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[Topic Outil] sauvegardez le contenu de votre presse papier

n°1519751
mareek
Et de 3 \o/
Posté le 25-02-2007 à 22:46:42  profilanswer
 

Reprise du message précédent :
http://www.olympus-europa.com/consumer/dslr.htm


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
mood
Publicité
Posté le 25-02-2007 à 22:46:42  profilanswer
 

n°1519776
Raistlin M​ajere
i bouh at you !
Posté le 26-02-2007 à 01:22:54  profilanswer
 

Le réalisateur Night Shyamalan obtient quant à lui deux Razzies pour son film "La jeune fille de l'eau", rare échec en salles d'un auteur prodige ("Le sixième sens", "Signes", "Le village"...). Il reçoit le prix du pire metteur en scène et du pire acteur dans un second rôle.


---------------
Слава Україні  Feedback
n°1521747
MagicBuzz
Posté le 28-02-2007 à 15:08:01  profilanswer
 

delete pev
where codsoc = 20;
 
insert into pev
select codpev, libpev, achvte, typeve, codosk, achvto, typevo, depaut, majcnt, majenc, ordre1, ordre2, ordre3, saiqte, achvts, typevs, ordeve, ordevs, ordevo, evoobl, codosk_d, codosk_v, codosk_vd, ordre4, ordre5, ordre6, ordre7, ordre8, ordre9, ordre10, engage, ridatliv, ridatexp, moduni, annule, typtie, datmod, utimod, etaevo, invalidati, refprod, pevoevo, codeta, valeta, codett, forcev, gesstk, nbjliv, nbjexp, codppe1, para1, parn1, codppe2, para2, parn2, codppe3, para3, parn3, codppe4, para4, parn4, codppe5, para5, parn5, codppe6, para6, parn6, soleta, codppe7, para7, parn7, codppe8, para8, parn8, codppe9, para9, parn9, codppe10, para10, parn10, codppe11, para11, parn11, codppe12, para12, parn12, 20
from pev
where codsoc = 2;
 
delete param
where codsoc = 20;
 
insert into param
select 20, datmod, utimod, codpar, libpar, lirpar, clapar1, clapar2, clapar3
from param
where codsoc = 2;
 
delete parav
where codsoc = 20;
 
insert into parav
select 20, datmod, utimod, codpar, codfct, libpar, para1, para2, para3, parm1, parm2, parn1, parn2, parn3, parn4, parn5, pard1, pard2, pard3, actif
from parav
where codsoc = 2;
 
delete ut_fcg
where codsoc = 20;
 
insert into ut_fcg
select fct, tit, cat, eshs, typut_fct, fic, batch, fprint, forma, app, modfct, par, trace, tir, maq, datmod, utimod, 20, option_fon, cod_fct_pere
from ut_fcg
where codsoc = 2;
 
delete tbl
where codsoc = 20;
 
insert into tbl
select codtbl, cletbl, lib1, lib2, lib3, lir, num1, num2, num3, dec1, dec2, dec3, datmod, utimod, 20, lib4, lib5, lib6, lib7, lib8, lib9, lib10, num4, num5, num6, num7, num8, num9, num10, dec4, dec5, dec6, dec7, dec8, dec9, dec10, dat1, dat2, dat3, dat4, dat5, dat6, dat7, dat8, dat9, dat10, filtre_tbl, z40l_1, z40l_2, z40l_3, z40l_4, z40l_5, z40l_6, z40l_7, z40l_8, z40l_9, z40l_10
from tbl
where codsoc = 2;
 
delete osk
where codsoc = 20;
 
insert into osk
select codosk, libosk, lirosk, opec01, opec02, opec03, opec04, opec05, opec06, opec07, opec08, opec09, opec10, opec11, opec12, opec13, opec14, prvc01, prvc02, prvc03, prvc04, prvc05, prvc06, prvc07, prvc08, prvc09, prvc10, prvc11, prvc12, prvc13, prvc14, lotobl, calpmp, opeman, typeve, cskte1, opetst, cskte2, opeqt1, cskqt1, opeqt2, cskqt2, opeqt3, cskqt3, csksui, opesu1, csksu1, opesu2, csksu2, opesu3, csksu3, typosk, datmod, utimod, typctr, emplobl, majinv, genmsk, serobl, 20, codcsk, opecsk, codut_mes, propriete
from osk
where codsoc = 2;
 
delete csk
where codsoc = 20;
 
insert into csk
select codcsk, libcsk, lircsk, geslot, typcsk, forcsk, opec01, opec02, opec03, opec04, opec05, opec06, opec07, opec08, opec09, opec10, opec11, opec12, opec13, opec14, cskprv, datmod, utimod, opecss, opecso, opecpc, opecqe, cskemp, indsel, 20, saison, opecvc, opecvj, opecvb
from csk
where codsoc = 2;
 
delete cqq
where codsoc = 20;
 
insert into cqq
select 20, achvte, typcot, numcqq, tqui, tqoi, datmod, utimod
from cqq
where codsoc = 2;
 
delete pci
where codsoc = 20;
 
insert into pci
select achvte, typqui, clequi, typqoi, cleqoi, cptfac, cptcot, cptcnt, cptrpf, cptrfa, cptesc, datmod, utimod, codana, codana1, codana2, typcot, 20, p_1gccod, tqui, tqoi, pourcent, automanu
from pci
where codsoc = 2;
 
delete cal
where codsoc = 20;
 
insert into cal
select codcal, libcal, lircal, datmod, utimod, datdpftr, 20, caljour, p_1caltdp, p_1caldeb, p_1calfin, p_1calori
from cal
where codsoc = 2;
 
delete cap
where codsoc = 20;
 
insert into cap
select codcal, annee, numper, datdeb, datfin, codrgp, datmod, utimod, reftro, 20, p_1capeta, p_1capnjd, p_1capnjf, dat1, dat2, dat3, dat4, indano, indcde, heulim1, delai1, heuliv1, heulim2, delai2, heuliv2, codtrn, val01, val02, val03, val04, val05
from cap
where codsoc = 2;
 
delete ut_pled
where codsoc = 20;
 
insert into ut_pled
select codfct, codpled, titedt, maqedt, batch, fprint, indimpi, nbcop, commen1, commen2, datmod, utimod, ligwhere1, ligwhere2, ligwhere3, code_maq, format, vue_util, 20, eshs, nommaq, niv, codlan, attpled, nummes, attr
from ut_pled
where codsoc = 2;
 
delete ut_pledc
where codsoc = 20;
 
insert into ut_pledc
select codfct, codpled, numord, datmod, utimod, nomchp, typchp, critlir, numtri, sais_tri, critdeb, critfin, critcom, sais_crit, 20, codlan
from ut_pledc
where codsoc = 2;
 
delete tva
where codsoc = 20;
 
insert into tva
select codtva, libtva, lirtva,tautva, tautva2, tautva3, tautva4, tautva5, tautva6, tautva7, tautva8, tautva9, cpttva, cpttva2, cpttva3, 20, datmod, utimod
from tva
where codsoc = 2;
 
delete ut_cal
where codsoc = 20;
 
insert into ut_cal
select nomcal, annee, libut_cal, janvier, fevrier, mars, avril, mai, juin, juillet, aout, septembre, octobre, novembre, decembre, datmod, utimod, 20, attr
from ut_cal
where codsoc = 2;
 
delete ut_cpt
where codsoc = 20;
 
insert into ut_cpt
select codut_cpt, valut_cpt, vmin, vmax, libut_cpt, icr, datmod, utimod, 20
from ut_cpt
where codsoc = 2;  
 
delete ut_uti
where codsoc = 20;
 
insert into ut_uti
select uti, nom, eshs, lan, niv, qua, uni, nbe, affi, codut_ter, fprint, batch, dir, poste, trace, ser, datmod, utimod, 20, statut, codlan, email256, tz
from ut_uti
where codsoc = 2;
 
delete ut_hab
where codsoc = 20;
 
insert into ut_hab
select uti, poste, cha, ord, fct, opt, datmod, utimod, 20
from ut_hab
where codsoc = 2;
 
 
(ça me ferait chier de le perdre celui-là, j'ai mis une heure à me le taper :sleep:)


Message édité par MagicBuzz le 28-02-2007 à 15:08:48
n°1521751
kadreg
profil: Utilisateur
Posté le 28-02-2007 à 15:08:53  profilanswer
 
n°1521754
_darkalt3_
Proctopathe
Posté le 28-02-2007 à 15:14:04  profilanswer
 

RecvData


---------------
Töp of the plöp
n°1521851
Talladega
Transcendance
Posté le 28-02-2007 à 16:54:13  profilanswer
 

Ritchie Blackmore


---------------
Le topic de la Scandinavie | last.fm
n°1521852
Chaos Inte​stinal
Posté le 28-02-2007 à 16:55:23  profilanswer
 

"Be sure to read the fine print on our contract." The devil is in the details, and it's never truer than when it comes to fitness club contracts. Fast-talking reps may offer you a deal you can't refuse, but often that's exactly what you should do. "Sometimes you end up with salespeople trying to make quotas that engage in pressure," says Helen Durkin, head of public policy at IHRSA. Occasionally, this can lead to a glossing over of details. One Bally offer that has elicited complaints on Consumer Affairs' Web site is a 30-day trial membership with a catch: You must visit the club a minimum of 12 times during the first month to cancel without penalty; otherwise, you're locked into a multiyear membership. Some consumers complain they did attend the required number of times but that when they decided to cancel, the club had no record of the visits. A Bally spokesperson says the company's policy is to check all members entering the club and record their usage.
 
More Secret Keepers
 
 
Your best defense: Read every word of the contract. Never rely on a suave salesperson's "word" no matter what authority they profess, and don't let anyone pressure you into signing before you're ready -- take the contract home and read it overnight.
 
7. "Our equipment can be downright dangerous." Unlike many businesses, fitness clubs do not need a license to operate. Furthermore, although the American College of Sports Medicine and other groups publish guidelines for the industry, they don't have the teeth of the law. "In most cases [the gym] is not a safe place to go because there is little standardization," says Marc Rabinoff, forensic expert and professor of human performance and sport at the Metropolitan State College of Denver.
 
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Take equipment maintenance, for example. Although manufacturers must include instructions with exercise machines, nothing forces gyms to follow them, Rabinoff says. Injuries can result from poorly or improperly maintained equipment, says Cedric Bryant, chief science officer for the American Council on Exercise. Harold Leon Bostick knows that all too well. Due to a design defect in a machine he was using, a stack of weights came crashing down while the law student was doing squats at a California gym in 2001, severing his spinal cord.
 
Bryant recommends asking to see maintenance and cleaning logs-- hallmarks of a good club. Gold's Gym, for one, says it follows manufacturers' maintenance guidance to the letter and replaces equipment every five to seven years. And avoid machines that stick or don't move smoothly.
 
Fitness Club Member?
 
8. "Everything is negotiable." Balloons and freebies often signal promotion time at your local gym -- most frequently before the holidays and at the start of summer.
 
Already a member? Jot down these specials, and ask for one of them when it comes time to renew your membership. Some gyms will honor the rate months after the posters come down, says Mark, of the Consumer Credit Counseling Service of Greater Atlanta. If you're looking into a new membership, remember that the cheapest deals will likely be those that lock you in for a long time. For example, Bally's flexible plans, including month-to-month memberships, typically cost $5 to $10 a month more than its popular long-term "Value Plan." As for trainers, you might be able to get a break if you decide to share sessions with a friend or two, says Carol Espel, Equinox's national group fitness director.
 
Fitness Club Tips
 
gym secretGetty
 
    * Blog: Your Gym's Secrets
    * Exercise Habits to Avoid
    * Eight Ways to Jump-Start Weight Loss
    * The Man Behind The Biggest Losers
    * At-Home Workouts  
 
9. "If your wallet gets lifted, it's not our problem." In 2003, the FBI put out a bulletin about a group of burglars stealing credit cards from lockers of health club members on the East Coast. Since then, there's been no similar FBI bulletin -- but that doesn't mean your valuables are safe at the gym. You never know who's lurking around the locker room while you're sweating away on the elliptical machine. "For so many people, the health club is like a community," says IHRSA spokesperson Brooke Correia. "You feel very comfortable, but there are situations where potential thieves will break into the club and take advantage of that safe atmosphere."
 
Ben Osbun tried to end 2004 on a healthy note by working out at his local YMCA on New Year's Eve. But the day quickly soured. When the Chicago real estate agent returned to his locker, he found that the padlock had been cut and his cell phone, keys and wallet were all missing. Only his jacket was left behind; the thieves showed him some mercy since it was December, Osbun says. He adds that the gym staff wasn't particularly surprised by the incident, since petty theft is common in health clubs. Osbun learned his lesson; he now brings very little with him to the gym.
 
If you do intend to store items in a locker while you're working out, IHRSA recommends using a padlock with a key, which is harder to pick than a combination lock. Good to know -- not that it would have helped Osbun any.
 
More From SmartMoney
 
529 plans
 
 
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    * Four Ways to Double Your Money
    * 35 Best Mutual Funds
    * Stop Junk Mail Now!
    * REIT Selloff: Worth a Look
    * Visit SmartMoney.com  
 
10. "Go ahead and sue; you'll never win." Fitness clubs sure do know how to watch their backs, legally speaking. It's nearly impossible to visit a fitness center without signing a waiver that absolves the club of liability -- involving everything from malfunctioning machines that cause injury to improper instruction by staff members.
 
In Michael Stokes' case, it was a defect in the basketball court's floor at his Kent, Wash., gym that caused ruptured tendons in his knee and shoulder. While a judge found that Stokes may not have known what he was signing, a subsequent Court of Appeals ruling upheld the waiver and dismissed the case, says Mark Davis, a lawyer at Curran Mendoza who represented Stokes.
 
And that's how it usually goes, since the majority of states' courts tend to side with the gyms on the matter of liability waivers, while only a handful, including those in New York and Virginia, are likely to rule against them. Occasionally, a judge will rule on behalf of plaintiffs in instances of gross negligence, but that bar is set pretty high in some states, such as Washington, Davis says.
 
Bottom line: Understand that you're taking your health in your own hands when you go to the gym, so you need to watch your own back -- literally.

n°1521875
jukieng
Posté le 28-02-2007 à 17:17:23  profilanswer
 

Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Proin varius, orci id tempus interdum, diam enim interdum elit, ac sodales eros nisi ut dui. In lorem. Aliquam erat volutpat. Praesent tincidunt ullamcorper nisl. Donec nulla. Cras tincidunt congue justo. Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Maecenas congue, dolor id dignissim interdum, mi urna condimentum felis, sed sagittis ante quam faucibus massa. Duis aliquet eros id enim. Integer varius risus id erat. Aenean quis nibh iaculis libero feugiat tincidunt. Duis ligula. Quisque a sapien. Quisque elementum sodales lorem. Ut non ante.
 
Cras enim lorem, pellentesque ac, consequat at, ullamcorper rutrum, erat. Aenean nisi tellus, pellentesque sit amet, iaculis eu, viverra id, sapien. Sed nibh. Aenean non nibh nec pede facilisis consectetuer. Maecenas euismod. Aenean consequat semper ligula. Ut in nisi. Sed consectetuer, lorem quis faucibus accumsan, sapien arcu consectetuer sapien, vitae elementum augue mauris in lectus. Duis vel tellus. Integer vel ligula non orci molestie pulvinar. Ut dapibus lobortis libero. Praesent vitae justo. Nunc tincidunt lectus ut ligula. Ut vel ipsum. Phasellus aliquet blandit erat. Aenean aliquam hendrerit erat. Proin ac augue vitae leo luctus tincidunt. Quisque nec libero. Aliquam ac nibh vitae velit scelerisque euismod. Morbi facilisis dolor condimentum orci.
 
Nam scelerisque sodales felis. In dignissim arcu at felis. Nullam vel tellus et enim accumsan viverra. Aliquam mauris. Mauris sagittis felis id dolor. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Aliquam id felis et felis blandit tempor. Etiam dignissim neque auctor turpis. Morbi purus turpis, ornare nec, mollis ac, fermentum sed, leo. Quisque hendrerit interdum arcu. Fusce tincidunt turpis id leo. Sed ultricies ultricies lorem. Praesent quam sapien, feugiat nec, aliquam vitae, dignissim ut, sapien.
 
Mauris vitae ipsum et mauris convallis rutrum. Donec erat neque, laoreet eu, tempus in, mollis sit amet, elit. Aliquam sed mi id quam dictum viverra. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Ut in neque. Fusce porta. Aenean dui felis, pretium sit amet, aliquam in, aliquam vel, lectus. Donec egestas. Duis massa nisl, dapibus sit amet, bibendum et, rhoncus sit amet, tellus. Etiam augue. Quisque placerat volutpat ante.
 
Nulla facilisi. Vestibulum condimentum enim. Suspendisse potenti. Mauris id nulla. Quisque at mauris. In eget risus. Nullam consectetuer mauris non nisi. Phasellus odio nisl, suscipit id, pharetra in, scelerisque at, tellus. Aliquam lectus neque, consectetuer et, dictum suscipit, pellentesque non, eros. Morbi malesuada, odio sed auctor adipiscing, odio neque lacinia massa, ac eleifend nisl nunc nec pede. Proin convallis. Suspendisse pulvinar rutrum nunc. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Duis quis sapien vulputate urna consequat adipiscing. Donec sagittis suscipit ante.


---------------
ilonet - Internet, Informatique et Webmastering
n°1521892
_darkalt3_
Proctopathe
Posté le 28-02-2007 à 17:47:42  profilanswer
 

if (select(FD_SETSIZE, &readSet, NULL, NULL, NULL) == 1)


---------------
Töp of the plöp
n°1522041
Raistlin M​ajere
i bouh at you !
Posté le 01-03-2007 à 01:44:58  profilanswer
 
mood
Publicité
Posté le 01-03-2007 à 01:44:58  profilanswer
 

n°1524111
mareek
Et de 3 \o/
Posté le 05-03-2007 à 22:54:13  profilanswer
 

http://www.charlespetzold.com/etc/ [...] eMind.html


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1524170
_darkalt3_
Proctopathe
Posté le 06-03-2007 à 09:23:15  profilanswer
 
n°1524524
Jokeur
Bouffeur de clowns
Posté le 06-03-2007 à 16:36:26  profilanswer
 

EXT_MCS_HISTO_06.txt


---------------
Je suis fan du numéro 284, mais je ne sais pas pourquoi :o
n°1524536
Raistlin M​ajere
i bouh at you !
Posté le 06-03-2007 à 16:51:23  profilanswer
 
n°1526075
mareek
Et de 3 \o/
Posté le 08-03-2007 à 22:57:39  profilanswer
 

59833c2XXXX962e8aa4607658e


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1526089
Raistlin M​ajere
i bouh at you !
Posté le 09-03-2007 à 01:43:40  profilanswer
 

[quotemsg=1714159,10510,404576]


---------------
Слава Україні  Feedback
n°1526435
MagicBuzz
Posté le 09-03-2007 à 14:34:50  profilanswer
 

011VCDV    VCDV           BISCAYNE           20070303                                 USD          001              YA                                                                           001                                                                                                                         6                                                                                                                                                                                                                                                    

n°1526437
kadreg
profil: Utilisateur
Posté le 09-03-2007 à 14:38:21  profilanswer
 

FOUTAISES !

n°1526439
_darkalt3_
Proctopathe
Posté le 09-03-2007 à 14:42:23  profilanswer
 


//-------------------------------------------------------------------
// Global variables (set by app)  
//-------------------------------------------------------------------
 
float4x4 WorldViewProj : WorldViewProjection;
float4x4 WorldViewIT : WorldInverseTranspose;
float4x4 WorldView : World;
 
float4 lightDir : Direction
<
 string Object = "DirectionalLight";
    string Space = "World";
> = {200.0f, 300.0f, 150.0f, 0.0f};
 
float4 lightColor : Diffuse
<
    string UIName = "Diffuse Light Color";
    string Object = "DirectionalLight";
> = {1.0f, 1.0f, 1.0f, 1.0f};
 
float4 lightAmbient : Ambient
<
    string UIWidget = "Ambient Light Color";
    string Space = "Ambient";
> = {0.0f, 0.0f, 0.0f, 1.0f};
 
float4   Material
<
    string UIWidget = "Material Color";
    string Space = "Ambient";
> = {0.0f, 0.0f, 0.0f, 1.0f};
 
float4   MinMaxDist;
float4   FocusConst;
float    UvOffsetToUse;
float4   UvBase[8];
 
//-------------------------------------------------------------------
// Textures (bound to real textures by app)
//-------------------------------------------------------------------
 
texture Meshes;
texture CircleOfConfusion;
texture WorldTex;
texture BlurTex;
texture FilteredTex0;
texture FilteredTex1;
texture FilteredTex2;
 
//-------------------------------------------------------------------
// Vertex shader input structures
//-------------------------------------------------------------------
 
struct VS_INPUT_PT {
    float4 Position : POSITION;
    float2 TexCoord : TEXCOORD0;
};
 
struct VS_INPUT_PNT {
    float4 Position : POSITION;
    float3 Normal   : NORMAL;
    float2 TexCoord : TEXCOORD0;
};
 
//-------------------------------------------------------------------
// Vertex shader output (and pixel shader input) structures
//-------------------------------------------------------------------
 
struct VS_OUTPUT_PT4 {
    float4 oPosition  : POSITION;
    float2 oTexCoord0 : TEXCOORD0;
    float2 oTexCoord1 : TEXCOORD1;
    float2 oTexCoord2 : TEXCOORD2;
    float2 oTexCoord3 : TEXCOORD3;
};
 
struct VS_OUTPUT_PT2 {
    float4 oPosition  : POSITION;
    float2 oTexCoord0 : TEXCOORD0;
    float3 oTexCoord1 : TEXCOORD1;
};
 
struct VS_OUTPUT_PCT2 {
    float4 oPosition  : POSITION;
    float3 oColor     : COLOR;
    float2 oTexCoord0 : TEXCOORD0;
    float3 oTexCoord1 : TEXCOORD1;
};
 
//-------------------------------------------------------------------
// Texture samplers
//-------------------------------------------------------------------
 
sampler MeshesSampler = sampler_state
{
    Texture = <Meshes>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU  = Wrap;
    AddressV  = Wrap;
};
 
sampler CircleOfConfusionSampler = sampler_state
{
    Texture = <CircleOfConfusion>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = None;
    AddressU  = Clamp;
    AddressV  = Clamp;
    AddressW  = Clamp;
};
 
sampler WorldTexSampler = sampler_state
{
    Texture = <WorldTex>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = Linear;
    //AddressU  = Wrap;     -let the application decide
    //AddressV  = Wrap;     -let the application decide
};
 
sampler BlurTexSampler = sampler_state
{
    Texture = <BlurTex>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU  = Clamp;
    AddressV  = Clamp;
};
 
sampler FilteredTexSampler0 = sampler_state
{
    Texture = <FilteredTex0>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = NONE;
    AddressU  = Clamp;
    AddressV  = Clamp;
};
 
sampler FilteredTexSampler1 = sampler_state
{
    Texture = <FilteredTex1>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = NONE;
    AddressU  = Clamp;
    AddressV  = Clamp;
};
 
sampler FilteredTexSampler2 = sampler_state
{
    Texture = <FilteredTex2>;
    MinFilter = Linear;  
    MagFilter = Linear;
    MipFilter = NONE;
    AddressU  = Clamp;
    AddressV  = Clamp;
};
 
//-------------------------------------------------------------------
// Vertex Shaders (and subroutines)
//-------------------------------------------------------------------
 
float ComputeDistance(float4 position)
{
    // The following computes the (correct) radial distance  
    // and stores it in R_DIST.z.
     
    // Move vertex to view-space
    //float4 R_DIST = mul(position, WorldView);    
 
    // Do homogenous divide
    //R_DIST = R_DIST / R_DIST.w;
 
    // Camera is at 0,0,0, thus length of R_DIST is the distance
    //R_DIST.x = dot(R_DIST.xyz, R_DIST.xyz);       // distance squared
    //R_DIST.y = rsqrt(R_DIST.x);                   // 1/distance
    //R_DIST.z = R_DIST.x * R_DIST.y;               // distance
             
    //return R_DIST.z;
 
    //--------------------------------
         
    // Or, we can just compute the simple z-linear distance;
    // looks just as good and is much faster.
    float dist = dot(position, float4(WorldView[0][2], WorldView[1][2], WorldView[2][2], WorldView[3][2]));
    //dist = dist / dot(position, float4(WorldView[0][3], WorldView[1][3], WorldView[2][3], WorldView[3][3]));
    return dist;
}
 
VS_OUTPUT_PCT2 TetraVS(const VS_INPUT_PNT IN)
{
    VS_OUTPUT_PCT2 OUT;
 
    // This vertex shader does the usual vertex transform and lights with
    // a directional and ambient light.  At the end, however, it computes
    // vertex to camera distance in view-space and stores that result as a  
    // texture coordinate (to look up into a Depth-of-Field table.)
     
    // Transform position to clip space and output it
    OUT.oPosition = mul(IN.Position, WorldViewProj);    
 
    // copy texture coordinates  
    OUT.oTexCoord0.xy = IN.TexCoord;
 
    // Transform normal to world space (no need to renormalize after that)
    float3 R_NORMAL = mul(IN.Normal, (float3x3)WorldViewIT);
 
    // Dot normal with light vector (yields intensity of the diffuse component)
    float4 R_DIFFUSE;
    R_DIFFUSE.w = dot(R_NORMAL, LightDirection);
    R_DIFFUSE.w = max(0, R_DIFFUSE.w);
     
    // Multiply with light-color and add ambient base term  
    R_DIFFUSE.xyz = R_DIFFUSE.w * LightDiffuse.xyz + AmbientLight.xyz;
             
    // multiply total light with material color and output
    OUT.oColor = R_DIFFUSE.xyz * Material.xyz;
 
    // compute the distance of the vertex from viewer
    float dist = ComputeDistance(IN.Position);
         
    // substract mMinDistance and divide by maxDistance-minDistance
    // since c[CV_MINMAX_DIST].x = mMinDistance/(mMaxDistance-mMinDistance)
    // and   c[CV_MINMAX_DIST].y =     1.0f    /(mMaxDistance-mMinDistance)
    // we can do the following mad instead
    // Note: min/max clamping first is unnecessary: the tex-addr unit does it for us
    OUT.oTexCoord1.x = dist*MinMaxDist.y - MinMaxDist.x;
     
    // copy the current focus distance and focal length from constant memory  
    // to texture coord
    OUT.oTexCoord1.yz = FocusConst.xy;
 
    return OUT;
}
 
VS_OUTPUT_PT2 WorldVS(const VS_INPUT_PT IN)
{
    VS_OUTPUT_PT2 OUT;
 
    // This vertex shader does the usual vertex transform; it does no lighting:
    // only the unmodified texture color is used.  At the end, however, it  
    // computes vertex to camera distance in view-space and stores that result
    // as a texture coordinate (to look up into a Depth-of-Field table.)
 
    // Transform position to clip space and output it
    OUT.oPosition = mul(IN.Position, WorldViewProj);    
 
    // copy texture coordinates
    OUT.oTexCoord0.xy = IN.TexCoord;
 
    // compute the distance of the vertex from viewer
    float dist = ComputeDistance(IN.Position);
 
    // substract mMinDistance and divide by maxDistance-minDistance
    // since c[CV_MINMAX_DIST].x = mMinDistance/(mMaxDistance-mMinDistance)
    // and   c[CV_MINMAX_DIST].y =     1.0f    /(mMaxDistance-mMinDistance)
    // we can do the following mad instead
    // Note: min/max clamping first is unnecessary: the tex-addr unit does it for us
    OUT.oTexCoord1.x = dist*MinMaxDist.y - MinMaxDist.x;
         
    // copy the current focus distance and focal length from constant memory  
    // to texture coord
    OUT.oTexCoord1.yz = FocusConst.xy;
     
    return OUT;
}
 
VS_OUTPUT_PT4 BlurVS(const VS_INPUT_PT IN)
{
    VS_OUTPUT_PT4 OUT;
     
    // Transform vertex position to clip space
    OUT.oPosition = mul(IN.Position, WorldViewProj);    
     
    int a = (int)UvOffsetToUse * 4;    
 
    OUT.oTexCoord0 = IN.TexCoord + UvBase[a    ].xy;
    OUT.oTexCoord1 = IN.TexCoord + UvBase[a + 1].xy;
    OUT.oTexCoord2 = IN.TexCoord + UvBase[a + 2].xy;
    OUT.oTexCoord3 = IN.TexCoord + UvBase[a + 3].xy;
 
    return OUT;
}
 
//-------------------------------------------------------------------
// Pixel Shaders
//-------------------------------------------------------------------
 
float4 BlurPS(VS_OUTPUT_PT4 IN) : COLOR
{
    // This is a simple blur-shader: we simply average all alpha and color  
    // values together.
     
    // get colors and alphas from all 4 texture stages
    float4 color0 = tex2D(BlurTexSampler, IN.oTexCoord0);
    float4 color1 = tex2D(BlurTexSampler, IN.oTexCoord1);
    float4 color2 = tex2D(BlurTexSampler, IN.oTexCoord2);
    float4 color3 = tex2D(BlurTexSampler, IN.oTexCoord3);
 
    // return the average (keeping within the [-2..2] range)
    return 0.5*( 0.5*(color0 + color1) + 0.5*(color2 + color3) );
}
 
float4 TetraDofPS(VS_OUTPUT_PCT2 IN) : COLOR
{
    float4 color;
 
    // Use texture coordinates to look up the circle-of-confusion interpolator
    // and store it in dest-alpha.  Output color is simply the interpolated vertex color,
    // modulated by the [brightned-4X] diffuse texture.
    color.xyz = tex2D(MeshesSampler, IN.oTexCoord0).xyz * 4 * IN.oColor;
    color.w   = tex2D(CircleOfConfusionSampler, IN.oTexCoord1).x;
     
    return color;
}
 
float4 TetraNoDofPS(VS_OUTPUT_PCT2 IN) : COLOR
{
    float4 color;
     
    // Same as TetraDofPS, except no Depth-Of-Field look-up occurs. Instead
    // we push the distance through so we can visualize depth.
    color.xyz = tex2D(MeshesSampler, IN.oTexCoord0).xyz * IN.oColor;
    color.w   = IN.oTexCoord1.x;
     
    return color;
}
 
float4 WorldDofPS(VS_OUTPUT_PT2 IN) : COLOR
{
    float4 color;
     
    // Use texture coordinates to look up the circle-of-confusion interpolator
    // and store it in dest-alpha.  Output color is simply diffuse texture.
    color.xyz = tex2D(WorldTexSampler, IN.oTexCoord0).xyz;
    color.w   = tex2D(CircleOfConfusionSampler, IN.oTexCoord1).x;
     
    return color;
}
 
float4 WorldNoDofPS(VS_OUTPUT_PT2 IN) : COLOR
{
    float4 color;
     
    // Same as WorldDofPS, except no Depth-Of-Field look-up occurs. Instead
    // we push the distance through so we can visualize depth.
    // Output color is simply the diffuse texture.
    color.xyz = tex2D(WorldTexSampler, IN.oTexCoord0).xyz;
    color.w   = IN.oTexCoord1.x;
     
    return color;
}
 
/*
// NOTE: The HLSL version of this pixel shader has been
// commented out because it won't fit when compiled to ps_1_1;
// however, the assembly version of the same shader (see the  
// ShowDepthOfField technique below) will fit when compiled
// to ps_1_1.  This shader will work when compiled to
// ps_2_0.
float4 ShowDepthOfFieldPS(VS_OUTPUT_PT4 IN) : COLOR
{
    float4 color;
 
    // sample the 3 input textures.  r,g,b values are colors; a values are depths.
    float4 t0 = tex2D(FilteredTexSampler0, IN.oTexCoord0);
    float4 t1 = tex2D(FilteredTexSampler1, IN.oTexCoord1);
    float4 t2 = tex2D(FilteredTexSampler2, IN.oTexCoord2);
             
    // first interpolate the interpolator: using t0 straight produces ghosting  
    // since the DoF selection is always hi-res (ie, t0) even for the blurred parts.
    // playing with various combinations of t0, t1, t2 shows that the following
    // is reasonable (depth-changing edges never get really unblurred):
    float interp = 0.5 * (t0.w + t2.w);
 
    // although the following also produces good results (but with a bit of ghosting
    // and more math):
    //color.w = 0.33333 * (t2.w + t1.w + t0.w);
     
    float t;
    t = saturate(interp * 2);            // pretend 0 <= r0.a <= 0.5  
    float4 t0t1 = lerp(t0, t1, t);       // correctly interpolate t0, t1 and store  
    t = saturate(interp * 2 - 1);        // pretend 0.5 <= r0.a <= 1
    float4 t1t2 = lerp(t1, t2, t);       // correctly interpolate t1, t2 and store  
     
    t = saturate(sign(interp - 0.5));
    color.xyz = (t * t1t2 + (1-t) * t0t1).xyz;
    color.w = interp;
         
    return color;
}
*/
 
float4 ShowBlurrinessPS(VS_OUTPUT_PT4 IN) : COLOR
{
    float4 color;
     
    // This pixel shader does no blending; it simply shows the DoF interpolator value.
 
    // sample all the texture stages
    float4 t0 = tex2D(FilteredTexSampler0, IN.oTexCoord0);
    //float4 t1 = tex2D(FilteredTexSampler1, IN.oTexCoord1);
    float4 t2 = tex2D(FilteredTexSampler2, IN.oTexCoord2);
 
    // first interpolate the interpolator: using t0 straight produces ghosting  
    // since the DoF selection is always hi-res (ie, t0) even for the blurred parts.
    // playing with various combinations of t0, t1, t2 shows that the following
    // is reasonable (depth-changing edges never get really unblurred)
    // and yet only takes a single instruction.
    color.xyzw = 0.5 * (t0.w + t2.w);
         
    return color;
}
 
//-------------------------------------------------------------------
// TECHNIQUES
//-------------------------------------------------------------------
         
technique TetraDOF
{
    pass P0
    {
        VertexShader = compile vs_1_1 TetraVS();
        PixelShader = compile ps_1_1 TetraDofPS();
         
        AlphaBlendEnable = False;
        ZEnable          = True;
        CullMode         = CCW;
    }
}
 
technique TetraNoDOF
{
    pass P0
    {
        VertexShader = compile vs_1_1 TetraVS();
        PixelShader  = compile ps_1_1 TetraNoDofPS();
 
        AlphaBlendEnable = False;
        ZEnable          = True;
        CullMode         = CCW;
    }
}
 
technique WorldDOF
{
    pass P0
    {
        VertexShader = compile vs_1_1 WorldVS();
        PixelShader  = compile ps_1_1 WorldDofPS();
 
        AlphaBlendEnable = False;
        ZEnable          = True;
        CullMode         = None;
    }
}
 
technique WorldNoDOF
{
    pass P0
    {
        VertexShader = compile vs_1_1 WorldVS();
        PixelShader  = compile ps_1_1 WorldNoDofPS();
 
        AlphaBlendEnable = False;
        ZEnable          = True;
        CullMode         = None;
    }
}
 
technique Blur
{
    pass P0
    {
        VertexShader = compile vs_1_1 BlurVS();
        PixelShader  = compile ps_1_1 BlurPS();
         
        // note that these render-state changes are reverted once the effect is complete.
        AlphaBlendEnable = False;
        ZEnable          = False;
        CullMode         = None;
        FillMode         = Solid;  // (even if wireframe is turned on)
         
        ColorOp[0]   = SelectArg1;
        ColorArg1[0] = Texture;
        ColorArg2[0] = Diffuse;
        ColorOp[1]   = Disable;
        AlphaOp[0]   = Disable;
         
         
    }
}
 
technique ShowDepthOfField
{
    pass P0
    {
        Sampler[0] = <FilteredTexSampler0>;
        Sampler[1] = <FilteredTexSampler1>;
        Sampler[2] = <FilteredTexSampler2>;
 
        AlphaBlendEnable = False;
        ZEnable          = False;
        CullMode         = None;
        FillMode         = Solid;  // (even if wireframe is turned on)
     
        VertexShader = compile vs_1_1 BlurVS();
        PixelShader  =  
        asm
        {
            ; NOTE: This shader exists in HLSL above (see ShowDepthOfFieldPS),
            ; but is commented out; the assembly version is used here because  
            ; it's the only way to fit this shader in ps1.1.  The HLSL-compiled  
            ; version will work if you compile it using ps_2_0; but since the  
            ; assembly version will fit in ps_1_1, it is used here instead.
             
            ; Declare pixel shader version  
            ps_1_1
             
            def c0, 0.0f, 0.0f, 0.0f, 0.5f
            def c1, 0.0f, 0.0f, 0.0f, 0.333333f
             
            ; sample all the texture stages
            tex t0
            tex t1
            tex t2
             
            ; first interpolate the interpolator: using t0 straight produces ghosting  
            ; since the DoF selection is always hi-res (ie, t0) even for the blurred parts.
            ; playing with various combinations of t0, t1, t2 shows that the following
            ; is reasonable (depth-changing edges never get really unblurred)
            ; and yet only takes a single instruction.
            lrp r0.a, c0, t2.a, t0.a
             
            ; although the following also produces good results (but with a bit of ghosting
            ; and two instructions)
            ; r0.a = 0.666*(.5*t2.a + .5*t1.a) + 0.333 * t0.a)
            ;      = 0.333*(t0.a+t1.a+t2.a)
            ; lrp r0.a, c0, t2.a, t1.a
            ; lrp r0.a, c1, r0.a, t0.a    
             
            mov_x2_sat r1.a,   r0.a                // pretend 0 <= r0.a <= 0.5  
            lrp           r1.rgb, r1.a, t1, t0        // correctly interpolate t0, t1 and store  
            mov_sat    r1.a,   r0_bx2.a         // pretend 0.5 <= r0.a <= 1
            lrp        r0.rgb, r1.a, t2, t1     // correctly interpolate t1, t2 and store  
             
            cnd           r0.rgb, r0.a, r0, r1        // figure out which case is the true one and select it
             
            ; mov r0.rgb, t0.a
        };
    }
}
 
technique ShowBlurriness
{
    pass P0
    {
        Sampler[0] = <FilteredTexSampler0>;
        Sampler[1] = <FilteredTexSampler1>;
        Sampler[2] = <FilteredTexSampler2>;
 
        AlphaBlendEnable = False;
        ZEnable          = False;
        CullMode         = None;
        FillMode         = Solid;  // (even if wireframe is turned on)
         
        VertexShader = compile vs_1_1 BlurVS();
        PixelShader  = compile ps_1_1 ShowBlurrinessPS();
    }
}


---------------
Töp of the plöp
n°1526441
kadreg
profil: Utilisateur
Posté le 09-03-2007 à 14:44:41  profilanswer
 
n°1526820
mareek
Et de 3 \o/
Posté le 10-03-2007 à 16:21:49  profilanswer
 


elle te va pas très bien ta nouvelle coupe, ça fait ressortir tes oreilles :/


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1526852
0x90
→
Posté le 10-03-2007 à 18:06:31  profilanswer
 
n°1526914
mareek
Et de 3 \o/
Posté le 10-03-2007 à 21:03:04  profilanswer
 

http://www.joelonsoftware.com/items/2006/08/09.html


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1526915
mareek
Et de 3 \o/
Posté le 10-03-2007 à 21:03:34  profilanswer
 


[:rofl]


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1527364
_darkalt3_
Proctopathe
Posté le 12-03-2007 à 14:19:22  profilanswer
 
n°1527366
Tristou
Keep calm and hack cookies
Posté le 12-03-2007 à 14:21:46  profilanswer
 

mangaflip a écrit :

moi j'ai du mal à imaginer le vide médiatique laisser par paris :D


---------------
"About your cat Mr. Schrödinger : I have good news and bad news"
n°1527371
MagicBuzz
Posté le 12-03-2007 à 14:25:05  profilanswer
 

INFORMATIONS SUR L'APPEL
Serveur GENERIX WINDOWS 32 Bits
  Version OS 2003 Server
 
SGBD ORACLE
  Version SGBD 10g R2
 
Mode TSE
  Outils d'exploitation GENERIX Manager
Version du Progiciel V5.2-00
  Domaine fonctionnel Gestion Commerciale
 
 
DETAIL DE L'APPEL
Titre de l'appel ZOD non obligatoires
Code fonction  GTZON / VFAV
Ecran rmcr_zodg
Description du problème / de la question  Dans GTZON, les ZOD sont flaguées comme non obligatoires, de type LONG avec un lien sur #evcdv, mais si on tente de supprimer une valeur déjà saisie, alors un 0 se met à la place et empêche la validation : le flag \"non obligatoire\" n\'est pas pris en compte. Pour les lignes non remplies du tout, il n\'y a pas de problème par contre, la valeur reste vide et on peut valider.
Codes et/ou messages d'erreur Aucun élément trouvé (#evcdv 0)
Existence de fichiers de trace NON  
Liste des fichiers de trace  
envoyer les fichiers par mail à maintenance@generix.fr ou
par fax au +33 (0)3 20 41 48 08
Qu'est-ce qui a été fait au moment de l'erreur ou modifié depuis le dernier fonctionnement Mise en place d\'un nouveau type ZOD \"ASE\" sur une fonction spécifique de facturation client. (PZNEVE A1=ASE) et création de ZOD (num > 100) sur le segment ASE.
 
IMPACT SUR LA PRODUCTION
S'agit-il du serveur de test ou de production ?
Pour un serveur de production, indiquez l'impact sur votre exploitation (nombre d'utilisateurs bloqués, flux logistique interrompu, ...) Serveur de test. La mise en production des mises à jours est prévue dans un délais assez court. Seulement un nombre limité d\'utilisateurs seront impactés par contre. Le souci, c\'est que seule une action dans la base de données (SQL) permet de supprimer une valeur saisie accidentellement.
Avez-vous une possibilité de contournement ? Non  
Est-ce que l'application continue normalement après l'erreur ? Oui  
 
 
5° bug que je remonte à l'éditeur depuis le début de l'année :sleep: (et ils en ont corrigé 2 mais dons les corrections ne sont pas compatibles [:powa] )


Message édité par MagicBuzz le 12-03-2007 à 14:27:58
n°1527745
sseb22
It is an awful waste of space
Posté le 13-03-2007 à 11:11:49  profilanswer
 

La deception lors du matsuri a Yokkaichi en 2004

 

Reconciliation avec les takoyaki

 


et aussi :
Les fruits d'amour : pomme, OK, fraises, pkoi pas mais raisins ??? (odeur nauseabonde)


Message édité par sseb22 le 13-03-2007 à 11:12:17

---------------
Ma Carrière de Joueur : 114 pages, 25 ans, 1 PDF
n°1527747
_darkalt3_
Proctopathe
Posté le 13-03-2007 à 11:13:05  profilanswer
 

EntryPoint


---------------
Töp of the plöp
n°1527768
kadreg
profil: Utilisateur
Posté le 13-03-2007 à 11:33:18  profilanswer
 

FileName

n°1528116
red factio​n
Posté le 13-03-2007 à 20:14:47  profilanswer
 
n°1528119
Talladega
Transcendance
Posté le 13-03-2007 à 20:46:21  profilanswer
 
n°1528154
souk
Tourist
Posté le 14-03-2007 à 00:31:03  profilanswer
 

monad
 
Contraction of the words "Moron" and "Gonad". Used to refer to a software project that is fat, slow, and ultimately incomprehensible to the consumer.

n°1528161
sseb22
It is an awful waste of space
Posté le 14-03-2007 à 05:50:46  profilanswer
 
n°1528185
kadreg
profil: Utilisateur
Posté le 14-03-2007 à 08:55:17  profilanswer
 
n°1528706
sseb22
It is an awful waste of space
Posté le 15-03-2007 à 02:07:48  profilanswer
 

video de Hajime no ippo Wii
http://www.inpactvirtuel.com/actu/ [...] lution.htm
 
Bullet Witch X360 : jeu de merde apparemment
http://www.gamekult.com/tout/jeux/ [...] _test.html
 
Test Phoenix Wright 2 : note severe poru le fan que je suis mais test objectif
http://www.gamekult.com/tout/jeux/ [...] _test.html
 
Un Tales of PSP aux US
http://www.gamekult.com/articles/A0000056052/
 
Capcom annonce un nouveau jeu sur Wii
http://www.gamekult.com/articles/A0000056046/
 
TMNT sur XBLA
http://www.gamekult.com/articles/A0000056053/
 
news de Harvest Moon sur Wii
http://www.gamekult.com/articles/A0000056036/
 
Test de GRAW 2 X360 : un super jeu apparemment
http://www.gamekult.com/tout/jeux/ [...] _test.html
 
Crytek compare son CryEngine 2 a des photos (sur ces petites resos, ca marche bien)
http://www.gameblog.fr/news_392_plus-vrai-que-nature
 
OST de Okami annoncee par Capcom
http://www.gameblog.fr/news_390_capcom-melomane
 
Un synthetiseur vocal sur Wii !!!!! (c genial pour moi :o)
http://www.canardplus.com/actus/49 [...] -qui-parle


---------------
Ma Carrière de Joueur : 114 pages, 25 ans, 1 PDF
n°1528752
MagicBuzz
Posté le 15-03-2007 à 09:33:19  profilanswer
 


%CR +------------------------------------------------------------+
%CR | Nom : genfavs2.maq                                         |
%CR | Description :                                              |
%CR |    Duplication de la facture d'achat A/FAA du fournisseur  |
%CR |    en facture de vente pour le magasin final pour le flux  |
%CR |    "SALONS type S2"                                        |
%CR |    Une facture d'achat peut contenir plusieurs ACDA        |
%CR |    concernant plusieurs VCDV de différents clients. Ainsi  |
%CR |    nous devons faire une rupture sur le NUMEVO des postes  |
%CR |    afin de regrouper les lignes d'une même ACDA au sein    |
%CR |    de la VFAV. Utilisation du paramètre TRIPAR sur bloc 78 |
%CR +----------+-----------+------------------------------------+
%CR | Date     | Auteur      | Modification                      |
%CR +----------+------------+-----------------------------------+
%CR | 20070314 | MAGICBUZZ | Création de la maquette            |
%CR +----------+-------------+-----------------------------------+
 
%CR On n'a pas de pagination. On met ces grandes valeurs  
%CR pour éviter un warning
longueur=9999
largeur=999
 
%CR Code société (utile pour les commandes ISQL)
V   ~005="9999"
VEE ~005=@001
 
%CR Mise en place de la rupture sur NUMEVO de la facture d'achat
V   ~001="9999999"
V78 ~001=@039
P   TRIPAR="~001,~001"
 
%CR Détection de la rupture
%CR Si ~002=1 alors on édite le bloc 05, sinon on ne fait que  
%CR l'édition du bloc 10
&16
V   ~002="9"
V16 ~002=1
 
%CR Evènement d'origine du poste
V   ~008="999"
V10 ~001=@039
V10 ~008=@040
 
%CR Edition du bloc d'en-tête
T10 si (~002=1)
%CR Récupération du SIGCLI à partir de la VCDV d'origine
V   ~003="9"
V   ~004=C(12)
V   ~009="9999999"
V10 ~009=@034
V10 ~003=ISQL(select '#004="' || cdv.sigtie || '"' from eve cda inner join eve cdv on cdv.codsoc = fct_mev(cda.codsoc, 'EVE', ' ') and cdv.achvte = 'V' and cdv.typeve = 'CDV' and cdv.numeve = cda.numevo where cda.codsoc = fct_mev(~005, 'EVE', ' ') and cda.achvte = 'A' and cda.typeve = 'CDA' and cda.numeve = ~001)
V10 ~003=ISQL(update eve set indint = 'O' where codsoc = fct_mev(~005, 'EVE', ' ') and achvte = 'A' and typeve = 'FAA' and numeve = ~009)
 
%CR Format intégrateur INTEG_EVE
%CR001222222223333333344444445555555555556666666777777778888888899999999011111111111111112223333333333444555555555555667777777777778899901123444444444444444444444444444444555555555555XX6666666677788899900000000011111111222333333333333444444555678888889999990000001111112222222222333333334445555555555555555555555555555556788899999999999900000000000011111111222222222222333333344444444444444444444444444444455555555555555555555555555555566666666666666666666666666666677777777888888889999999900000000111222222222222333333333333344444444444445555555555555666666666666678888889999900000000001111111111222222222233333333334444444444555555555566666666667778888888889999999990111111234
%10011GBFA    VFAS2          ~004                                                                                                                                          SALON                                                                                                                                                6
 
%CR On n'édite plus d'entête avant la prochaine rupture
V10 ~002=0
T10 fsi
 
V   ~006="9999999"
V   ~007="999"
V10 ~003=ISQL(select '#006=' || cdv.numeve || ';#007=' || cdv.numpos from evp cda inner join evp cdv on cdv.codsoc = fct_mev(cda.codsoc, 'EVE', ' ') and cdv.achvte = 'V' and cdv.typeve = 'CDV' and cdv.numeve = cda.numevo and cdv.numpos = cda.numpoo where cda.codsoc = fct_mev(~005, 'EVE', ' ') and cda.achvte = 'A' and cda.typeve = 'CDA' and cda.numeve = ~001 and cda.numpos = ~008)
 
%CR Format intégrateur INTEG_EVP
%CR
00122222222333333334444444555666666677788888888888888889999999999000111111111122222222223444444444444444444444444444444555555556666666677777777777788899900000000000011222222233333344444444445555555555666666666677788888888888899900000000000012222223333333333444444444455566777777777777777777777777777777888999999999900000000001111111111222333333333344444444555555555566666666667777777777888888888888999999999999999999999999999999000000000000000000000000000000XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX1111111122222222333333334444444455566666666667777778888899999901111112222233333333344444444455555666666666666666677777777777788888888888888889990000000000
%10
021GBFA    VFAS2             ~006   ~7 @057            @001      @5                                                                    SALON
 
%CR Enregistrement du fichier intégrateur dans le répertoire d'intégration
V   ~230="9999"
V   ~231=C(4)
V   ~232=C(11)
V   ~233=C(4)
V   ~234=C(15)
V   ~235=C(19)
 
VEE ~230=@001
VEE ~231=~230
VEE ~232="ap$in:vfas2"
VEE ~233=".int"
VPE ~234=~232+~231
VPE ~235=~234+~233
 
P   INTERFACE="~235"
P   LANCE_INTEGR="INTEGE1,~235"

n°1528781
_darkalt3_
Proctopathe
Posté le 15-03-2007 à 10:30:00  profilanswer
 


[10:37] < Grouic> c'est con, avec les 14 votes blanc, il etait a une voix
 [10:37] [alt3(+iwx)] [2:#monkeysgrotto(+nt)]
[#monkeysgrotto]


---------------
Töp of the plöp
n°1529175
mareek
Et de 3 \o/
Posté le 15-03-2007 à 21:58:52  profilanswer
 

http://www.nofrag.com/2007/mar/22/


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1529225
mareek
Et de 3 \o/
Posté le 15-03-2007 à 23:00:53  profilanswer
 

http://msdn.microsoft.com/vstudio/ [...] sytolearn/


---------------
"I wonder if the internal negative pressure in self pumping toothpaste tubes is adjusted for different market altitudes." John Carmack
n°1529427
THE REAL S​MILEY
The Real Résistance!
Posté le 16-03-2007 à 12:11:15  profilanswer
 

vu avec olivier, le correctif qui a été fait n'est pas rétroactif, merci de faire les tests sur des ordres qui ont moins d'un mois


---------------
༼ つ ◕_◕ ༽つ
mood
Publicité
Posté le   profilanswer
 

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