question for you – anyone know what is the internal name of the SQL Server’s next version? Searching String in Stored Procedure I have already started to work with 2005 by this time and I was personally converting each of my stored procedures to SQL Server 2005 compatible. As we were upgrading from SQL Server 2000 to SQL Server 2005 we had to search each of the stored procedures and make sure that we remove incompatible code from it. For example, syscolumns of SQL Server 2000 was now being replaced by sys.columns of SQL Server 2005. This stored procedure was pretty helpful at that time. Later on I build few additional versions of the same stored procedure. Version 1: This version finds the Stored Procedures related to Table Version 2: This is specific version which works with SQL Server 2005 and later version 2008 Clear Drop Down List of Recent Connection From SQL Server Management Studio It happens to all of us when we connected to some remote client server and we never ever have to connect to it again. However, it keeps on bothering us that the name shows up in the list all the time. In this blog post I covered a quick tip about how we can remove the same. I also wrote a small article about How to Check Database Integrity for all Databases and there was a funny question from a reader requesting T-SQL code to refresh databases. 2009 Stored Procedure are Compiled on First Run – SP is taking Longer to Run First Time A myth is quite prevailing in the industry that Stored Procedures are pre-compiled and they should always run faster. It is not true. Stored procedures are compiled on very first execution of it and that is the reason why it takes longer when it executes first time. In this blog post I had a great time discussing the same concept. If you do not agree with it, you are welcome to read this blog post. Removing Key Lookup – Seek Predicate – Predicate – An Interesting Observation Related to Datatypes Performance Tuning is an interesting concept and my personal favorite one. In many blog posts I have described how to do performance tuning and how to improve the performance of the queries. In this quick quick tip I have explained how one can remove the Key Lookup and improve performance. Here are very relevant articles on this subject: Article 1 | Article 2 | Article 3 2010 Recycle Error Log – Create New Log file without a Server Restart During one of the consulting assignments I noticed DBA restarting server to create new log file. This is absolutely not necessary and restarting server might have many other negative impacts. There is a common sp_cycle_errorlog which can do the same task efficiently and properly. Have you ever used this SP or feature? Additionally I had a great time presenting on SQL Server Best Practices in SharePoint Conference. 2011 SSMS 2012 Reset Keyboard Shortcuts to Default It is very much possible that we mix up various SQL Server shortcuts and at times we feel like resetting it to default. In SQL Server 2012 it is not easy to do it, there is a process to follow and I enjoyed blogging about it. Fundamentals of Columnstore Index Columnstore index is introduced in SQL Server 2012 and have been a very popular subject. It increases the speed of the server dramatically as well can be an extremely useful feature with Datawharehousing. However updating the columnstore index is not as simple as a simple UPDATE statement. Read in a detailed blog post about how Update works with Columnstore Index. Additionally, you can watch a Quick Video on this subject. SQL Server 2012 New Features I had decided to explore SQL Server 2012 features last year and went through pretty much every single concept introduced in separate blog posts. Here are two blog posts where I describe how SQL Server 2012 functions works. Introduction to CUME_DIST – Analytic Functions Introduction to FIRST _VALUE and LAST_VALUE – Analytic Functions OVER clause with FIRST_VALUE and LAST_VALUE – Analytic Functions I indeed enjoyed writing about SQL Server 2012 functions last year. Have you gone through all the new features which are introduced in SQL Server 2012? If not, it is still not late to go through them. Reference: Pinal Dave (http://blog.sqlauthority.com)   Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Small projects using the cathedral model: does open-source lower security?

    - by Anto
    We know of Linus' law: With enough eyeballs all bugs are shallow In general, people seem to say that open-source software is more secure because of that very thing, but... There are many small OSS projects with just 1 or 2 developers (the cathedral model, as described by ESR). For these projects, does releasing the source-code actually lower the security? For projects like the Linux kernel there are thousands of developers and security vulnerabilities are quite likely going to be found, but when just some few people look through the source code, while allowing crackers (black hat hackers) to see the source as well, is the security lowered instead of increased? I know that the security advantage closed-source software has over OSS is security through obscurity, which isn't good (at all), but it could help to some degree, at least by giving those few devs some more time (security through obscurity doesn't help with the if but with the when). EDIT: The question isn't whether OSS is more secure than non-OSS software but if the advantages for crackers are greater than the advantages for the developers who want to prevent security vulnerabilities from being exploited.

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  • Where can I buy freely redistributable (creative commons) game assets?

    - by Erlend
    I'd like to know about any 3D asset shops out there that specialize in game assets and, most importantly, license their assets under an open license like Creative Commons or similarly permissive. We are looking to buy some professional looking assets for use and redistribution with our open source 3D game engine. The problem is that all the commercial 3D assets we've come by are only sold under very restrictive licenses, which won't allow us to include the models in our code repository (since free code hosting repositories require that all your data, including media, is open source or otherwise copyleft) nor in turn redistribute the assets as part of our downloadable SDK. I realize this sounds like a weak business idea, since users could just buy the asset and start sharing it with everyone. But somehow this has worked for hundreds of WordPress theme shops, so I was hoping maybe someone's trying similar things for commercial game assets.

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  • WWDC 2010 : Apple a présenté la nouvelle version de XCode, l'environnement de développement d'Apple

    Apple a dévoilé la nouvelle version de XCode 4 aux développeurs présents à l'édition 2010 de la WWDC. Seuls les développeurs inscrits à la WWDC peuvent actuellement télécharger XCode 4 sur leur Mac. XCode 4 nécessite Mac OS X 10.6.4 Qu'apporte-t-il de neuf ? On ne sait pas encore grand chose, vu que tout ce qui se passe à la WWDC en dehors de la keynote est sous NDA. Mais, malgré la NDA, quelques bruits filtrent sur le net. Il semblerait que XCode 4 apporterait un meilleur support pour le versionning du code. Où on aurait une interface à la Time Machine pour merger son code facilement. Meilleure intégration avec SubVersion, Git. Interface Builder ne serait plus quelque chose qui est à ...

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  • Would knowing Python help with creating iPhone applications?

    - by Josh
    Here is what the apple site says: With Snow Leopard, Mac OS X makes it easy to use scripting languages as full application development tools. Snow Leopard ships with support for the RubyCocoa Bridge and the PyObjC bridge. These two bridges give developers access not only to system APIs, but to Cocoa frameworks such as AppKit and Core Data, enabling you to build fully native Mac OS X applications in Ruby or Python. The RubyCocoa and PyObjC bridges allow you to freely mix code written in Objective-C with code written in the scripting language. You can quickly build prototypes and then optimise by implementing performance-critical pieces in Objective-C. How could Python help in this case?

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  • quick look at: dm_db_index_physical_stats

    - by fatherjack
    A quick look at the key data from this dmv that can help a DBA keep databases performing well and systems online as the users need them. When the dynamic management views relating to index statistics became available in SQL Server 2005 there was much hype about how they can help a DBA keep their servers running in better health than ever before. This particular view gives an insight into the physical health of the indexes present in a database. Whether they are use or unused, complete or missing some columns is irrelevant, this is simply the physical stats of all indexes; disabled indexes are ignored however. In it’s simplest form this dmv can be executed as:   The results from executing this contain a record for every index in every database but some of the columns will be NULL. The first parameter is there so that you can specify which database you want to gather index details on, rather than scan every database. Simply specifying DB_ID() in place of the first NULL achieves this. In order to avoid the NULLS, or more accurately, in order to choose when to have the NULLS you need to specify a value for the last parameter. It takes one of 4 values – DEFAULT, ‘SAMPLED’, ‘LIMITED’ or ‘DETAILED’. If you execute the dmv with each of these values you can see some interesting details in the times taken to complete each step. DECLARE @Start DATETIME DECLARE @First DATETIME DECLARE @Second DATETIME DECLARE @Third DATETIME DECLARE @Finish DATETIME SET @Start = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, DEFAULT) AS ddips SET @First = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'SAMPLED') AS ddips SET @Second = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'LIMITED') AS ddips SET @Third = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'DETAILED') AS ddips SET @Finish = GETDATE() SELECT DATEDIFF(ms, @Start, @First) AS [DEFAULT] , DATEDIFF(ms, @First, @Second) AS [SAMPLED] , DATEDIFF(ms, @Second, @Third) AS [LIMITED] , DATEDIFF(ms, @Third, @Finish) AS [DETAILED] Running this code will give you 4 result sets; DEFAULT will have 12 columns full of data and then NULLS in the remainder. SAMPLED will have 21 columns full of data. LIMITED will have 12 columns of data and the NULLS in the remainder. DETAILED will have 21 columns full of data. So, from this we can deduce that the DEFAULT value (the same one that is also applied when you query the view using a NULL parameter) is the same as using LIMITED. Viewing the final result set has some details that are worth noting: Running queries against this view takes significantly longer when using the SAMPLED and DETAILED values in the last parameter. The duration of the query is directly related to the size of the database you are working in so be careful running this on big databases unless you have tried it on a test server first. Let’s look at the data we get back with the DEFAULT value first of all and then progress to the extra information later. We know that the first parameter that we supply has to be a database id and for the purposes of this blog we will be providing that value with the DB_ID function. We could just as easily put a fixed value in there or a function such as DB_ID (‘AnyDatabaseName’). The first columns we get back are database_id and object_id. These are pretty explanatory and we can wrap those in some code to make things a little easier to read: SELECT DB_NAME([ddips].[database_id]) AS [DatabaseName] , OBJECT_NAME([ddips].[object_id]) AS [TableName] … FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, NULL) AS ddips  gives us   SELECT DB_NAME([ddips].[database_id]) AS [DatabaseName] , OBJECT_NAME([ddips].[object_id]) AS [TableName], [i].[name] AS [IndexName] , ….. FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, NULL) AS ddips INNER JOIN [sys].[indexes] AS i ON [ddips].[index_id] = [i].[index_id] AND [ddips].[object_id] = [i].[object_id]     These handily tie in with the next parameters in the query on the dmv. If you specify an object_id and an index_id in these then you get results limited to either the table or the specific index. Once again we can place a  function in here to make it easier to work with a specific table. eg. SELECT * FROM [sys].[dm_db_index_physical_stats] (DB_ID(), OBJECT_ID(‘AdventureWorks2008.Person.Address’) , 1, NULL, NULL) AS ddips   Note: Despite me showing that functions can be placed directly in the parameters for this dmv, best practice recommends that functions are not used directly in the function as it is possible that they will fail to return a valid object ID. To be certain of not passing invalid values to this function, and therefore setting an automated process off on the wrong path, declare variables for the OBJECT_IDs and once they have been validated, use them in the function: DECLARE @db_id SMALLINT; DECLARE @object_id INT; SET @db_id = DB_ID(N’AdventureWorks_2008′); SET @object_id = OBJECT_ID(N’AdventureWorks_2008.Person.Address’); IF @db_id IS NULL BEGINPRINT N’Invalid database’; ENDELSE IF @object_id IS NULL BEGINPRINT N’Invalid object’; ENDELSE BEGINSELECT * FROM sys.dm_db_index_physical_stats (@db_id, @object_id, NULL, NULL , ‘LIMITED’); END; GO In cases where the results of querying this dmv don’t have any effect on other processes (i.e. simply viewing the results in the SSMS results area)  then it will be noticed when the results are not consistent with the expected results and in the case of this blog this is the method I have used. So, now we can relate the values in these columns to something that we recognise in the database lets see what those other values in the dmv are all about. The next columns are: We’ll skip partition_number, index_type_desc, alloc_unit_type_desc, index_depth and index_level  as this is a quick look at the dmv and they are pretty self explanatory. The final columns revealed by querying this view in the DEFAULT mode are avg_fragmentation_in_percent. This is the amount that the index is logically fragmented. It will show NULL when the dmv is queried in SAMPLED mode. fragment_count. The number of pieces that the index is broken into. It will show NULL when the dmv is queried in SAMPLED mode. avg_fragment_size_in_pages. The average size, in pages, of a single fragment in the leaf level of the IN_ROW_DATA allocation unit. It will show NULL when the dmv is queried in SAMPLED mode. page_count. Total number of index or data pages in use. OK, so what does this give us? Well, there is an obvious correlation between fragment_count, page_count and avg_fragment_size-in_pages. We see that an index that takes up 27 pages and is in 3 fragments has an average fragment size of 9 pages (27/3=9). This means that for this index there are 3 separate places on the hard disk that SQL Server needs to locate and access to gather the data when it is requested by a DML query. If this index was bigger than 72KB then having it’s data in 3 pieces might not be too big an issue as each piece would have a significant piece of data to read and the speed of access would not be too poor. If the number of fragments increases then obviously the amount of data in each piece decreases and that means the amount of work for the disks to do in order to retrieve the data to satisfy the query increases and this would start to decrease performance. This information can be useful to keep in mind when considering the value in the avg_fragmentation_in_percent column. This is arrived at by an internal algorithm that gives a value to the logical fragmentation of the index taking into account the multiple files, type of allocation unit and the previously mentioned characteristics if index size (page_count) and fragment_count. Seeing an index with a high avg_fragmentation_in_percent value will be a call to action for a DBA that is investigating performance issues. It is possible that tables will have indexes that suffer from rapid increases in fragmentation as part of normal daily business and that regular defragmentation work will be needed to keep it in good order. In other cases indexes will rarely become fragmented and therefore not need rebuilding from one end of the year to another. Keeping this in mind DBAs need to use an ‘intelligent’ process that assesses key characteristics of an index and decides on the best, if any, defragmentation method to apply should be used. There is a simple example of this in the sample code found in the Books OnLine content for this dmv, in example D. There are also a couple of very popular solutions created by SQL Server MVPs Michelle Ufford and Ola Hallengren which I would wholly recommend that you review for much further detail on how to care for your SQL Server indexes. Right, let’s get back on track then. Querying the dmv with the fifth parameter value as ‘DETAILED’ takes longer because it goes through the index and refreshes all data from every level of the index. As this blog is only a quick look a we are going to skate right past ghost_record_count and version_ghost_record_count and discuss avg_page_space_used_in_percent, record_count, min_record_size_in_bytes, max_record_size_in_bytes and avg_record_size_in_bytes. We can see from the details below that there is a correlation between the columns marked. Column 1 (Page_Count) is the number of 8KB pages used by the index, column 2 is how full each page is (how much of the 8KB has actual data written on it), column 3 is how many records are recorded in the index and column 4 is the average size of each record. This approximates to: ((Col1*8) * 1024*(Col2/100))/Col3 = Col4*. avg_page_space_used_in_percent is an important column to review as this indicates how much of the disk that has been given over to the storage of the index actually has data on it. This value is affected by the value given for the FILL_FACTOR parameter when creating an index. avg_record_size_in_bytes is important as you can use it to get an idea of how many records are in each page and therefore in each fragment, thus reinforcing how important it is to keep fragmentation under control. min_record_size_in_bytes and max_record_size_in_bytes are exactly as their names set them out to be. A detail of the smallest and largest records in the index. Purely offered as a guide to the DBA to better understand the storage practices taking place. So, keeping an eye on avg_fragmentation_in_percent will ensure that your indexes are helping data access processes take place as efficiently as possible. Where fragmentation recurs frequently then potentially the DBA should consider; the fill_factor of the index in order to leave space at the leaf level so that new records can be inserted without causing fragmentation so rapidly. the columns used in the index should be analysed to avoid new records needing to be inserted in the middle of the index but rather always be added to the end. * – it’s approximate as there are many factors associated with things like the type of data and other database settings that affect this slightly.  Another great resource for working with SQL Server DMVs is Performance Tuning with SQL Server Dynamic Management Views by Louis Davidson and Tim Ford – a free ebook or paperback from Simple Talk. Disclaimer – Jonathan is a Friend of Red Gate and as such, whenever they are discussed, will have a generally positive disposition towards Red Gate tools. Other tools are often available and you should always try others before you come back and buy the Red Gate ones. All code in this blog is provided “as is” and no guarantee, warranty or accuracy is applicable or inferred, run the code on a test server and be sure to understand it before you run it on a server that means a lot to you or your manager.

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  • Fastest way to document software architecture and design

    - by Karsten
    We are a small team of 5 developers and I'm looking for some great advices about how to document the software architecture and design. I'm going for the sweet spot, where the time invested pays off. I don't want to use more time documenting than necessary. I'll quickly give you my thoughts. What are the diagrams I should made? I'm thinking an overall diagram showing the various applications and services. And then some sequence diagrams showing the most important or complicated processes. About the code it self, I really don't see much value in describing or making diagrams for the code outside the .cs files them self. About text documents, I'm a bit uncertain about when to put down on paper. Most developers don't like to either write or read long documents.

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • How to use SharePoint modal dialog box to display Custom Page Part3

    - by ybbest
    In the second part of the series, I showed you how to display and close a custom page in a SharePoint modal dialog using JavaScript and display a message after the modal dialog is closed. In this post, I’d like to show you how to use SPLongOperation with the Modal dialog box. You can download the source code here. 1. Firstly, modify the element file as follow   2. In your code behind, you can implement a close dialog function as below. This will close your modal dialog box once the button is clicked and display a status bar. Note that you need to use window.frameElement.commonModalDialogClose instead of window.frameElement.commonModalDialogClose References: How to: Display a Page as a Modal Dialog Box

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  • Are 'edited by' inline comments the norm in shops which use revision control?

    - by Joshua Smith
    The senior dev in our shop insists that whenever code is modified, the programmer responsible should add an inline comment stating what he did. These comments usually look like // YYYY-MM-DD <User ID> Added this IF block per bug 1234. We use TFS for revision control, and it seems to me that comments of this sort are much more appropriate as check-in notes rather than inline noise. TFS even allows you to associate a check-in with one or more bugs. Some of our older, often-modified class files look like they have a comment-to-LOC ratio approaching 1:1. To my eyes, these comments make the code harder to read and add zero value. Is this a standard (or at least common) practice in other shops?

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  • ORA-7445 Troubleshooting

    - by [email protected]
        QUICKLINK: Note 153788.1 ORA-600/ORA-7445 Lookup tool Note 1082674.1 : A Video To Demonstrate The Usage Of The ORA-600/ORA-7445 Lookup Tool [Video]   Have you observed an ORA-07445 error reported in your alert log? While the ORA-600 error is "captured" as a handled exception in the Oracle source code, the ORA-7445 is an unhandled exception error due to an OS exception which should result in the creation of a core file.  An ORA-7445 is a generic error, and can occur from anywhere in the Oracle code. The precise location of the error is identified by the core file and/or trace file it produces.  Looking for the best way to diagnose? Whenever an ORA-7445 error is raised a core file is generated.  There may be a trace file generated with the error as well.   Prior to 11g, the core files are located in the CORE_DUMP_DEST directory.   Starting with 11g, there is a new advanced fault diagnosability infrastructure to manage trace data.  Diagnostic files are written into a root directory for all diagnostic data called the ADR home.   Core files at 11g will go to the ADR HOME/cdump directory.   For more information on the Oracle 11g Diagnosability feature see Note 453125.1 11g Diagnosability Frequently Asked Questions Note 443529.1 11g Quick Steps to Package and Send Critical Error Diagnostic Information to Support[Video]   NOTE:  While the core file is captured in the Diagnosability infrastructure, the file may not be included with a diagnostic package.1.  Check the Alert LogThe alert log may indicate additional errors or other internal errors at the time of the problem.   In some cases, the ORA-7445 error will occur along with ORA-600, ORA-3113, ORA-4030 errors.  The ORA-7445 error can be side effects of the other problems and you should review the first error and associated core file or trace file and work down the list of errors.   Note 1020463.6 DIAGNOSING ORA-3113 ERRORS Note 1812.1 TECH:  Getting a Stack Trace from a CORE file Note 414966.1 RDA Documentation Index   If the ORA-7445 errors are not associated with other error conditions, ensure the trace data is not truncated. If you see a message at the end of the file   "MAX DUMP FILE SIZE EXCEEDED"   the MAX_DUMP_FILE_SIZE parameter is not setup high enough or to 'unlimited'. There could be vital diagnostic information missing in the file and discovering the root issue may be very difficult.  Set the MAX_DUMP_FILE_SIZE appropriately and regenerate the error for complete trace information. For pointers on deeper analysis of these errors see   Note 390293.1 Introduction to 600/7445 Internal Error Analysis Note 211909.1 Customer Introduction to ORA-7445 Errors 2.  Search 600/7445 Lookup Tool Visit My Oracle Support to access the ORA-00600 Lookup tool (Note 153788.1). The ORA-600/ORA-7445 Lookup tool may lead you to applicable content in My Oracle Support on the problem and can be used to investigate the problem with argument data from the error message or you can pull out key stack pointers from the associated trace file to match up against known bugs.3.  "Fine tune" searches in Knowledge Base As the ORA-7445 error indicates an unhandled exception in the Oracle source code, your search in the Oracle Knowledge Base will need to focus on the stack data from the core file or the trace file. Keep in mind that searches on generic argument data will bring back a large result set.  The more you can learn about the environment and code leading to the errors, the easier it will be to narrow the hit list to match your problem. Note 153788.1 ORA-600/ORA-7445 TroubleshooterNote 1082674.1 A Video To Demonstrate The Usage Of The ORA-600/ORA-7445 Lookup Tool [Video] NOTE:  If no trace file is captured, see Note 1812.1 TECH:  Getting a Stack Trace from a CORE file.  Core files are managed through 11g Diagnosability, but are not packaged with other diagnostic data automatically.  The core files can be quite large, but may be useful during analysis within Oracle Support.4.  If assistance is required from Oracle Should it become necessary to get assistance from Oracle Support on an ORA-7445 problem, please provide at a minimum, the Alert log  Associated tracefile(s) or incident package at 11g Patch level  information Core file(s)  Information about changes in configuration and/or application prior to  issues  If error is reproducible, a self-contained reproducible testcase: Note.232963.1 How to Build a Testcase for Oracle Data Server Support to Reproduce ORA-600 and ORA-7445 Errors RDA report or Oracle Configuration Manager information Oracle Configuration Manager Quick Start Guide Note 548815.1 My Oracle Support Configuration Management FAQ Note 414966.1 RDA Documentation Index ***For reference to the content in this blog, refer to Note.1092832.1 Master Note for Diagnosing ORA-600

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  • Is Google Closure a true compiler?

    - by James Allardice
    This question is inspired by the debate in the comments on this Stack Overflow question. The Google Closure Compiler documentation states the following (emphasis added): The Closure Compiler is a tool for making JavaScript download and run faster. It is a true compiler for JavaScript. Instead of compiling from a source language to machine code, it compiles from JavaScript to better JavaScript. However, Wikipedia gives the following definition of a "compiler": A compiler is a computer program (or set of programs) that transforms source code written in a programming language (the source language) into another computer language... A language rewriter is usually a program that translates the form of expressions without a change of language. Based on that, I would say that Google Closure is not a compiler. But the fact that Google explicitly state that it is in fact a "true compiler" makes me wonder if there's more to it. Is Google Closure really a JavaScript compiler?

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  • Interpretation of empty User-agent

    - by Amit Agrawal
    How should I interpret a empty User-agent? I have some custom analytics code and that code has to analyze only human traffic. I have got a working list of User-agents denoting human traffic, and bot traffic, but the empty User-agent is proving to be problematic. And I am getting lots of traffic with empty user agent - 10%. Additionally - I have crafted the human traffic versus bot traffic user agent list by analyzing my current logs. As such I might be missing a lot of entries in there. Is there a well maintained list of user agents denoting bot traffic, OR the inverse a list of user agents denoting human traffic?

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  • Does software testing methodology rely on flawed data?

    - by Konrad Rudolph
    It’s a well-known fact in software engineering that the cost of fixing a bug increases exponentially the later in development that bug is discovered. This is supported by data published in Code Complete and adapted in numerous other publications. However, it turns out that this data never existed. The data cited by Code Complete apparently does not show such a cost / development time correlation, and similar published tables only showed the correlation in some special cases and a flat curve in others (i.e. no increase in cost). Is there any independent data to corroborate or refute this? And if true (i.e. if there simply is no data to support this exponentially higher cost for late discovered bugs), how does this impact software development methodology?

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  • June 25 changes to BIS 742.15 How does it impact SSL iPhone App export compliance

    - by Rob
    This question isn't strictly development-related but I hope it's still acceptable :) On June 25, 2010 the BIS updated 742.15 and of interest to me is the new 742.14(b)(4) "Exclusions from mass market classification request, encryption registration and self-classification reporting requirements" and 742.15(b)(4)(ii) which states… (ii) Foreign products developed with or incorporating U.S.-origin encryption source code, components, or toolkits. Foreign products developed with or incorporating U.S. origin encryption source code, components or toolkits that are subject to the EAR, provided that the U.S. origin encryption items have previously been classified or registered and authorized by BIS and the cryptographic functionality has not been changed. Such products include foreign developed products that are designed to operate with U.S. products through a cryptographic interface. I take this to mean that my Canadian produced product that uses https is now excluded from requiring a CCATTS. What does everyone else think?

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • What are best practices when giving a presentation to programmers?

    - by blunders
    I've watched 50 plus presentations on programming topics, although most have been online; example, Google Tech Talks -- and have ad-hoc experience on what formats work for programmers, or practices to take into account when presenting to a group of programmers. That said, I'm open to any suggestions, but here's some topic of the top of my head: Programming Jokes, Images, etc. Posting Code for download Contact Info Collecting feedback Presenting Code on Screen If it matters, in this case -- I'm giving a presentation on using a scripting language to extract, transform and load data to a local user group who's focus is the scripting language; Ruby in this case. Questions, feedback, requests -- just comment, thanks!!

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