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  • When to delete a branch in Git

    - by Jo-Herman Haugholt
    I have a script project I've been managing with Git. Besides two main branches, several minor branches have been introduced over time to cover minor features, tweaks or temporary changes. Some of these branches are nearing end-of-life, and I won't be updating them any more. What's the different philosophies for handling branches like this? Should they be removed, or left in the repository unmaintained? If I do, won't I end up with a cluttered repository?

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • keyboard is not working properly

    - by kumar shivam
    i installed ubuntu 12.04 and it was working perfectly, but from yesterday i have a problem, when i am pressing left ctrl key it doesn't responding but when i pressed Fn key it works as a ctrl key and loses its own functioning,same with the delete(del) key it works as a pause/break key and pause/break key is working as a delete key.numlock key is working as a print screen key, after that i updated my os but the problem is still happening. pls tell me what to do.

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  • ViewModelLocators

    - by samkea
    Bobby's http://blog.bmdiaz.com/archive/2010/03/31/kiss-and-tell---mvvm-and-the-viewmodellocator.aspx Kelly's http://blog.kellybrownsberger.com/archive/2010/03/31/81.aspx John Papa and Glen Block http://johnpapa.net/silverlight/simple-viewmodel-locator-for-mvvm-the-patients-have-left-the-asylum/

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  • Looking into the JQuery Carousel Lite Plugin

    - by nikolaosk
    I have been using JQuery for a couple of years now and it has helped me to solve many problems on the client side of web development. You can find all my posts about JQuery in this link. In this post I will be providing you with a hands-on example on the JQuery Carousel Lite Plugin.If you want you can have a look at this post, where I describe the JQuery Cycle Plugin. I will be writing more posts regarding the most commonly used JQuery Plugins. I have been using extensively this plugin in my websites.You can show a portion of a set of images with previous and next navigation.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. You can download this plugin from this linkI launch Expression Web 4.0 and then I type the following HTML markup (I am using HTML 5)<html lang="en">  <head>    <title>Liverpool Legends</title>        <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >        <link rel="stylesheet" type="text/css" href="style.css">        <script type="text/javascript" src="jquery-1.8.3.min.js"> </script>     <script type="text/javascript" src="jcarousellite_1.0.1.min.js"></script>      <script type="text/javascript">        $(function () {            $(".theImages").jCarouselLite({                btnNext: "#Nextbtn",                btnPrev: "#Previousbtn"            });        });    </script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>        <div id="main">           <img id="Previousbtn" src="previous.png" />        <div class="theImages">            <ul>                <li><img src="championsofeurope.jpg"></li>                <li><img src="steven_gerrard.jpg"></li>                <li><img src="ynwa.jpg"></li>                <li><img src="dalglish.jpg"></li>                <li><img src="Souness.jpg"></li>                  </ul>    </div>    <img id="Nextbtn" src="next.png" />          </div>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>  This is a very simple markup. I have added my photos (make sure you use your own when trying this example)I have added references to the JQuery library (current version is 1.8.3) and the JQuery Carousel Lite Plugin. Then I add 5 images in the theImages div element.The Javascript code that makes it all happen follows.  <script type="text/javascript">        $(function () {            $(".theImages").jCarouselLite({                btnNext: "#Nextbtn",                btnPrev: "#Previousbtn"            });        });    </script>I also have added some basic CSS style rules in the style.css file. body{background-color:#efefef;color:#791d22;}       #Previousbtn{position:absolute; left:5px; top:100px;}#Nextbtn {position:absolute; left:812px; top:100px;}.theImages {margin-left:145px;margin-top:10px;} It couldn't be any simpler than that. I view my simple in Internet Explorer 10 and it works as expected.I have tested this simple solution in all major browsers and it works fine.Hope it helps!!!

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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Split Internet Explorer into Dual-Panes

    - by Asian Angel
    If you have a wide screen monitor then you may want to make better use of Internet Explorer’s browser window area. Now you can split the browser window into dual-panes as needed with the IE Split browser plugin. Note: Requires .NET Framework 2.0 or higher (link provided below). IE Split in Action If you are using an older version of this software here is something to keep in mind before upgrading to the 2.0 release. Once you have installed IE Split you will notice a new toolbar added to your browser. As seen here, you can condense it down tightly and access it using the drop-down bar. A closer look at the drop-down bar. Notice the address bar…this will be for the left pane when you split the browser window. Here is our browser split into dual-panes. There are two address bars and two tab/title bars each corresponding to their appropriate pane. It may look slightly backwards at first but is not hard to get used to. A better view of the left pane with the IE Split navigation & title bars showing. Note: The title bar can be hidden if desired. And the right pane. You can also have multiple “split” tabs open if needed. There is nothing quite like getting double the value for the same amount of space. When you no longer need dual-panes open just click on the “x” to close IE Split down. All back to normal again. Conclusion While might not be for everyone this can still be useful for those who need side-by-side access to websites without using multiple separate windows. Links Download IE-Split Download the Microsoft .NET Framework 4 (Standalone Installer) Similar Articles Productive Geek Tips Set Up Multi-Pane Viewing in FirefoxWhy Can’t I Turn the Details/Preview Panes On or Off in Windows Vista Explorer?Split a text file in half (or any percentage) on Ubuntu LinuxMysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XPMake Ctrl+Tab in Internet Explorer 7 Use Most Recent Order TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Filevo is a Cool File Hosting & Sharing Site Get a free copy of WinUtilities Pro 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like)

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  • Book Review: Microsoft SQL Server 2008 Analysis Services Unleashed

    - by Greg Low
    Yet another book that I started re-reading last week (but haven't finished again yet as it's so large) is Microsoft SQL Server 2008 Analysis Services Unleashed by Irina Gorbach, Alexander Berger and Edward Melomed. This book has always left me with mixed feelings. The authors clearly offer expert level knowledge on the topics (as they were part of the development team for the product) but I struggle with the "readability" of this book. As an example, each time a concept is introduced, it is done...(read more)

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  • Dell Synaptics touch pad's middle mouse button gets mapped as normal click

    - by Henrik
    How do I make the middle touch pad's button work? xinput --test 11 yields button press 1 button press 1 For pressing both the left and the middle button. I have tried to do xinput set-button-map 11 1 4 2 and so on, but as the --test shows that button 1 is being depressed, then probably the issue is at a lower level than with X11's perception of what mouse buttons I'm pressing (or assigning button-map 11 1 2 3 and clicking the right button in firefox, wouldn't trigger the middle-click on the link)

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  • How to Modify a Signature for Use in Plain Text Emails in Outlook 2013

    - by Lori Kaufman
    If you’ve created a signature with an image, links, text formatting, or special characters, the signature will not look the same in plain text formatted emails as it does in HTML format. As the name suggests, Plain Text does not support any type of formatting. For example, if you include an image in your signature, as shown below, the plain text version will be blank. Active links in HTML signatures will be converted to just the text of the link in plain text emails. The How-To Geek link in the image below will become simply How-To Geek and will look like the rest of the text in the signature. The same thing is true in the following example. The active links are stripped from the text. The picture of the envelope that was inserted using the Wingdings font will only display as the plain text character associated with it. There are times you may need to send email in Plain Text format, but still include your signature. You can edit the plain text version of your signature to make it look good in plain text emails by manually editing the text file. To do this, click the File tab. Click Options in the menu list on the left side of the Account Information screen. On the Outlook Options dialog box, click Mail in the list of options on the left side of the dialog box. In the Compose messages section, press and hold the Ctrl key and click the Signatures button. This opens the Signatures folder containing the files used to insert signatures into emails. The .txt file version of each signature is used when inserting a signature into a plain text email. Double-click on a .txt file for the signature you want to edit to open it in Notepad, or your default text editor. Notice that the links on “How-To Geek” and “Email me” are gone and the envelope typed using the Wingdings font was converted to an “H.” Edit the text file to remove extra characters, replace images, and provide full web and email links. Save the text file. Create a new mail message and select the edited signature, if it’s not the default signature for the current email account. To convert the email to plain text, click the Format Text tab and click Plain Text in the Format section. The Microsoft Outlook Compatibility Checker displays telling you that Formatted text will become plain text. Click Continue. The HTML version of your signature is converted to the plain text version. NOTE: You should make a backup of the .txt signature file you edited, as this file will change again when you change your signature in the Signature Editor.     

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  • BizTalk 2009 - SQL Server Job Configuration

    - by StuartBrierley
    Following the installation of Biztalk Server 2009 on my development laptop I used the BizTalk Server Best Practice Analyser which highlighted the fact that two of the SQL Server Agent jobs that BizTalk relies on were not running successfully.  Upon investigation it turned out that these jobs needed to be configured before they would run successfully. To configure these jobs open SQL Server Management Studio, expand SQL Server Agent > Jobs and double click on the appropriate job.  Select Steps and then edit the appropriate entries. Backup BizTalk Server (BizTalkMgmtDb) This job is comprised of three steps BackupFull, MarkAndBackupLog and ClearBackupHistory. BackupFull exec [dbo].[sp_BackupAllFull_Schedule] ‘d’ /* Frequency */,‘BTS’ /* Name */,‘<destination path>’ /* location of backup files */ The frequency here is set/left as daily The name is left as BTS You must provide a full destination path for the backup files to be stored. There are also two optional parameters: A flag that controls if the job forces a full backup if a partial backup fails A parameter to control the time of day to run the full backup; the default is midnight UTC time For example: exec [dbo].[sp_BackupAllFull_Schedule] ‘d’ /* Frequency */,‘BTS’ /* Name */,‘<destination path>’ /* location of backup files */ , 0, 22 MarkAndBackUpLog exec [dbo].[sp_MarkAll] ‘BTS’ /* Log mark name */,’<destination path>’  /*location of backup files */ You must provide a destination path for the log backups. Optionally you can also add an extra parameter that tells the procedure to use local time: exec [dbo].[sp_MarkAll] ‘BTS’ /* Log mark name */,’<destination path>’  /*location of backup files */ ,1 Clear Backup History exec [dbo].[sp_DeleteBackupHistory] @DaysToKeep=7 This will clear out the instances in the MarkLog table older than 7 days.    DTA Purge and Archive (BizTalkDTADb) This job is comprised of a single step. Archive and Purge exec dtasp_BackupAndPurgeTrackingDatabase 0, --@nLiveHours tinyint, 1, --@nLiveDays tinyint = 0, 30, --@nHardDeleteDays tinyint = 0, null, --@nvcFolder nvarchar(1024) = null, null, --@nvcValidatingServer sysname = null, 0 --@fForceBackup int = 0 Any completed instance that is older than the live days plus live hours will be deleted, as will any associated data. Any data older than the HardDeleteDays will be deleted - this means that those long running orchestration instances that would otherwise never be purged will at some point have their data cleared down while allowing the instance to continue, thus preventing the DTA databse from growing indefinitely.  This should always be greater than the soft purge window. The NVC folder is the path for the backup files, if this is null the job will not run failing with the error : DTA Purge and Archive (BizTalkDTADb) Job failed SQL Server Management Studio, job activity monitor, view history The @nvcFolder parameter cannot be null. Archive and Purge step How long you choose to keep instances in the Tracking Database is really up to you. For development I have set this up as: exec dtasp_BackupAndPurgeTrackingDatabase 0, 1, 30, ’<destination path>’, null, 0 On a live server you may want to adjust these figures: exec dtasp_BackupAndPurgeTrackingDatabase 0, 15, 20, ’<destination path>’, null, 0

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  • Dell Synaptics touchpad's middle mouse button gets mapped as normal click

    - by Henrik
    How do I make the middle touchpad's button work? xinput --test 11 yields button press 1 button press 1 For pressing both the left and the middle button. I have tried to do xinput set-button-map 11 1 4 2 and so on, but as the --test shows that button 1 is being depressed, then probably the issue is at a lower level than with X11's perception of what mouse buttons I'm pressing (or assigning button-map 11 1 2 3 and clicking the right button in firefox, wouldn't trigger the middle-click on the link)

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  • How can I remove the Unity Launcher?

    - by Magnus Hoff
    Unfortunately, the Unity Launcher on the left hand side of the screen takes more valuable space away than the new menu bar gives. Is there any way to get rid of the Launcher? Alternatives I would be satisfied with include: Not having the Launcher at all Having the Launcher hide automatically Having applications open on top of the Launcher (not next to it) (edit:) Note that I am specifically looking for a way to keep the global menubar, while getting rid of the Launcher.

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  • How to keep AST for feature access?

    - by greenoldman
    Consider such code (let's say it is C++) Foo::Bar.get().X How one should keep the AST for this -- as "tree" with root at left Foo(Bar(get(X)), or with root at right (((Foo)Bar)get)X? Or maybe as a flat structure (list)? The first one seems more convenient when resolving names, the second when working with it as expression. I set tag parsing but I am asking from semantic analysis POV really (there is no such tag).

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  • 7 Good Reasons to Upgrade E-Business Suite to the cloud

    - by Lisa Schwartz
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} As promised here is blog Part 2: Why Upgrade to Oracle E-Business Suite 12 in the cloud? 7 Good Reasons to Upgrade to E-Business Suite 12 in the Cloud: 1)   Take advantage of new and improved features: from global sub-ledger accounting to mobile access for supply chain management to built-in extensions for information search and discovery. If you haven’t checked out the latest features yet, there are over 1000 EBS 12 enhancements. 2) Plan now to address any ongoing Oracle Support considerations and regulatory compliance requirements. EBS Release 11 support is ending soon. Based upon that information alone, you should have an EBS upgrade strategy and planning well underway. 3) Customizations got you worried? Expedite your next Oracle E-Business Suite upgrade – have Oracle identify all customizations, reduce un-needed customizations (EBS 12 has built-in many of your customizations) and during the upgrade keep all necessary customizations to run your business. 4) Migrating EBS to the cloud allows parallel migration and testing. Therefore no extra hardware purchases for the testing and upgrade. Business disruption is minimized. And, by moving to the cloud, this provides for smoother future upgrades that are based on your own timeline. 5) Oracle Experts will upgrade and run your EBS applications for you in the cloud. Free your IT resources to develop new services and work on projects that are critical to business innovation and competitiveness. Your IT resources will not be inundated with upgrade tasks!      6) Reallocate precious IT dollars to other projects, eliminate CapEx costs. 7) Oracle minimizes business risk by having enterprise class cloud services under stringent SLAs designed to run your business applications for you such as: a. Enterprise grade infrastructure b. World-class security and identity management c. Best practices in regulatory compliance: from classified federal gov’t standards, to healthcare HIPPA standards to meeting Financial Services requirements (PCI DSS) Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} 7 Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Next Step: To help you upgrade and get to the cloud in the shortest period of  time, Oracle has a program called Oracle Upgrade Factory for Oracle E-Business Suite 12. It offers a unique approach, seamlessly bundling Managed Cloud Services and Oracle Consulting Services together for an entire Oracle E-Business Suite upgrade and migration to a managed private  cloud. Read the Oracle Upgrade Factory Solution Brief here. Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Prompt not working when logged in as specific user

    - by Clay
    Hello I am running ubuntu 11.10 and access it via ssh with putty. My problem is that when I log in I get the prompt [email protected]:~$ and my arrow keys do what the y are supposed to. When I try to login in as another user account I made all I get is this as the prompt it never says the directory or anyting $ Also when ever I try to use the left, right, up or down arrow I get a character like this ^[[A Is this a bug in putty or did I just not set the account up right?

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Apprentice Boot Camp in South Africa (Part 1)

    - by Tim Koekkoek
    By Maximilian Michel (DE), Jorge Garnacho (ES), Daniel Maull (UK), Adam Griffiths (UK), Guillermo De Las Nieves (ES), Catriona McGill (UK), Ed Dunlop (UK) The Boot Camp in South Africa was an amazing experience for all of us. The minute we landed, we were made to feel at home from our host Patrick Fitzgerald. The whole family who run the Guest House were also very friendly and always keen to help us. Since we had people from South Africa to show us all the amazing sights and their traditional ways to live their lives, the two weeks were very enjoyable for all of us and we came much closer together as a group. You can read this in the following parts of this report. Enjoy! The first group of Apprentices in Oracle (from left to right): Maximilian Michel (DE), Jorge Garnacho (ES), Daniel Maull (UK), Adam Griffiths (UK), Guillermo De Las Nieves (ES), Catriona McGill (UK), Ed Dunlop (UK) The Training Well, it’s time to talk about the main purpose of our trip to South Africa: the training. Two weeks, two courses. Servers and Storage. Two weeks to learn as much as possible and get the certificate. First week: Eben Pretorius with Servers Boot Camp. Learning about: • Machines: T1000, T2000, T3, T4, M series; • How to connect to the machines: serial and network connections; • Levels of software: ALOM, ILOM, OBP and of course the operating system, Solaris Combined with the practical part (screwdriver in one hand, and antistatic wristband on the other) makes quite a lot of stuff! But fortunately, Eben was able to tell us about everything without making our brains explode. For the second week: Storage Boot Camp with Deon Van Vuuren. Taking a look at the content: • Storage machines; • Connectors and protocols: SCSi, SAS, SATA Fiber Channel. Again, huge amounts of information, but Deon definitely did a great job and helped us learn it all. At the end, there was just one question left. Were we able to pass the exam and get the certificate? Well, what can we say? Just take a closer look at the picture above and make your conclusions! Our lovely Oracle office in Woodmead (near Johannesburg) We are all very proud to receive certification in “Server and Storage Support Fundamentals” together with our trainer Deon Van Vuuren. In summary, in case that you don't remember any of the above, the allies for a field engineer are: • System Handbook • EIS-DVD • A proper toolkit With these tools by our side, we’ll be unbeatable!  In the next article later this week, you can find part 2 of our experiences!

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  • How to Freeze and Unfreeze Rows and Columns in Excel 2013

    - by Lori Kaufman
    If you are working on a large spreadsheet where all the rows and columns of data don’t fit on the screen, it would be helpful to be able to keep the heading rows and columns stationary so you can scroll through the data. You can freeze rows and columns in your spreadsheet. To do so, select the cell above which and to the left of which you want to freeze the columns and rows. Click the View tab.    

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  • Is event sourcing ready for prime time?

    - by Dakotah North
    Event Sourcing was popularized by LMAX as a means to provide speed, performance scalability, transparent persistence and transparent live mirroring. Before being rebranded as Event Sourcing, this type of architectural pattern was known as System Prevalence but yet I was never familiar with this pattern before the LMAX team went public. Has this pattern proved itself in numerous production systems and therefore even conservative individuals should feel empowered to embrace this pattern or is event sourcing / system prevalence an exotic pattern that is best left for the fearless?

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  • SQL Server Manageability Series: how to change the default path of .cache files of a data collector? #sql #mdw #dba

    - by ssqa.net
    How to change the default path of .cache files of a data collector after the Management Data Warehouse (MDW has been setup? This was the question asked by one of the DBAs in a client's place, instantly I enquired that were there any folder specified while setting up the MDW and obvious answer was no as there were left default. This means all the .CACHE files are stored under %C\TEMP directory which may post out of disk space problem on the server where the MDW is setup to collect. Going back...(read more)

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