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  • How do you pronounce the '...' operator

    - by Uri
    Now, in c++ '...' became a first class operator. In speech, how do you pronounce it? So far I've heard: dot dot dot triple dot ellipsis related: Is it OK to replace ... with ellipsis in writing? e.g. "The ellipsis operator expands the pack" EDIT (clarification): We are all aware that '...' as a punctuation mark is indeed called ellipsis. But in the context of C++ we don't pronounce the names of the punctuation mark. For example, the '&' operator, depends on the context is pronounced as 'and', 'bitwise and', 'address of', 'logical and' (when && is used), or 'reference'. It is rarely pronounced as 'ampersand'. In speeches, I've a feeling that 'dot dot dot' is used more often. For example: http://channel9.msdn.com/Events/GoingNative/GoingNative-2012/Variadic-Templates-are-Funadic (an excellent presentation about variadic templates). On the other hand, 'dot dot dot' is awkward hard to pronouce ('d' and 't' are both pronounce with the tongue). Can we pronounce it 'unpack'?

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  • WordPress is now nicely supported on SQL Server (and SQL Azure for that matter)

    - by Eric Nelson
    WordPress is enormously popular for blogs and full websites thanks to an awesome eco system which has built up around it, the simplicity (relatively) of getting it up and running plus the flexibility to “bend it” in all sorts of directions. When I say bend, check out the following which are all WordPress sites My “back up blog” http://iupdateable.wordpress.com/  My groups “odd site” :) http://ubelly.com My favourite “cheap games” site http://www.frugalgaming.co.uk/  WordPress users typically run their sites on Linux and MySQL, although PHP (the language in which WordPress is written) can be happily run on Windows. Both fine technologies in their own right, but for me (and probably a fair few others) I would love to use WordPress but with the technologies I know best (aka Windows, IIS and SQL Server). However, that has proven to be actually rather tricky in practice to get working – until now. Earlier last month OmniTI released a patch for WordPress which provides SQL Server and SQL Azure support.  In parallel with that some fine folks inside Microsoft have also created http://wordpress.visitmix.com which contains information about running WordPress on the Microsoft platform with a particular focus on SQL Server and SQL Azure.  Top stuff! To run WordPress with SQL Server: Download and Install the WordPress on SQL Server Distro/Patch And then you will quite likely need to migrate: Check out how to Migrate to Windows and SQL Server by Zach Owens who is moving his blog to Windows and SQL Server Enjoy Related Links Running PHP on IIS on Windows http://php.iis.net/  If PHP is not your thing, then the following Blog engines are .NET based BlogEngine http://www.dotnetblogengine.net/ DasBlog http://www.dasblog.info/ Subtext http://subtextproject.com/ (which happens to power http://geekswithblogs.net where my main blog is http://geekswithblogs.net/iupdateable)

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  • Webcast: New Features of Solaris 11.1 and Solaris Cluster 4.1

    - by Jeff Victor
    If you missed last week's webcast of the new features in Oracle Solaris 11.1 you can view the recording. The speakers discuss changes that improve performance and scalability, particularly for Oracle DB, and many other enhancements. New features include Optimized Shared Memory (improves DB startup time), accelerated kernel locks (improves Oracle RAC performance and scalability), virtual memory improvements, a DTrace data collecter in the DB, Zones installed on Shared Storage (simplifies migration), Data Center Bridging, and Edge Virtual Bridging. To view the archived webcast, you must register and use the URL that you receive in e-mail.

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  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

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  • Migrate Sql Server 2000. Which is better, 2005 vs 2008?

    - by Jhonny D. Cano -Leftware-
    My company has a Server with Windows Server 2003, and SQL Server 2000. We are planning to migrate just the database server, a provider said us the migration would be better to 2005 first, and then to 2008, because "the SQL Server 2008 is best suited for Windows Server 2008". Which are the pros and cons of each of these approaches? Migrate SQL 2000 to SQL 2005 and then to SQL 2008 Migrate SQL 2000 directly to SQL 2008 NOTE: Changing Operating System is not an option ($$$) right now for the company. Any article or experiences would be very much appreciated

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

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

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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  • What is use of universal character names in identifiers in C++

    - by Jan Hudec
    The C++ standard (I noticed it in the new one, but it did already exist in C++03) specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it? Edit: Since it actually existed in C++03 already, additional question would be whether you actually saw a code that used it?

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  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

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  • How to specialize a c++ variadic template?

    - by Serge
    I'm trying to understand c++ variadic templates. I'm not much aware of the correct language to use to explain what I'd like to achieve, so it might be simpler if I provide a bit of code which illustrate what I'd like to achieve. #include <iostream> #include <string> using namespace std; template<int ...A> class TestTemplate1 { public: string getString() { return "Normal"; } }; template<int T, int ...A> string TestTemplate1<2, A...>::getString() { return "Specialized"; } template<typename ...A> class TestTemplate2 { }; int main() { TestTemplate1<1, 2, 3, 4> t1_1; TestTemplate1<1, 2> t1_2; TestTemplate1<> t1_3; TestTemplate1<2> t1_4; TestTemplate2<> t2_1; TestTemplate2<int, double> t2_2; cout << t1_1.getString() << endl; cout << t1_2.getString() << endl; cout << t1_3.getString() << endl; cout << t1_4.getString() << endl; } This throws several errors. error C2333: 'TestTemplate1<::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2,3,4::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<2::getString' : error in function declaration; skipping function body error C2977: 'TestTemplate1' : too many template arguments error C2995: 'std::string TestTemplate1::getString(void)' : function template has already been defined error C3860: template argument list following class template name must list parameters in the order used in template parameter list How can I have a specialized behavior for every TestTemplate1<2, ...> instances like t1_4?

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • Oracle Solaris 11.1

    - by user12616590
    Oracle Solaris 11.1 was announced at Oracle OpenWorld recently. This release added 300 new performance and feature enhancements. My favorite new features: Solaris Zones on Shared Storage Support for 32 TB (!) of RAM Improved Oracle RAC lock latency Dynamically resize the Oracle DB SGA Industry-first support for FedFS You can learn more from the press release or by attending the Solaris 11.1 webcast on November 7.

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  • Implementing a list with unique_ptr<>? [migrated]

    - by Alexander Duchene
    As I understand it, a unique_ptr signifies exclusive ownership. A singly linked list seems to fit this, with each node owning the next, like (pseduocode alert) class node{ public: unique_ptr<node> next; int value; }; but I don't understand how to perform operations like traversing the list, where I'm used to doing here=here->next; How do you implement data structures using unique_ptr's? Are they the right tool for the job?

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  • In what way I can implement packet filtering function in C++/C#?

    - by Network study
    Background: I am going to design a firewall-like application (with GUI) which will include several functions such as Packet sniffing and packet filtering. Both of the functions should be implemented to support different protocol levels including application, transport, network and link layer. I only know a little in C#.Net programming to perform the IP packet sniffing. It is also known that packet filtering requires the techniques in WFP or LSP and packet sniffing in application requires dll hooking. Questions: I am not sure which programming language(either C++ or C#) would be suitable for designing such an application described above. If I want to implement the packet filtering function, any libraries will be needed? edit01: Someone suggest that winDivert would be helpful, is it true?

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

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  • How to check if a variable is an integer? [closed]

    - by FyrePlanet
    I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them whether it was too high, too low, or the correct number. The game functions fine if you enter a number, but returns 'Too High' if you enter something that is not a number (such as a letter or punctuation). Not only does it return 'too high', but it also continually returns it. I was wondering what I could do to check if the guess, as input by the user, is an integer and if it is not, to return 'Not a number. Guess again.' Here is the code. #include <iostream> #include <cstdlib> #include <ctime> using namespace std; int main() { srand(time(0)); // seed the random number generator int theNumber = rand() % 100 + 1; // random number between 1 and 100 int tries = 0, guess; cout << "\tWelcome to Guess My Number!\n\n"; do { cout << "Enter a guess: "; cin >> guess; ++tries; if (guess > theNumber) cout << "Too high!\n\n"; if (guess < theNumber) cout << "Too low!\n\n"; } while (guess != theNumber); cout << "\nThat's it! You got it in " << tries << " guesses!\n"; cout << "\nPress Enter to exit.\n"; cin.ignore(cin.rdbuf()->in_avail() + 1); return 0; }

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  • Bad Performance when SQL Server hits 99% Memory Usage

    - by user15863
    I've got a server that reports 8 GB of ram used up at 99%. When restart Sql Server, it drops down to about 5% usage, but gradually builds back up to 99% over about 2 hours. When I look at the sqlserver process, its reported as only using 100k ram, and generally never goes up or below that number by very much. In fact, if I add up all the processes in my TaskManager, it's barely scratching the surface of my total available (yet TaskManager still shows 99% memory usage with "All processes shown"). It appears that Sql Server has a huge memory leak going on but it's not reporting it. The server has ran fine for nearly two years, with this only starting to manifest itself in the last 3-4 weeks. Anyone seen this or have any insight into the problem? EDIT When the server hits 99%, performance goes down hill. All queries to the server, apps, etc. come to a crawl. Restarting the service makes things zippy again, until 2 hours has passed and the server hits 99% once again.

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  • SQL Server 2008 R2 mirroring failing

    - by andriusn
    I have two Windows 2008 R2 (Amazon EC2) instances running SQL Server 2008 R2. I use 9TB striped disks (9x1TB EBS volumes) for storage. One server is running as principal and second one as mirror. Both started from the same image, database and tlog files located on striped disk. Mirror server failed 3 times in last 2 months with errors: EventID 823 The operating system returned error 2(The system cannot find the file specified.) to SQL Server during a write at offset 0x00000048058a00 in file 'D:\TLogs***_log.ldf'. Additional messages in the SQL Server error log and system event log may provide more detail. This is a severe system-level error condition that threatens database integrity and must be corrected immediately. Complete a full database consistency check (DBCC CHECKDB). This error can be caused by many factors; for more information, see SQL Server Books Online. and EventID 1454 Database mirroring will be suspended. Server instance 'xxxxxxxxxx' encountered error 823, state 6, severity 24 when it was acting as a mirroring partner for database '***'. The database mirroring partners might try to recover automatically from the error and resume the mirroring session. For more information, view the error log for additional error messages. followed by EventID 19019 The MSSQLSERVER service terminated unexpectedly. After this rebooting instance is necessary to restore mirroring. First two times I thought it was hardware related (striped disk failure) and relaunched instance on new hardware. But the issue is back after few weeks again. It only affects mirror instances. Any help would be really appreciated. Thanks.

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  • SQL Server: Must numbers all be specified with latin numeral digits?

    - by Ian Boyd
    Does SQL server expect numbers to be specified with digits from the latin alphabet, e.g.: 0123456789 Is it valid to give SQL Server digits in other alphabets? Rosetta Stone: Latin: 01234567890 Arabic: ?????????? Bengali: ?????????? i know that the client (ADO) will convert 8-bit strings to 16-bit unicode strings using the current culture. But the client is also converting numbers to strings using their current culture, e.g.: SELECT * FROM Inventory WHERE Quantity > ???,?? Which throws SQL Server for fits. i know that the server/database has it's defined code page and locale, but that is for strings. Will SQL Server interpret numbers using the active (or per-login specified) locale, or must all numeric values be specifid with latin numeral digits?

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  • How do you think while formulating Sql Queries. Is it an experience or a concept ?

    - by Shantanu Gupta
    I have been working on sql server and front end coding and have usually faced problem formulating queries. I do understand most of the concepts of sql that are needed in formulating queries but whenever some new functionality comes into the picture that can be dont using sql query, i do usually fails resolving them. I am very comfortable with select queries using joins and all such things but when it comes to DML operation i usually fails For every query that i never done before I usually finds uncomfortable with that while creating them. Whenever I goes for an interview I usually faces this problem. Is it their some concept behind approaching on formulating sql queries. Eg. I need to create an sql query such that A table contain single column having duplicate record. I need to remove duplicate records. I know i can find the solution to this query very easily on Googling, but I want to know how everyone comes to the desired result. Is it something like Practice Makes Man Perfect i.e. once you did it, next time you will be able to formulate or their is some logic or concept behind. I could have get my answer of solving above problem simply by posting it on stackoverflow and i would have been with an answer within 5 to 10 minutes but I want to know the reason. How do you work on any new kind of query. Is it a major contribution of experience or some an implementation of concepts. Whenever I learns some new thing in coding section I tries to utilize it wherever I can use it. But here scenario seems to be changed because might be i am lagging in some concepts.

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  • which lightweight SQL Server type could I use on my Dev machine for a C# VS2010 project?

    - by Greg
    Hi, Which lightweight SQL Server type could I use on my Dev machine for a C# VS2010 project? (e.g. sql server express, sql server ce, full version etc). That is, I'm running on a VMWare fusion instance on my MacBook, and just want something to develop against for a C# VS2010 project. I'm planning on having a simple database (not many tables) but will use Entity Framework. I haven't used SQL Server before so a quick pointer re what is the best database admin interface/app to use for the version you recommend (e.g. to create database, tables etc).

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