Repeating Pivot Table Headings in Excel

Render qr bidimensional barcode in Excel Repeating Pivot Table Headings

As you can see, there is an _Ord set of characters at the beginning of each row. With your tag identifier, you can let the wizard know right up front that you re interested in separating that particular information, rather than having it be included with the first segment (which, in this case, is the Name field).
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Looking at Figure 9-10, you ll see that data binding automatically picked up the properties from the child object, Role, contained within the Roles collection. Thanks to the [Browsable(false)] attributes applied to the CSLA .NET base class properties in 3, they are automatically ignored by data binding, so only the actual business properties appear. barcode winforms
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targDirection.Z), new Vector3(cameraDirection.X, 0, cameraDirection.Z)); Vector3 perpDirection = Vector3.Cross(upVector, cameraDirection); if (perpDirection == new Vector3()) perpDirection = new Vector3(0, 1, 0); perpDirection.Normalize(); Vector3 midShiftDirecton = new Vector3(0, 1, 0) + perpDirection; bezMidPosition += cameraDirection.Length() * midShiftDirecton; bezStartTarget = startTarget; bezEndTarget = endTarget; bezTime = 0.0f; } While running, the UpdateBezier should be called each frame to calculate the new position and rotation of your camera: private void UpdateBezier() { bezTime += 0.01f; if (bezTime > 1.0f) return; float smoothValue = MathHelper.SmoothStep(0, 1, bezTime); Vector3 newCamPos = Bezier(bezStartPosition, bezMidPosition, bezEndPosition, smoothValue); Vector3 newCamTarget = Vector3.Lerp(bezStartTarget, bezEndTarget, smoothValue); float updownRot; float leftrightRot; AnglesFromDirection(newCamTarget - newCamPos, out updownRot, out leftrightRot); fpsCam.UpDownRot = updownRot; fpsCam.LeftRightRot = leftrightRot; fpsCam.Position = newCamPos; } The position is calculated by the Bezier method: private Vector3 Bezier(Vector3 startPoint, Vector3 midPoint, Vector3 endPoint, float time) { float invTime = 1.0f - time; float timePow = (float)Math.Pow(time, 2); float invTimePow = (float)Math.Pow(invTime, 2);
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Figure 4-27. USE_SELECTION drop mode
In the previous section, you saw that when you access an object of a derived class by using a reference to the base class, you get the members from the base class. Virtual methods allow a reference to the base class to access up into the derived class. You can use a reference to a base class to call a method in the derived class, if the following are true: The method in the derived class and the method in the base class each have the same signature and return type. The method in the base class is labeled virtual. The method in the derived class is labeled override.
Connected to: Oracle Database 11g Enterprise Edition Release - Production With the Partitioning, OLAP, Data Mining and Real Application Testing options sys%ORA11GR2> show user USER is "SYS" That worked. I m connected and I could now start up this database, shut it down, or perform whatever administration I wanted to. But suppose I wanted to perform these operations from another machine, over the network. In that case, I would attempt to connect using @tns-connect-string. However, this would fail: $ sqlplus /@ora11gr2 as sysdba SQL*Plus: Release Production on Wed Jan 20 16:19:44 2010 Copyright (c) 1982, 2009, Oracle. ERROR: ORA-01031: insufficient privileges OS authentication won t work over the network for SYSDBA, even if the very unsafe (for security reasons) parameter REMOTE_OS_AUTHENT is set to true. So, OS authentication won t work and, as discussed earlier, if you re trying to start up an instance to mount and open a database, then by definition there s no database yet in which to look up authentication details. It is the proverbial chicken and egg problem. Enter the password file. The password file stores a list of usernames and passwords that are allowed to remotely authenticate as SYSDBA over the network. Oracle must use this file to authenticate them, not the normal list of passwords stored in the database. So, let s correct our situation. First, we ll start up the database locally so we can set the REMOTE_LOGIN_PASSWORDFILE. Its default value is NONE, meaning there is no password file; there are no remote SYSDBA logins. It has two other settings: SHARED (more than one database can use the same password file) and EXCLUSIVE (only one database uses a given password file). We ll set ours to EXCLUSIVE, as we want to use it for only one database (i.e., the normal use): sys%ORA11GR2> alter system set remote_login_passwordfile=exclusive scope=spfile; System altered. This setting can t be changed dynamically while the instance is up and running, so we ll have to shut down and this will take effect upon the next restart. The next step is to use the command-line tool (on UNIX and Windows) named orapwd to create and populate the initial password file: $ orapwd Usage: orapwd file=<fname> entries=<users> force=<y/n> ignorecase=<y/n> nosysdba=<y/n> where file is the name of password file (required); password is the password for SYS; it will be prompted if not specified at command line; entries are the maximum number of distinct DBAs (optional); All rights reserved.
As a result of your efforts, your vertex shader will now receive data for its POSITION0, TEXCOORD0, and TEXCOORD1 semantics. They can be accessed as in the following code: //------- Technique: CustomVertexShader -------CVVertexToPixel CVVertexShader(float3 inPos: POSITION0, float2 inTexCoord: TEXCOORD0, float4 inExtra: TEXCOORD1) { CVVertexToPixel Output = (CVVertexToPixel)0; float4 origPos = float4(inPos, 1); float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position = mul(origPos, preWorldViewProjection); Output.Extra = sin(xTime*; Output.TexCoord = inTexCoord; Output.TexCoord.x += sin(xTime)*inExtra.w; Output.TexCoord.y -= inExtra.w; return Output; } It doesn t really matter how you use the extra inputs; the important thing is that you have them available in your vertex shader. This sample vertex shader first maps the 3D position to 2D screen coordinates. Then it uses the three first floats of the extra Vector4 as frequency modulators and stores the result in the output structure. Finally, the texture coordinate is shifted, while the last float of the extra Vector4 is used to modulate the strength of the shift.
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