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  • Bring object to the front, in Flash AS3

    - by jimbo
    Hi All, i have the below code, which is basically animating object across the screen, when roll-over happens it pauses the anim, and displays some information. Everything works fine, but when its paused, i wold like that current object to be 'on top' so other items run behind. I have looked at setChildIndex, but didn't have much luck. package { import flash.display.MovieClip; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Point; import flash.events.KeyboardEvent; import flash.events.*; import caurina.transitions.Tweener; import fl.motion.Color; public class carpurchase extends Sprite { public function carpurchase() { var carX = 570; //Set cars var car1:fullCar = new fullCar(); car1.info.alpha = 0; //var c:Color = new Color(); //c.setTint(0xff0000, 0.8); //car2.car.transform.colorTransform=c; car1.x = carX; car1.y = 280; car1.info.title.text = "test"; car1.info.desc.text = "test"; addChild(car1); car1.addEventListener(MouseEvent.ROLL_OVER, carPause); car1.addEventListener(MouseEvent.ROLL_OUT, carContinue); function car1Reset():void { Tweener.addTween(car1, {x:carX, time:0, onComplete:car1Tween}); } function car1Tween():void { Tweener.addTween(car1, {x:-120, time:2, delay:3, transition:"linear", onComplete:car1Reset}); } car1Tween(); var car2:fullCar = new fullCar(); car2.info.alpha = 0; var c:Color = new Color(); c.setTint(0xff0000, 0.8); car2.car.transform.colorTransform=c; car1.x = carX; car2.y = 175; car2.info.title.text = "test"; car2.info.desc.text = "test"; addChild(car2); car2.addEventListener(MouseEvent.ROLL_OVER, carPause); car2.addEventListener(MouseEvent.ROLL_OUT, carContinue); function car2Reset():void { Tweener.addTween(car2, {x:carX, time:0, onComplete:car2Tween}); } function car2Tween():void { Tweener.addTween(car2, {x:-120, time:3, delay:0, transition:"linear", onComplete:car2Reset}); } car2Tween(); function carPause(e:MouseEvent):void { Tweener.pauseTweens(e.target); Tweener.addTween(e.target.info, {y:-150, alpha:1, time:.5, transition:"easeout"}); } function carContinue(e:MouseEvent):void { Tweener.addTween(e.target.info, {y:10, alpha:0, time:.5, transition:"easeout"}); Tweener.resumeTweens(e.target); } } } Any help welcome

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  • Dragging a div along with all of its child divs

    - by roygbiv
    I have the following code: <body> <div id="container" style="position:absolute; left:0px; top:0px; z-index:1;"> <div id="div1" style="background-color:Red; position:absolute; left:0px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div2" style="background-color:Black; position:absolute; left:256px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div3" style="background-color:Green; position:absolute; left:512px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div4" style="background-color:Yellow; position:absolute; left:768px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> <div id="div5" style="background-color:Blue; position:absolute; left:1024px; top:0px; width:256px; height:256px; z-index:0;" >&nbsp;</div> </div> <script type="text/javascript"> <!-- SET_DHTML("container"); //--> </script> </body> I want to drag the 'container' div such that all child divs are dragged at the same time. I can drag individual divs, but that is not what I want. Can a div drag child divs or do they have to be images? I am using the WalterZorn drag drop API, but am open to using any API, script or whatever.

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  • How to add a chart created in code behind to the rendered html page?

    - by Ryan
    I'm trying to create a .net charting control completely in the code behind and insert that chart at a specific location on the web page. Here is my html page: <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div id="chart"></div> </form> </body> </html> Here is the code behind: using System; using System.Drawing; using System.Web.UI.DataVisualization.Charting; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { //SET UP THE DATA TO PLOT double[] yVal = { 80, 20 }; string[] xName = { "Pass", "Fail" }; //CREATE THE CHART Chart Chart1 = new Chart(); //BIND THE DATA TO THE CHART Chart1.Series.Add(new Series()); Chart1.Series[0].Points.DataBindXY(xName, yVal); //SET THE CHART TYPE TO BE PIE Chart1.Series[0].ChartType = System.Web.UI.DataVisualization.Charting.SeriesChartType.Pie; Chart1.Series[0]["PieLabelStyle"] = "Outside"; Chart1.Series[0]["PieStartAngle"] = "-90"; //SET THE COLOR PALETTE FOR THE CHART TO BE A PRESET OF NONE //DEFINE OUR OWN COLOR PALETTE FOR THE CHART Chart1.Palette = System.Web.UI.DataVisualization.Charting.ChartColorPalette.None; Chart1.PaletteCustomColors = new Color[] { Color.Blue, Color.Red }; //SET THE IMAGE OUTPUT TYPE TO BE JPEG Chart1.ImageType = System.Web.UI.DataVisualization.Charting.ChartImageType.Jpeg; //ADD A PLACE HOLDER CHART AREA TO THE CHART //SET THE CHART AREA TO BE 3D Chart1.ChartAreas.Add(new ChartArea()); Chart1.ChartAreas[0].Area3DStyle.Enable3D = true; //ADD A PLACE HOLDER LEGEND TO THE CHART //DISABLE THE LEGEND Chart1.Legends.Add(new Legend()); Chart1.Legends[0].Enabled = false; } } I want to render the charting control inside the div with id="chart" Thanks for the help!

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  • Jquery image preview thumbnail doesn't seem to work....

    - by Pandiya Chendur
    I just tried the tooltip like this Easy image preview... But i cant get it to work.... I used this, <style> body { margin:0; padding:40px; background:#fff; font:80% Arial, Helvetica, sans-serif; color:#555; line-height:180%; } h1{ font-size:180%; font-weight:normal; color:#555; } h2{ clear:both; font-size:160%; font-weight:normal; color:#555; margin:0; padding:.5em 0; } a{ text-decoration:none; color:#f30; } p{ clear:both; margin:0; padding:.5em 0; } pre{ display:block; font:100% "Courier New", Courier, monospace; padding:10px; border:1px solid #bae2f0; background:#e3f4f9; margin:.5em 0; overflow:auto; width:800px; } img{border:none;} ul,li{ margin:0; padding:0; } li{ list-style:none; float:left; display:inline; margin-right:10px; } /* */ #preview{ position:absolute; border:1px solid #ccc; background:#333; padding:5px; display:none; color:#fff; } /* */ </style> <script type="text/javascript" src="jquery.js"></script> <ul> <li> <a href="Images/4.jpg" class="preview" title="Lake and a mountain"> <img src="Images/4s.jpg" alt="gallery thumbnail" /> </a> </li> </ul> and included style... Nothing happens when i hover over the anchor tag....

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  • How to align this div contents properly?

    - by Pandiya Chendur
    Here is my layout, I am using one div and many spans for getting the above view... Look at all the rows ther are not properly aligned... <div class="resultsdiv"><br /> <span style="width:200px;" class="resultName">' + employee.Emp_Name + '</span> <span class="resultfields" style="padding-left:100px;">Category&nbsp;:</span>&nbsp; <span class="resultfieldvalues">' + employee.Desig_Name + '</span><br /><br /> <span id="SalaryBasis" class="resultfields">Salary Basis&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.SalaryBasis + '</span> <span class="resultfields" style="padding-left:25px;">Salary&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.FixedSalary + '</span> <span style="font-size:110%;font-weight:bolder;padding-left:25px;">Address&nbsp;:</span>&nbsp; <span class="resultfieldvalues">' + employee.Address + '</span> </div> and my css are .resultsdiv { background-color: #FFF;border-top:solid 1px #ddd; height:50px; border-bottom:solid 1px #ddd; padding-bottom:15px; width:450px; } .resultseven { background-color: #EFF1f1; } .resultshover { background-color: #F4F2F2; cursor:pointer; } .resultName { font-size:125%;font-weight:bolder;color:#476275;font-family:Arial,Liberation Sans,DejaVu Sans,sans-serif; } .resultfields { font-size:110%;font-weight:bolder;font-family:Arial,Liberation Sans,DejaVu Sans,sans-serif; } .resultfieldvalues { color:#476275;font-size:110%;font-weight:bold;font-family:Arial,Liberation Sans,DejaVu Sans,sans-serif; } Any suggestion to get it aligned properly.... Should i use divs insted of spans to get this properly aligned...

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  • Scrolling RelativeLayout- white border over part of the content

    - by Tanis.7x
    I have a fairly simply Fragment that adds a handful of colored ImageViews to a RelativeLayout. There are more images than can fit on screen, so I implemented some custom scrolling. However, When I scroll around, I see that there is an approximately 90dp white border overlapping part of the content right where the edges of the screen are before I scroll. It is obvious that the ImageViews are still being created and drawn properly, but they are being covered up. How do I get rid of this? I have tried: Changing both the RelativeLayout and FrameLayout to WRAP_CONTENT, FILL_PARENT, MATCH_PARENT, and a few combinations of those. Setting the padding and margins of both layouts to 0dp. Example: Fragment: public class MyFrag extends Fragment implements OnTouchListener { int currentX; int currentY; RelativeLayout container; final int[] colors = {Color.BLACK, Color.RED, Color.BLUE}; @Override public View onCreateView(LayoutInflater inflater, ViewGroup fragContainer, Bundle savedInstanceState) { return inflater.inflate(R.layout.fragment_myfrag, null); } @Override public void onActivityCreated(Bundle savedInstanceState) { super.onActivityCreated(savedInstanceState); container = (RelativeLayout) getView().findViewById(R.id.container); container.setOnTouchListener(this); // Temp- Add a bunch of images to test scrolling for(int i=0; i<1500; i+=100) { for (int j=0; j<1500; j+=100) { int color = colors[(i+j)%3]; ImageView image = new ImageView(getActivity()); image.setScaleType(ImageView.ScaleType.CENTER); image.setBackgroundColor(color); LayoutParams lp = new RelativeLayout.LayoutParams(100, 100); lp.setMargins(i, j, 0, 0); image.setLayoutParams(lp); container.addView(image); } } } @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: { currentX = (int) event.getRawX(); currentY = (int) event.getRawY(); break; } case MotionEvent.ACTION_MOVE: { int x2 = (int) event.getRawX(); int y2 = (int) event.getRawY(); container.scrollBy(currentX - x2 , currentY - y2); currentX = x2; currentY = y2; break; } case MotionEvent.ACTION_UP: { break; } } return true; } } XML: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="fill_parent" android:layout_height="fill_parent" tools:context=".FloorPlanFrag"> <RelativeLayout android:id="@+id/container" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </FrameLayout>

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  • Make Div overlay ENTIRE page (not just viewport)??

    - by Polaris878
    Hello, So I have a problem that I think is quite common but I have yet to find a good solution for. I want to make an overlay div cover the ENTIRE page... NOT just the viewport. I don't understand why this is so hard to do... I've tried setting body, html heights to 100% etc but that isn't working. Here is what I have so far: <html> <head> <style type="text/css"> .OverLay { position: absolute; z-index: 3; opacity: 0.5; filter: alpha(opacity = 50); top: 0; bottom: 0; left: 0; right: 0; width: 100%; height: 100%; background-color: Black; color: White;} body { height: 100%; } html { height: 100%; } </style> </head> <body> <div style="height: 100%; width: 100%; position: relative;"> <div style="height: 100px; width: 300px; background-color: Red;"> </div> <div style="height: 230px; width: 9000px; background-color: Green;"> </div> <div style="height: 900px; width: 200px; background-color: Blue;"></div> <div class="OverLay">TestTest!</div> </div> </body> </html> I'd also be open to a solution in JavaScript if one exists, but I'd much rather just be using some simple CSS.

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  • HTML: order of divs and a tags for href

    - by user2962389
    I'm busy with HTML and CSS and got stuck with this. I have created a button with :hover and :active options, which is centered on the page. Clicking on this button needs to lead to a website. My HTML is: <div> <a href="website"><div id="button">Text</div></a> </div> The CSS is: body, html { height: 100%; } a { text-decoration: none; } #button { text-transform: uppercase; font-size: 18px; text-align: center; padding: 1em 0.5em 0.8em; background-color: white; font-family: Myriad Pro, Source Sans Pro, Helvetica, Arial, sans-serif; color: #ff4700; cursor: pointer; width: 150px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px; border: 1px solid #ff4700; margin-left: auto; margin-right: auto; margin-bottom: 50px; -webkit-transition: all .1s ease; -moz-transition: all .1s ease; -ms-transition: all .1s ease; -o-transition: all .1s ease; transition: all .1s ease; } #button:hover { background-color: #ff4700; color: white; border: 1px solid white; } #button:active { background-color: #cc3900; } The problem lies in the fact that the whole width of the page is clickable at the height of the button and not only the button itself that is 150px wide and is centered on the page. I think I have my divs mixed up and it needs other formatting and precedence, but I'm not sure. Thanks for your help! P.S. First time on StackOverflow, sorry if I formatted something wrong.

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  • Calculate minimum moves to solve a puzzle

    - by Luke
    I'm in the process of creating a game where the user will be presented with 2 sets of colored tiles. In order to ensure that the puzzle is solvable, I start with one set, copy it to a second set, then swap tiles from one set to another. Currently, (and this is where my issue lies) the number of swaps is determined by the level the user is playing - 1 swap for level 1, 2 swaps for level 2, etc. This same number of swaps is used as a goal in the game. The user must complete the puzzle by swapping a tile from one set to the other to make the 2 sets match (by color). The order of the tiles in the (user) solved puzzle doesn't matter as long as the 2 sets match. The problem I have is that as the number of swaps I used to generate the puzzle approaches the number of tiles in each set, the puzzle becomes easier to solve. Basically, you can just drag from one set in whatever order you need for the second set and solve the puzzle with plenty of moves left. What I am looking to do is after I finish building the puzzle, calculate the minimum number of moves required to solve the puzzle. Again, this is almost always less than the number of swaps used to create the puzzle, especially as the number of swaps approaches the number of tiles in each set. My goal is to calculate the best case scenario and then give the user a "fudge factor" (i.e. 1.2 times the minimum number of moves). Solving the puzzle in under this number of moves will result in passing the level. A little background as to how I currently have the game configured: Levels 1 to 10: 9 tiles in each set. 5 different color tiles. Levels 11 to 20: 12 tiles in each set. 7 different color tiles. Levels 21 to 25: 15 tiles in each set. 10 different color tiles. Swapping within a set is not allowed. For each level, there will be at least 2 tiles of a given color (one for each set in the solved puzzle). Is there any type of algorithm anyone could recommend to calculate the minimum number of moves to solve a given puzzle?

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  • extra white line under li items that have no border

    - by isabel018
    I have a problem with extra white lines showing up under my list items. It's not a border as I haven't set any borders, except the one under My Account, it's just to show that the white line is not a border. The one under it is -- a 4px border the same color as the background. This problem occurred after I had resolved a conflict between my Nivo Slider and the Woocommerce plugin on my WP site. I got both of them to work together, but then this other issue with the list cropped up. Any ideas as to what caused this and how to fix it? Here's my CSS if that helps: #header #navigation ul.nav > li.current_page_item > a { color: #D4145A;} #header #navigation ul.nav > li:hover a { border-width: 0px 0px 4px; border-style: none none solid; border-color: -moz-use-text-color -moz-use-text-color rgb(212, 20, 90); -moz-border-top-colors: none; -moz-border-right-colors: none; -moz-border-bottom-colors: none; -moz-border-left-colors: none; border-image: none; background: none repeat scroll 0% 0% rgb(212, 20, 90);} and the HTML for it too: <nav id="navigation" class="col-full parent" role="navigation"> <ul id="main-nav" class="nav fl parent"> <li class="page_item"></li> <li class="page_item page-item-11"></li> <li class="page_item page-item-12"></li> <li class="page_item page-item-13 parent"></li> <li class="page_item page-item-15 current_page_item parent"> <a href=""></a> <ul class="children"></ul></li> </ul> </nav> Help please! I'm at my wits' end! Thanks!

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  • hi this is my css horizontal menu i need the submeus for this?

    - by kalaivani
    /* CSS Document */ . rhm1{ width:780px; height:64px; margin:0 auto; background:url(images/rhm1_bg.g if) repeat-x; } .rhm1-left{ background:url(images/rhm1_l.gi f) no-repeat; width:15px; height:64px; float:left; } .rhm1-right{ background:url(images/rhm1_r.gi f) no-repeat; width:15px; height:64px; float:right; } .rhm1-bg{ background:url(images/rhm1_bg.g if) repeat-x; height:64px; } .rhm1-bg ul{ list-style:none; margin:0 auto; } .rhm1-bg li{ float:left; list-style:none; } .rhm1-bg li a{ float:left; display:block; color:#ffe8cc; text-decoration:none; font:12px 'Lucida Sans', sans-serif; font-weight:bold; padding:0 0 0 18px; height:64px; line-height:40px; text-align:center; cursor:pointer; } .rhm1-bg li a span{ float:left; display:block; padding:0 32px 0 18px; } .rhm1-bg li.current a{ color:#fff; background:url(images/rhm1_hove r_l.gif) no-repeat left 5px; } .rhm1-bg li.current a span{ color:#fff; background:url(images/rhm1_hove r_r.gif) no-repeat right 5px; } .rhm1-bg li a:hover{ color:#fff; background:url(images/rhm1_hove r_l.gif) no-repeat left 5px; } .rhm1-bg li a:hover span{ color:#fff; background:url(images/rhm1_hove r_r.gif) no-repeat right 5px; }

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  • Special parameters for texture binding?

    - by user146780
    Do I have to set up my gl context in a certain way to bind textures. I'm following a tutorial. I start by doing: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; } } } void initt(void) { glClearColor (0.0, 0.0, 0.0, 0.0); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); engineGL.current.tex = texName; } In my rendering I do: PolygonTesselator.Begin_Contour(); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, current.tex); if(layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size() > 0) { glColor4f( layer[currentlayer].Shapes[i].Color.r, layer[currentlayer].Shapes[i].Color.g, layer[currentlayer].Shapes[i].Color.b, layer[currentlayer].Shapes[i].Color.a); } for(unsigned int j = 0; j < layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size(); ++j) { gluTessVertex(PolygonTesselator.tobj,&layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0], &layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0]); } PolygonTesselator.End_Contour(); } glDisable(GL_TEXTURE_2D); } However it still renders the color and not the texture at all. I'd atleast expect to see black or something but its as if the bind fails. Am I missing something? Thanks

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  • Java - StackOverflow Error on recursive 2D boolean array method that shouldn't happen.

    - by David W.
    Hey everyone, I'm working on a runnable java applet that has a fill feature much like the fill method in drawing programs such as Microsoft Paint. This is how my filling method works: 1.) The applet gets the color that the user clicked on using .getRGB 2.) The applet creates a 2D boolean array of all the pixels in the window, with the value "true" if that pixel is the same color as the color clicked on or "false" if not. The point of this step is to keep the .getRGB method out of the recursive method to hopefully prevent this error. 3.) The applet recursively searches the 2D array of booleans where the user clicked, recording each adjacent point that is "true" in an ArrayList. The method then changes each point it records to false and continues. 4.) The applet paints every point stored in the ArrayList to a user selected color. All of the above steps work PERFECTLY if the user clicks within a small area, where only a few thousand pixels or so have their color changed. If the user selects a large area however (such as about 360,000 / the size of the applet window), the applet gets to the recursive stage and then outputs this error: Exception in thread "AWT-EventQueue-1" java.lang.StackOverflowError at java.util.ArrayList.add(ArrayList.java:351) at paint.recursiveSearch(paint.java:185) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) (continues for a few pages) Here is my recursive code: public void recursiveSearch(boolean [][] list, Point p){ if(isValid(p)){ if(list[(int)p.y][(int)p.x]){ fillPoints.add(p); list[(int)p.y][(int)p.x] = false; recursiveSearch(list, new Point(p.x-1,p.y));//Checks to the left recursiveSearch(list, new Point(p.x,p.y-1));//Checks above recursiveSearch(list, new Point(p.x+1,p.y));//Checks to the right recursiveSearch(list, new Point(p.x,p.y+1));//Checks below } } } Is there any way I can work around an error like this? I know that the loop will never go on forever, it just could take a lot of time. Thanks in advance.

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  • My horizontal drop down with CSS, sub navigation menu items are being displayed on top of each other

    - by Rigo Collazo
    my sub navigation menu items are being displayed on top of each other here is the code: /* NAVIGATION */ .nav-bar {width: 100%; height: 80px; background-image:url(../images/bg-menu80.jpg);} .nav-hold {overflow: hidden;} .nav-list {float: right;} .nav-list li {float: left; width: auto; position: relative;} .nav-list li a {text-decoration: none; display:block; padding: 30px 7px 20px 7px; color: #f9f9f9; font-size: .9em; font-weight: bold;} .nav-list li ul {display: none;} .nav-list li a:hover {text-decoration: none; display: block; padding: 30px 7px 20px 7px; color: #000; font-size: .9em; font-weight: bold; background-color: #e7e4e4;} .nav-list li a:hover li{display: block; position: absolute; margin: 0; padding: 0;} .nav-list li a:hover li{float: left;} .nav-list li:hover li a{ background-color: #333; border-bottom: 1px solid #fff; color: #FFF;} <ul class="nav-list" id="navigation"><!--Menu list--> <li><a href="index.html">Home</a></li> <li><a href="about.html">About Us</a></li> <li> <ul><a href="members.html">Members</a> <li><a href="board.html">Board of Directors</a></li> <li><a href="committee.html">Committee</a></li> </ul></li> <li><a href="join.html">Join Us</a></li> <li><a href="events.html">Events</a></li> <li><a href="rules.html">Rules &amp; Guidelines</a></li> <li><a href="archive.html">Archive</a></li> <li><a href="contact.html">Contact Us</a></li> <li><a href="#">Login</a></li> </ul><!--ENDS Menu list-->

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  • CSS submenus for a horizontal menu

    - by kalaivani
    This is the CSS I'm currently using to produce a horizontal menu. Does anyone have any suggestions on how to go about extending it to allow for submenus? /* CSS Document */ .rhm1{ width:780px; height:64px; margin:0 auto; background:url(images/rhm1_bg.gif) repeat-x; } .rhm1-left{ background:url(images/rhm1_l.gif) no-repeat; width:15px; height:64px; float:left; } .rhm1-right{ background:url(images/rhm1_r.gif) no-repeat; width:15px; height:64px; float:right; } .rhm1-bg{ background:url(images/rhm1_bg.gif) repeat-x; height:64px; } .rhm1-bg ul{ list-style:none; margin:0 auto; } .rhm1-bg li{ float:left; list-style:none; } .rhm1-bg li a{ float:left; display:block; color:#ffe8cc; text-decoration:none; font:12px 'Lucida Sans', sans-serif; font-weight:bold; padding:0 0 0 18px; height:64px; line-height:40px; text-align:center; cursor:pointer; } .rhm1-bg li a span{ float:left; display:block; padding:0 32px 0 18px; } .rhm1-bg li.current a{ color:#fff; background:url(images/rhm1_hover_l.gif) no-repeat left 5px; } .rhm1-bg li.current a span{ color:#fff; background:url(images/rhm1_hover_r.gif) no-repeat right 5px; } .rhm1-bg li a:hover{ color:#fff; background:url(images/rhm1_hover_l.gif) no-repeat left 5px; } .rhm1-bg li a:hover span{ color:#fff; background:url(images/rhm1_hover_r.gif) no-repeat right 5px; }

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  • ls hangs for a certain directory

    - by Jakobud
    There is a particular directory (/var/www), that when I run ls (with or without some options), the command hangs and never completes. There is only about 10-15 files and directories in /var/www. Mostly just text files. Here is some investigative info: [me@server www]$ df . Filesystem Size Used Avail Use% Mounted on /dev/mapper/vg_dev-lv_root 50G 19G 29G 40% / [me@server www]$ df -i . Filesystem Inodes IUsed IFree IUse% Mounted on /dev/mapper/vg_dev-lv_root 3.2M 435K 2.8M 14% / find works fine. Also I can type in cd /var/www/ and press TAB before pressing enter and it will successfully tab-completion list of all files/directories in there: [me@server www]$ cd /var/www/ cgi-bin/ create_vhost.sh html/ manual/ phpMyAdmin/ scripts/ usage/ conf/ error/ icons/ mediawiki/ rackspace sqlbuddy/ vhosts/ [me@server www]$ cd /var/www/ I have had to kill my terminal sessions several times because of the ls hanging: [me@server ~]$ ps | grep ls gdm 6215 0.0 0.0 488152 2488 ? S<sl Jan18 0:00 /usr/bin/pulseaudio --start --log-target=syslog root 23269 0.0 0.0 117724 1088 ? D 18:24 0:00 ls -Fh --color=always -l root 23477 0.0 0.0 117724 1088 ? D 18:34 0:00 ls -Fh --color=always -l root 23579 0.0 0.0 115592 820 ? D 18:36 0:00 ls -Fh --color=always root 23634 0.0 0.0 115592 816 ? D 18:38 0:00 ls -Fh --color=always root 23740 0.0 0.0 117724 1088 ? D 18:40 0:00 ls -Fh --color=always -l me 23770 0.0 0.0 103156 816 pts/6 S+ 18:41 0:00 grep ls kill doesn't seem to have any affect on the processes, even as sudo. What else should I do to investigate this problem? It just randomly started happening today. UPDATE dmesg is a big list of things, mostly related to an external USB HDD that I've mounted too many times and the max mount count has been reached, but that is an un-related problem I think. Near the bottom of dmesg I'm seeing this: INFO: task ls:23579 blocked for more than 120 seconds. "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. ls D ffff88041fc230c0 0 23579 23505 0x00000080 ffff8801688a1bb8 0000000000000086 0000000000000000 ffffffff8119d279 ffff880406d0ea20 ffff88007e2c2268 ffff880071fe80c8 00000003ae82967a ffff880407169ad8 ffff8801688a1fd8 0000000000010518 ffff880407169ad8 Call Trace: [<ffffffff8119d279>] ? __find_get_block+0xa9/0x200 [<ffffffff814c97ae>] __mutex_lock_slowpath+0x13e/0x180 [<ffffffff814c964b>] mutex_lock+0x2b/0x50 [<ffffffff8117a4d3>] do_lookup+0xd3/0x220 [<ffffffff8117b145>] __link_path_walk+0x6f5/0x1040 [<ffffffff8117a47d>] ? do_lookup+0x7d/0x220 [<ffffffff8117bd1a>] path_walk+0x6a/0xe0 [<ffffffff8117beeb>] do_path_lookup+0x5b/0xa0 [<ffffffff8117cb57>] user_path_at+0x57/0xa0 [<ffffffff81178986>] ? generic_readlink+0x76/0xc0 [<ffffffff8117cb62>] ? user_path_at+0x62/0xa0 [<ffffffff81171d3c>] vfs_fstatat+0x3c/0x80 [<ffffffff81258ae5>] ? _atomic_dec_and_lock+0x55/0x80 [<ffffffff81171eab>] vfs_stat+0x1b/0x20 [<ffffffff81171ed4>] sys_newstat+0x24/0x50 [<ffffffff810d40a2>] ? audit_syscall_entry+0x272/0x2a0 [<ffffffff81013172>] system_call_fastpath+0x16/0x1b And also, strace ls /var/www/ spits out a whole BUNCH of information. I don't know what is useful here... The last handful of lines: ioctl(1, SNDCTL_TMR_TIMEBASE or TCGETS, {B38400 opost isig icanon echo ...}) = 0 ioctl(1, TIOCGWINSZ, {ws_row=68, ws_col=145, ws_xpixel=0, ws_ypixel=0}) = 0 stat("/var/www/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 open("/var/www/", O_RDONLY|O_NONBLOCK|O_DIRECTORY|O_CLOEXEC) = 3 fcntl(3, F_GETFD) = 0x1 (flags FD_CLOEXEC) getdents(3, /* 16 entries */, 32768) = 488 getdents(3, /* 0 entries */, 32768) = 0 close(3) = 0 fstat(1, {st_mode=S_IFCHR|0620, st_rdev=makedev(136, 9), ...}) = 0 mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f3093b18000 write(1, "cgi-bin conf create_vhost.sh\te"..., 125cgi-bin conf create_vhost.sh error html icons manual mediawiki phpMyAdmin rackspace scripts sqlbuddy usage vhosts ) = 125 close(1) = 0 munmap(0x7f3093b18000, 4096) = 0 close(2) = 0 exit_group(0) = ?

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  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

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  • Data Quality and Master Data Management Resources

    - by Dejan Sarka
    Many companies or organizations do regular data cleansing. When you cleanse the data, the data quality goes up to some higher level. The data quality level is determined by the amount of work invested in the cleansing. As time passes, the data quality deteriorates, and you need to repeat the cleansing process. If you spend an equal amount of effort as you did with the previous cleansing, you can expect the same level of data quality as you had after the previous cleansing. And then the data quality deteriorates over time again, and the cleansing process starts over and over again. The idea of Data Quality Services is to mitigate the cleansing process. While the amount of time you need to spend on cleansing decreases, you will achieve higher and higher levels of data quality. While cleansing, you learn what types of errors to expect, discover error patterns, find domains of correct values, etc. You don’t throw away this knowledge. You store it and use it to find and correct the same issues automatically during your next cleansing process. The following figure shows this graphically. The idea of master data management, which you can perform with Master Data Services (MDS), is to prevent data quality from deteriorating. Once you reach a particular quality level, the MDS application—together with the defined policies, people, and master data management processes—allow you to maintain this level permanently. This idea is shown in the following picture. OK, now you know what DQS and MDS are about. You can imagine the importance on maintaining the data quality. Here are some resources that help you preparing and executing the data quality (DQ) and master data management (MDM) activities. Books Dejan Sarka and Davide Mauri: Data Quality and Master Data Management with Microsoft SQL Server 2008 R2 – a general introduction to MDM, MDS, and data profiling. Matching explained in depth. Dejan Sarka, Matija Lah and Grega Jerkic: MCTS Self-Paced Training Kit (Exam 70-463): Building Data Warehouses with Microsoft SQL Server 2012 – I wrote quite a few chapters about DQ and MDM, and introduced also SQL Server 2012 DQS. Thomas Redman: Data Quality: The Field Guide – you should start with this book. Thomas Redman is the father of DQ and MDM. Tyler Graham: Microsoft SQL Server 2012 Master Data Services – MDS in depth from a product team mate. Arkady Maydanchik: Data Quality Assessment – data profiling in depth. Tamraparni Dasu, Theodore Johnson: Exploratory Data Mining and Data Cleaning – advanced data profiling with data mining. Forthcoming presentations I am presenting a DQS and MDM seminar at PASS SQL Rally Amsterdam 2013: Wednesday, November 6th, 2013: Enterprise Information Management with SQL Server 2012 – a good kick start to your first DQ and / or MDM project. Courses Data Quality and Master Data Management with SQL Server 2012 – I wrote a 2-day course for SolidQ. If you are interested in this course, which I could also deliver in a shorter seminar way, you can contact your closes SolidQ subsidiary, or, of course, me directly on addresses [email protected] or [email protected]. This course could also complement the existing courseware portfolio of training providers, which are welcome to contact me as well. Start improving the quality of your data now!

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  • What's new in ASP.Net 4.5 and VS 2012 - part 2

    - by nikolaosk
    This is the second post in a series of posts titled "What's new in ASP.Net 4.5 and VS 2012".You can have a look at the first post in this series, here. Please find all my posts regarding VS 2012, here. In this post I will be looking into the various new features available in ASP.Net 4.5 and VS 2012.I will be looking into the enhancements in the HTML Editor,CSS Editor and Javascript Editor.In order to follow along this post you must have Visual Studio 2012 and .Net Framework 4.5 installed in your machine.Download and install VS 2012 using this link.My machine runs on Windows 8 and Visual Studio 2012 works just fine.I will work fine in Windows 7 as well so do not worry if you do not have the latest Microsoft operating system.1) Launch VS 2012 and create a new Web Forms application by going to File - >New Web Site - > ASP.Net Web Forms Site.2) Choose an appropriate name for your web site.3) I would like to point out the new enhancements in the CSS editor in VS 2012. In the Solution Explorer in the Content folder and open the Site.cssThen when I try to change the background-color property of the html element, I get a brand new handy color-picker. Have a look at the picture below  Please note that the color-picker shows all the colors that have been used in this website. Then you can expand the color-picker by clicking on the arrows. Opacity is also supported. Have a look at the picture below4) There are also mobile styles in the Site.css .These are based on media queries.Please have a look at another post of mine on CSS3 media queries. Have a look at the picture below In this case when the maximum width of the screen is less than 850px there will be a new layout that will be dictated by these new rules. Also CSS snippets are supported. Have a look at the picture below I am writing a new CSS rule for an image element. I write the property transform and hit tab and then I have cross-browser CSS handling all of the major vendors.Then I simply add the value rotate and it is applied to all the cross browser options.Have a look at the picture below.  I am sure you realise how productive you can become with all these CSS snippets. 5) Now let's have a look at the new HTML editor enhancements in VS 2012You can drag and drop a GridView web server control from the Toolbox in the Site.master file.You will see a smart tag (that was only available in the Design View) that you can expand and add fields, format the web server control.Have a look at the picture below 6) We also have available code snippets. I type <video and then press tab twice.By doing that I have the rest of the HTML 5 markup completed.Have a look at the picture below 7) I have new support for the input tag including all the HTML 5 types and all the new accessibility features.Have a look at the picture below   8) Another interesting feature is the new Intellisense capabilities. When I change the DocType to 4.01 and the type <audio>,<video> HTML 5 tags, Intellisense does not recognise them and add squiggly lines.Have a look at the picture below All these features support ASP.Net Web forms, ASP.Net MVC applications and Web Pages. 9) Finally I would like to show you the enhanced support that we have for Javascript in VS 2012. I have full Intellisense support and code snippets support.I create a sample javascript file. I type If and press tab. I type while and press tab.I type for and press tab.In all three cases code snippet support kicks in and completes the code stack. Have a look at the picture below We also have full Intellisense support.Have a look at the picture below I am creating a simple function and then type some sort of XML like comments for the input parameters. Have a look at the picture below. Then when I call this function, Intellisense has picked up the XML comments and shows the variables data types.Have a look at the picture below Hope it helps!!!

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  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • July, the 31 Days of SQL Server DMO’s – Day 22 (sys.dm_db_index_physical_stats)

    - by Tamarick Hill
    The sys.dm_db_index_physical_stats Dynamic Management Function is used to return information about the fragmentation levels, page counts, depth, number of levels, record counts, etc. about the indexes on your database instance. One row is returned for each level in a given index, which we will discuss more later. The function takes a total of 5 input parameters which are (1) database_id, (2) object_id, (3) index_id, (4) partition_number, and (5) the mode of the scan level that you would like to run. Let’s use this function with our AdventureWorks2012 database to better illustrate the information it provides. SELECT * FROM sys.dm_db_index_physical_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL, NULL) As you can see from the result set, there is a lot of beneficial information returned from this DMF. The first couple of columns in the result set (database_id, object_id, index_id, partition_number, index_type_desc, alloc_unit_type_desc) are either self-explanatory or have been explained in our previous blog sessions so I will not go into detail about these at this time. The next column in the result set is the index_depth which represents how deep the index goes. For example, If we have a large index that contains 1 root page, 3 intermediate levels, and 1 leaf level, our index depth would be 5. The next column is the index_level which refers to what level (of the depth) a particular row is referring to. Next is probably one of the most beneficial columns in this result set, which is the avg_fragmentation_in_percent. This column shows you how fragmented a particular level of an index may be. Many people use this column within their index maintenance jobs to dynamically determine whether they should do REORG’s or full REBUILD’s of a given index. The fragment count represents the number of fragments in a leaf level while the avg_fragment_size_in_pages represents the number of pages in a fragment. The page_count column tells you how many pages are in a particular index level. From my result set above, you see the the remaining columns all have NULL values. This is because I did not specify a ‘mode’ in my query and as a result it used the ‘LIMITED’ mode by default. The LIMITED mode is meant to be lightweight so it does collect information for every column in the result set. I will re-run my query again using the ‘DETAILED’ mode and you will see we now have results for these rows. SELECT * FROM sys.dm_db_index_physical_stats(db_id('AdventureWorks2012'), NULL, NULL, NULL, ‘DETAILED’)   From the remaining columns, you see we get even more detailed information such as how many records are in a particular index level (record_count). We have a column for ghost_record_count which represents the number of records that have been marked for deletion, but have not physically been removed by the background ghost cleanup process. We later see information on the MIN, MAX, and AVG record size in bytes. The forwarded_record_count column refers to records that have been updated and now no longer fit within the row on the page anymore and thus have to be moved. A forwarded record is left in the original location with a pointer to the new location. The last column in the result set is the compressed_page_count column which tells you how many pages in your index have been compressed. This is a very powerful DMF that returns good information about the current indexes in your system. However, based on the mode you select, it could be a very resource intensive function so be careful with how you use it. For more information on this Dynamic Management Function, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms188917.aspx Follow me on Twitter @PrimeTimeDBA

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  • SQL SERVER – ASYNC_IO_COMPLETION – Wait Type – Day 11 of 28

    - by pinaldave
    For any good system three things are vital: CPU, Memory and IO (disk). Among these three, IO is the most crucial factor of SQL Server. Looking at real-world cases, I do not see IT people upgrading CPU and Memory frequently. However, the disk is often upgraded for either improving the space, speed or throughput. Today we will look at another IO-related wait type. From Book On-Line: Occurs when a task is waiting for I/Os to finish. ASYNC_IO_COMPLETION Explanation: Any tasks are waiting for I/O to finish. If by any means your application that’s connected to SQL Server is processing the data very slowly, this type of wait can occur. Several long-running database operations like BACKUP, CREATE DATABASE, ALTER DATABASE or other operations can also create this wait type. Reducing ASYNC_IO_COMPLETION wait: When it is an issue related to IO, one should check for the following things associated to IO subsystem: Look at the programming and see if there is any application code which processes the data slowly (like inefficient loop, etc.). Note that it should be re-written to avoid this  wait type. Proper placing of the files is very important. We should check the file system for proper placement of the files – LDF and MDF on separate drive, TempDB on another separate drive, hot spot tables on separate filegroup (and on separate disk), etc. Check the File Statistics and see if there is a higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. Check event log and error log for any errors or warnings related to IO. If you are using SAN (Storage Area Network), check the throughput of the SAN system as well as configuration of the HBA Queue Depth. In one of my recent projects, the SAN was performing really badly and so the SAN administrator did not accept it. After some investigations, he agreed to change the HBA Queue Depth on the development setup (test environment). As soon as we changed the HBA Queue Depth to quite a higher value, there was a sudden big improvement in the performance. It is very likely to happen that there are no proper indexes on the system and yet there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can effectively reduce lots of CPU, Memory and IO (considering cover index has lesser columns than cluster table and all other; it depends upon the situation). You can refer to the following two articles I wrote that talk about how to optimize indexes: Create Missing Indexes Drop Unused Indexes Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Read all the post in the Wait Types and Queue series. Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All the discussions of Wait Stats in this blog are generic and vary from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • SQL SERVER – IO_COMPLETION – Wait Type – Day 10 of 28

    - by pinaldave
    For any good system three things are vital: CPU, Memory and IO (disk). Among these three, IO is the most crucial factor of SQL Server. Looking at real-world cases, I do not see IT people upgrading CPU and Memory frequently. However, the disk is often upgraded for either improving the space, speed or throughput. Today we will look at an IO-related wait types. From Book On-Line: Occurs while waiting for I/O operations to complete. This wait type generally represents non-data page I/Os. Data page I/O completion waits appear as PAGEIOLATCH_* waits. IO_COMPLETION Explanation: Any tasks are waiting for I/O to finish. This is a good indication that IO needs to be looked over here. Reducing IO_COMPLETION wait: When it is an issue concerning the IO, one should look at the following things related to IO subsystem: Proper placing of the files is very important. We should check the file system for proper placement of files – LDF and MDF on a separate drive, TempDB on another separate drive, hot spot tables on separate filegroup (and on separate disk),etc. Check the File Statistics and see if there is higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. Check event log and error log for any errors or warnings related to IO. If you are using SAN (Storage Area Network), check the throughput of the SAN system as well as the configuration of the HBA Queue Depth. In one of my recent projects, the SAN was performing really badly so the SAN administrator did not accept it. After some investigations, he agreed to change the HBA Queue Depth on development (test environment) set up and as soon as we changed the HBA Queue Depth to quite a higher value, there was a sudden big improvement in the performance. It is very possible that there are no proper indexes in the system and there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can effectively reduce lots of CPU, Memory and IO (considering cover index has lesser columns than cluster table and all other; it depends upon the situation). You can refer to the two articles that I wrote; they are about how to optimize indexes: Create Missing Indexes Drop Unused Indexes Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All the discussions of Wait Stats in this blog are generic and vary from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Types, SQL White Papers, T SQL, Technology

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. 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 Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; 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 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); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <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 currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; 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); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • GLSL subroutine not being used

    - by amoffat
    I'm using a gaussian blur fragment shader. In it, I thought it would be concise to include 2 subroutines: one for selecting the horizontal texture coordinate offsets, and another for the vertical texture coordinate offsets. This way, I just have one gaussian blur shader to manage. Here is the code for my shader. The {{NAME}} bits are template placeholders that I substitute in at shader compile time: #version 420 subroutine vec2 sample_coord_type(int i); subroutine uniform sample_coord_type sample_coord; in vec2 texcoord; out vec3 color; uniform sampler2D tex; uniform int texture_size; const float offsets[{{NUM_SAMPLES}}] = float[]({{SAMPLE_OFFSETS}}); const float weights[{{NUM_SAMPLES}}] = float[]({{SAMPLE_WEIGHTS}}); subroutine(sample_coord_type) vec2 vertical_coord(int i) { return vec2(0.0, offsets[i] / texture_size); } subroutine(sample_coord_type) vec2 horizontal_coord(int i) { //return vec2(offsets[i] / texture_size, 0.0); return vec2(0.0, 0.0); // just for testing if this subroutine gets used } void main(void) { color = vec3(0.0); for (int i=0; i<{{NUM_SAMPLES}}; i++) { color += texture(tex, texcoord + sample_coord(i)).rgb * weights[i]; color += texture(tex, texcoord - sample_coord(i)).rgb * weights[i]; } } Here is my code for selecting the subroutine: blur_program->start(); blur_program->set_subroutine("sample_coord", "vertical_coord", GL_FRAGMENT_SHADER); blur_program->set_int("texture_size", width); blur_program->set_texture("tex", *deferred_output); blur_program->draw(); // draws a quad for the fragment shader to run on and: void ShaderProgram::set_subroutine(constr name, constr routine, GLenum target) { GLuint routine_index = glGetSubroutineIndex(id, target, routine.c_str()); GLuint uniform_index = glGetSubroutineUniformLocation(id, target, name.c_str()); glUniformSubroutinesuiv(target, 1, &routine_index); // debugging int num_subs; glGetActiveSubroutineUniformiv(id, target, uniform_index, GL_NUM_COMPATIBLE_SUBROUTINES, &num_subs); std::cout << uniform_index << " " << routine_index << " " << num_subs << "\n"; } I've checked for errors, and there are none. When I pass in vertical_coord as the routine to use, my scene is blurred vertically, as it should be. The routine_index variable is also 1 (which is weird, because vertical_coord subroutine is the first listed in the shader code...but no matter, maybe the compiler is switching things around) However, when I pass in horizontal_coord, my scene is STILL blurred vertically, even though the value of routine_index is 0, suggesting that a different subroutine is being used. Yet the horizontal_coord subroutine explicitly does not blur. What's more is, whichever subroutine comes first in the shader, is the subroutine that the shader uses permanently. Right now, vertical_coord comes first, so the shader blurs vertically always. If I put horizontal_coord first, the scene is unblurred, as expected, but then I cannot select the vertical_coord subroutine! :) Also, the value of num_subs is 2, suggesting that there are 2 subroutines compatible with my sample_coord subroutine uniform. Just to re-iterate, all of my return values are fine, and there are no glGetError() errors happening. Any ideas?

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