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  • What is Stackify?

    - by Matt Watson
    You have developers, applications, and servers. Stackify makes sure that they are all working efficiently. Our mission is to give developers the integrated tools they need to better troubleshoot and monitor the applications they create and the servers that they run on. Traditional IT operations tools are designed for network and system administrators. Developers commonly spend 30% of their time working with IT Operations remediating application service problems. Developers currently lack tools to efficiently support the applications they create. Stackify delivers the application support functionality that developers need:View application deployment locations, versions, and historyBrowse files on servers to ensure proper deploymentsAccess configuration and log files on serversRemotely restart windows services, scheduled tasks, and web applicationsBasic server monitoring and alertsCollects all application exceptions to a centralized pointLog and report on custom applications eventsStackify is building an integrated DevOps solution delivered from the cloud designed to meet the needs of developers but also help unify the working relationship with IT operations teams and existing security roles. Our goal is to help unify the interaction between developers and IT operations. Stackify allows both teams to have visibility that they never had before  to solve complex application service issues easier and faster. Stackify’s CEO and CTO both have experience managing very large and high growth software development teams. That experience is driving our design in Stackify to deliver the integrated tools we always wished we had, the next generation of development operations tools.

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  • Ubuntu 12.04 nomodeset fixes boot problem but causes screen resolution to get stuck

    - by Thunder
    I've been searching the askubuntu forum for the past 3 days trying to figure out what's going on with my system and I have tried a lot of things but to no avail. So, I will explain my situation and tell you what I have tried and I hope someone can help me :) I have an: HP Workstation xw4100 Pentium(R) 4 3.00 GHz 1.5 GB RAM NVIDIA Quadro4 380 XGL graphics card It came with Windows XP and I set it up (with WUBI) to dual boot with Ubuntu 12.04 After installation I had the problem that so many people had with it booting to a black screen (mine was actually booting to the terminal basic shell) that is fixed by adding nomodeset into the grub. When I do that, MY screen resolution becomes stuck in 1280x768 (as opposed to 1366x768 before adding nomodeset) (and also, when running XP the best resolution is 1280x720) When I go to "additional drivers" it doesn't show any proprietary drivers, so I manually downloaded them using this command: sudo apt-add-repository ppa:ubuntu-x-swat/x-updates sudo apt-get update sudo apt-get install nvidia-current but after rebooting, that made the graphics even worse (now stuck as 800x600) SO I tried to configure the drivers with sudo nvidia-xconfig but that simply created an empty xorg.config file. I found one place where a guy gave information to manually input into the xorg.config file but that had no effect at all. Lastly I tried to install previous versions of the NVIDIA drivers, but they wouldn't even fully install. So now I have just re-installed Ubuntu 12.04 and I either need to find a better solution to the first problem (nomodeset) or get the nouveau driver to correctly configure to work with my nvidia graphics. Thanks for your help ahead of time!

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  • Having troubles with LibNoise.XNA and generating tileable maps

    - by Jon
    Following up on my previous post, I found a wonderful port of LibNoise for XNA. I've been working with it for about 8 hours straight and I'm tearing my hair out - I just can not get maps to tile, I can't figure out how to do this. Here's my attempt: Perlin perlin = new Perlin(1.2, 1.95, 0.56, 12, 2353, QualityMode.Medium); RiggedMultifractal rigged = new RiggedMultifractal(); Add add = new Add(perlin, rigged); // Initialize the noise map int mapSize = 64; this.m_noiseMap = new Noise2D(mapSize, perlin); //this.m_noiseMap.GeneratePlanar(0, 1, -1, 1); // Generate the textures this.m_noiseMap.GeneratePlanar(-1,1,-1,1); this.m_textures[0] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(mapSize, mapSize * 2, mapSize, mapSize * 2); this.m_textures[1] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(-1, 1, -1, 1); this.m_textures[2] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); The first and third ones generate fine, they create a perlin noise map - however the middle one, which I wanted to be a continuation of the first (As per my original post), is just a bunch of static. How exactly do I get this to generate maps that connect to each other, by entering in the mapsize * tile, using the same seed, settings, etc.?

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  • The Oracle Platform

    - by Naresh Persaud
    Today’s enterprises typically create identity management infrastructures using ad-hoc, multiple point solutions. Relying on point solutions introduces complexity and high cost of ownership leading many organizations to rethink this approach. In a recent worldwide study of 160 companies conducted by Aberdeen Research, there was a discernible shift in this trend as businesses are now looking to move away from the point solution approach from multiple vendors and adopt an integrated platform approach. By deploying a comprehensive identity and access management strategy using a single platform, companies are saving as much as 48% in IT costs, while reducing audit deficiencies by nearly 35%. According to Aberdeen's research, choosing an integrated suite or “platform” of solutions for Identity Management from a single vendor can have many advantages over choosing “point solutions” from multiple vendors. The Oracle Identity Management Platform is uniquely designed to offer several compelling benefits to our customers.  Shared Services: Instead of separate solutions for - Administration, Authentication, Authorization, Audit and so on–  Oracle Identity Management offers a set of share services that allows these services to be consumed by each component in the stack and by developers of new applications  Actionable Intelligence: The most compelling benefit of the Oracle platform is ” Actionable intelligence” which means if there is a compliance violation, the same platform can fix it. And If a user is logging in from an un-trusted device or we detect an attack and act proactively on that information. Suite Interoperability: With the oracle platform the components all connect and integrated with each other. So if an organization purchase the platform for provisioning and wants to manage access, then the same platform can offer access management which leads to cost savings. Extensible and Configurable: With point solutions – you typically get limited ability to extend the tool to address custom requirements. But with the Oracle platform all of the components have a common way to extend the UI and behavior Find out more about the Oracle Platform approach in this presentation. Platform approach-series-the oracleplatform-final View more PowerPoint from OracleIDM

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  • Xna, after mouse click cpu usage goes 100%

    - by kosnkov
    Hi i have following code and it is enough just if i click on blue window then cpu goes to 100% for like at least one minute even with my i7 4 cores. I just check even with empty project and is the same !!! public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Texture2D cursorTex; private Vector2 cursorPos; GraphicsDevice device; float xPosition; float yPosition; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { Viewport vp = GraphicsDevice.Viewport; xPosition = vp.X + (vp.Width / 2); yPosition = vp.Y + (vp.Height / 2); device = graphics.GraphicsDevice; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); cursorTex = Content.Load<Texture2D>("strzalka"); } protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(cursorTex, cursorPos, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • How do I get 1366x768 resolution on 12.04?

    - by Megan
    I am on an HP Envy 14, and the proper resolution that I should be using is 1366x768. This is not an option and I am stuck on 1024x768. I am using Linux 12.04. lspci | grep VGA: 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Madison [Radeon HD 5000M Series] I've tried to add the resolution as a mode in xorg.conf but that does not work. Please any help would be appreciated. I'm new to Linux and just got my dual boot working but this resolution issue is killing me. Edit1 I just tried using the xrandr command: xrandr --newmode "1368x768_60.00" 85.25 1368 1440 1576 1784 768 771 781 798 -hsync +vsync But I get an error: xrandr: Failed to get size of gamma for output default Edit2 lsmod returns the following: Module Size Used by vesafb 13844 1 rfcomm 47604 12 bnep 18281 2 parport_pc 32866 0 ppdev 17113 0 snd_hda_codec_hdmi 32474 1 arc4 12529 2 joydev 17693 0 hid_logitech_dj 18594 0 i915 472941 5 uvcvideo 72627 0 usbhid 47199 1 hid_logitech_dj hid 99559 2 hid_logitech_dj,usbhid psmouse 87692 0 iwlwifi 332525 0 mac80211 506816 1 iwlwifi videodev 98259 1 uvcvideo snd_hda_codec_idt 70795 1 mei 41616 0 btusb 18288 2 v4l2_compat_ioctl32 17128 1 videodev hp_accel 25976 0 lis3lv02d 19876 1 hp_accel hp_wmi 18092 0 sparse_keymap 13890 1 hp_wmi input_polldev 13896 1 lis3lv02d drm_kms_helper 46978 1 i915 drm 242038 2 i915,drm_kms_helper i2c_algo_bit 13423 1 i915 serio_raw 13211 0 snd_hda_intel 33773 5 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_idt,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec bluetooth 180104 23 rfcomm,bnep,btusb cfg80211 205544 2 iwlwifi,mac80211 snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec mac_hid 13253 0 snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event fglrx 3263886 0 snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq snd 78855 20 snd_hda_codec_hdmi,snd_hda_codec_idt,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_ra wmidi,snd_seq,snd_timer,snd_seq_device wmi 19256 1 hp_wmi video 19596 1 i915 intel_ips 18174 0 soundcore 15091 1 snd snd_page_alloc 18529 2 snd_hda_intel,snd_pcm lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62099 0 I have installed ATI/AMD proprietary FGLRX graphics driver. But there is another one called ATI/AMD proprietary FGLRX graphics driver (post-release updates) which I have trouble installing because it gives me an error and tells me to look at some sort of jockey log.

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  • My computer will not reboot after fresh install of ubuntu 12.04LTS

    - by user170715
    I bought a new computer yesterday and it came with Windows 8. When installing Ubuntu, i choose the erase and install option thinking that Ubuntu would install easily like it did for my old laptop... After a successful install and following the instructions telling me to reboot to finish installation and remove installation media. It worked and my computer booted fine, however once I began installing updates via update manager and activating additional driver {ATI/AMD proprietary FGLRX graphics driver (post-release updates)} out of the following: Experimental AMD binary Xorg driver and kernel module ATI/AMD proprietary FGLRX graphics driver (*experimental*beta) ATI/AMD proprietary FGLRX graphics driver (post-release updates) Then reboot to finish making changes I reboot and get an error (Reboot and select proper boot device) At this point I was stuck, so I eventually reinstalled ubuntu and repeated the exacted same steps until right before i rebooted to finish making changes. However this time i used this Boot Repair tool sudo add-apt-repository ppa:yannubuntu/boot-repair sudo apt-get update sudo apt-get install -y boot-repair boot-repair After running the program i get a "boot successfully repaired" message. Then I try to reboot again and get the GNU Grub screen where it says would you like to boot: normal recovery memorytest Once it begins loading, you see the code moving across the screen then it pauses when it gets to and doesnt do anything. If someone could tell me how to fix this or get Windows 8 back soon, I'd appreciate it because like i said i just bought it yesterday and now i cant even use it.

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  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Second Monitor Detected, but not receiving a signal after upgrading to 12.04

    - by user62458
    After I upgraded to 12.04, my second monitor is detected (in display settings), but will not power on. I have scoured the Internet and forums for a solution and I can't find anything. I have found a couple people with the same problem, but never a solution for it. I am no expert, but I'm certainly not a noob. My computer uses AMD Radeon 6250 graphics, but I do NOT want to use the proprietary graphics drivers. They refuse to work properly with my second monitor (they ATI drivers will only mirror screens, and I've done everything to try to fix it, and I DON't want mirrored screens) Not to mention that the default open-source video drivers seem to work much better than the proprietary anyway! Again, Ubuntu's default video drivers work fine, and they even DETECT the second monitor (Dell 19'). I can drag stuff off the screen and put it on the 'space' of the second monitor and even a screen-shot shows that there are two monitors active; but the monitor is OFF. It will not power on. It goes into 'power-save' mode because it is not receiving a signal. For some reason it is not getting the signal to power on, even though Ubuntu thinks the monitor is working properly. I had this working fine on my Sony VAIO yesterday (with Radeon graphics/default Ubuntu video drivers). I upgraded to a Samsung Series 3 and now I have this issue. I can't for the life of me figure out why the monitor is connected, detected and I have screen space for the monitor, but the screen won't turn on! XRANDR Output: Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 VGA-0 connected (normal left inverted right x axis y axis) 1440x900 59.9 + 75.0 1280x1024 75.0 60.0 1152x864 75.0 1024x768 75.1 70.1 60.0 832x624 74.6 800x600 72.2 75.0 60.3 56.2 640x480 72.8 75.0 66.7 60.0 720x400 70.1 LVDS connected 1366x768+0+0 (normal left inverted right x axis y axis) 344mm x 194mm 1366x768 60.1*+ 1280x720 59.9 1152x768 59.8 1024x768 59.9 800x600 59.9 848x480 59.7 720x480 59.7 640x480 59.4 HDMI-0 disconnected (normal left inverted right x axis y axis)

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Can't get Unity 3D to work in 11.10

    - by pmoseph
    I recently upgraded to 11.10 on my Lenovo ThinkPad T520, and I'm not able to load Unity 3D (I'm not selecting 2D at login menu either). me@mycomp:~$ echo $DESKTOP_SESSION ubuntu-2d I ran the unity support test below as well. me@mycomp:~$ /usr/lib/nux/unity_support_test -p Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Error: unable to create the OpenGL context And it looks like I only have one graphics card: me@mycomp:~$ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) Also, Ubuntu lists nothing under the "Additional Drivers" window. Any help would be extremely appreciated as I'm somewhat of a noob. Thanks! Edit 1: Here is the output of lshw -C display me@mycomp:~$ sudo lshw -C display *-display description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:43 memory:f0000000-f03fffff memory:e0000000-efffffff ioport:5000(size=64)

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  • ATI HD5450 w/ Ubuntu 14?

    - by Oliwb
    So, I'm running Ubuntu 12.04 right now. Last night I realised that I'm way behind as we're up to 14! Decided to run the updater and figured I'd take the path of least resistance (but lengthy choice) of going 12.04 - 12.10 - 13.xx - 14.xx. So I download the first packet and then get an error message about my graphics card perhaps not working in 12.10. Now part of the reason I was looking to upgrade is because I get (and have always had) this strange occasional flickering - now that I have two screens it's just on the second monitor.....oddly this is not the same port that was giving issues before). The graphics card is an ATI Radeon HD5450 and I have the Catalyst (I think it's 13 or 14) driver installed - last night. It could be that the graphics card has never worked properly...I bought the PC new and with an "upgraded" video card and it's always suffered with this flicker. I just figured that the drivers weren't right or something. So I have 3 questions: 1) is my video card broken or is the driver letting it down and causing the flicker? 2) will it be able to handle the upgrade to 14 via 13? Or should I cut my losses and get something newer? 3) if I should get something newer....what should I get ( Thanks in advance....

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  • Can I upgrade my ubuntu version and change to be primary OS after originally installing with Wibu?

    - by Garrick Wann
    I have recently installed Ubuntu 12.04 using Wubi 12.04 and I now wish to upgrade to a full installation of Ubuntu 14.04, Before attempting to upgrade through the update center I did some research on upgrading from a Wubi installation (alongside windows) to a full installation making Ubuntu primary and only OS and found that it is in fact doable through the update center however it is just highly recommended to perform a full backup before doing so. I have now finished backing up all the data I need to worry about and began the upgrade process through the update center and received the following error: Your graphics hardware may not be fully supported in Ubuntu 14.04. Running the 'unity' desktop environment is not fully supported by your graphics hardware. You will maybe end up in a very slow environment after the upgrade. Our advice is to keep the LTS version for now. For more information see https://wiki.ubuntu.com/X/Bugs/UpdateManagerWarningForUnity3D Do you still want to continue with the upgrade? My questions are as follows: A. Isnt 14.04 a LTS version??? B, What are your recomendations in order to ensure my graphics driver is installed correctly and im not stuck with bad configs/install?

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  • Old Fglrx Driver - AMD Radeon HD 3200 - ubuntu won't start

    - by Yohannes
    I've been using Ubuntu 12.04 64 bit for about 2 weeks now and I installed the latest Fglrx driver (Graphics Card- AMD HD 3200, PC- Acer Aspire 5336, 4GB RAM, 500GB Harddrive). The problem is that sometimes video's lag and play out of sync sometimes the windows take long to show up after I've clicked them etc. After looking around I found a video on Youtube by Ubuntu help guy and in the video he recommended using an older driver if you have an older graphics card, his was about 4 years old (same as mine) and he used the 11.10 catalyst driver so I decided to try it. I removed the previous installation of the driver and then installed the 11.10 driver. However, when I restarted it instead of going to the GUI it goes to a terminal like window and asks for my login. Now its pretty clear I need to remove the old driver and go back to using the latest one. The only problem is I'm not sure where I saved the latest driver and in order to connect to the Internet I need to change /etc/resolv.conf (I use a static IP). So what should I do? Also anyone from personal experience, what propitiatory driver works best with my graphics card? As in the version. Thanks

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  • Add to extra div to the side of the content

    - by Kreker
    Hi. I've read some post for adding extra divs to the both sides of the main content and act like a sidebars. But I want to add 2 extra div for adding some graphics and the right will be to the right of the actual sidebar. I took a screenshot for explain my self better. I've added to extra div before the pagewrap and working with css I locate the divs to left and to the right but there is a problem, if some has a resolution smaller then me the divs start moving messing up the loyout. I want that they stay near the content and the sidebar for all the resolution. I've tryed working with css with position and % but with no results. Ok so, the cyan rectangle would be the extra divs, and the gray graphics the contents of these. I don't care if the users has smaller resolutions, the graphics can go out the screen, but the "roots" must be fixed to the side of the main content ;) Hope I explained well. This is the screenshot http://cl.ly/0D2H1s0t3Y0p2A412L35/Schermata-2011-01-11-a-22.22.17.png Thanks for help

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  • Drawing a TextBox in an extended Glass Frame (C# w/o WPF)

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. Thanks!

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  • Android - Custom Icons in ListView

    - by Ryan
    Is there any way to place a custom icon for each group item? Like for phone I'd like to place a phone, for housing I'd like to place a house. Here is my code, but it keeps throwing a Warning and locks up on me. ListView myList = (ListView) findViewById(R.id.myList); //ExpandableListAdapter adapter = new MyExpandableListAdapter(data); List<Map<String, Object>> groupData = new ArrayList<Map<String, Object>>(); Iterator it = data.entrySet().iterator(); while (it.hasNext()) { //Get the key name and value for it Map.Entry pair = (Map.Entry)it.next(); String keyName = (String) pair.getKey(); String value = pair.getValue().toString(); //Add the parents -- aka main categories Map<String, Object> curGroupMap = new HashMap<String, Object>(); groupData.add(curGroupMap); if (value == "Phone") curGroupMap.put("ICON", findViewById(R.drawable.phone)); else if (value == "Housing") curGroupMap.put("NAME", keyName); curGroupMap.put("VALUE", value); } // Set up our adapter mAdapter = new SimpleAdapter( mContext, groupData, R.layout.exp_list_parent, new String[] { "ICON", "NAME", "VALUE" }, new int[] { R.id.iconImg, R.id.rowText1, R.id.rowText2 } ); myList.setAdapter(mAdapter); The error i'm getting: 05-28 17:36:21.738: WARN/System.err(494): java.io.IOException: Is a directory 05-28 17:36:21.809: WARN/System.err(494): at org.apache.harmony.luni.platform.OSFileSystem.readImpl(Native Method) 05-28 17:36:21.838: WARN/System.err(494): at org.apache.harmony.luni.platform.OSFileSystem.read(OSFileSystem.java:158) 05-28 17:36:21.851: WARN/System.err(494): at java.io.FileInputStream.read(FileInputStream.java:319) 05-28 17:36:21.879: WARN/System.err(494): at java.io.BufferedInputStream.fillbuf(BufferedInputStream.java:183) 05-28 17:36:21.908: WARN/System.err(494): at java.io.BufferedInputStream.read(BufferedInputStream.java:346) 05-28 17:36:21.918: WARN/System.err(494): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 05-28 17:36:21.937: WARN/System.err(494): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:459) 05-28 17:36:21.948: WARN/System.err(494): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:271) 05-28 17:36:21.958: WARN/System.err(494): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:296) 05-28 17:36:21.978: WARN/System.err(494): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:801) 05-28 17:36:21.988: WARN/System.err(494): at android.widget.ImageView.resolveUri(ImageView.java:501) 05-28 17:36:21.998: WARN/System.err(494): at android.widget.ImageView.setImageURI(ImageView.java:289) Thanks in advance for your help!!

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  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

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  • Can I get a bitmap of an arbitrary window in another application process?

    - by Chris Farmer
    I am trying to automate a third-party Win32 application where I want to capture the graphics content of a particular window at defined time intervals. I am in the early phases of this, and I'm currently trying to use the Microsoft UI Automation API via C# to do most of the interaction between my client app and the external app. I can now get the external app to do what I want it to do, but now I want to capture the graphics from a specific window that seems to be some third-party owner-drawn control. How can I do this? The window I want to capture is the one marked by the red rectangle in this image: I have an implementation that sort of works, but it's dependent on the external app's UI being on top, and that's not guaranteed for me, so I'd prefer to find something more general. var p = Process.Start("c:\myapp.exe"); var mainForm = AutomationElement.FromHandle(p.MainWindowHandle); // "workspace" below is the window whose content I want to capture. var workspace = mainForm.FindFirst(TreeScope.Descendents, new PropertyCondition(AutomationElement.ClassNameProperty, "AfxFrameOrView70u")); var rect = (Rect) workspace.GetCurrentPropertyValue(AutomationElement.BoundingRectangleProperty); using (var bmp = new Bitmap((int)rect.Width, (int)rect.Height)) { using (var g = Graphics.FromImage(bmp)) { g.CopyFromScreen((int)rect.Left, (int)rect.Top, 0, 0, new Size((int)rect.Width, (int)rect.Height)); bmp.Save(@"c:\screenshot.png", ImageFormat.Png); } } The above works well enough when the automated app is on top, but it just blindly copies the screen in the rectangle, so my code is at the mercy of whatever happens to be running on the machine and might cover my app's window. I have read some suggestions to send the WM_PRINT message to the window. This question/answer from a few months back seemed promising, but when I use this code, I just get a white rectangle with none of my control's actual contents. var prop = (int)workspace.GetCurrentPropertyValue(AutomationElement.NativeWindowHandleProperty); var hwnd = new IntPtr(prop); using ( var bmp2 = new Bitmap((int)rect.Width, (int)rect.Height)) { using (Graphics g = Graphics.FromImage(bmp2)) { g.FillRectangle(SystemBrushes.Control, 0, 0, (int)rect.Width, (int)rect.Height); try { SendMessage(hwnd, WM_PRINT, g.GetHdc().ToInt32(), (int)(DrawingOptions.PRF_CHILDREN | DrawingOptions.PRF_CLIENT | DrawingOptions.PRF_OWNED)); } finally { g.ReleaseHdc(); } bmp2.Save(@"c:\screenshot.bmp"); } } So, first, is it even possible for me to reliably save a bitmap of a window's contents? If so, what is the best way, and what is wrong with my WM_PRINT with SendMessage attempt?

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  • Core Data deleteObject: sets attributes to nil

    - by SG1
    I am implementing an undo/redo mechanism in my app. This works fine for lots of cases. However, I can't undo past deleteObject:. the object is correctly saved in the undo queue, and I get it back and reinsterted into the Core Data stack just fine when calling undo. The problem is that all it's attributes are getting set to nil when I delete it. I have an entity "Canvas" with a to-many relationship called "graphics" to a "Graphic" entity, which has its inverse set to "canvas". Deleting a Graphic, then inserting it back, doesn't work. Here's the code (the redo method is basically the same): - (void)deleteGraphic:(id)aGraphic { //NSLog(@"undo drawing"); //Prepare the undo/redo [self.undoManager beginUndoGrouping]; [self.undoManager setActionName:@"Delete Graphic"]; [[self.detailItem valueForKey:@"graphics"] removeObject:aGraphic]; [[self managedObjectContext] deleteObject:aGraphic]; //End undo/redo [self.undoManager registerUndoWithTarget:self selector:@selector(insertGraphic:) object:aGraphic]; [self.undoManager endUndoGrouping]; NSLog(@"graphics are %@", [self sortedGraphics]); //Update drawing [self.quartzView setNeedsDisplay]; } and here's the wierdness: Before delete: graphics are ( <NSManagedObject: 0x1cc3f0> (entity: Graphic; id: 0x1c05f0 <x-coredata:///Graphic/t840FE8AD-F2E7-4214-822F-7994FF93D4754> ; data: { canvas = 0x162b70 <x-coredata://A919979E-75AD-474D-9561-E0E8F3388718/Canvas/p20>; content = <62706c69 73743030 d4010203 04050609 0a582476 65727369 6f6e5424 746f7059 24617263 68697665 7258246f 626a6563 7473>; frameRect = nil; label = nil; order = 1; path = "(...not nil..)"; traits = "(...not nil..)"; type = Path; }) After redo: graphics are ( <NSManagedObject: 0x1cc3f0> (entity: Graphic; id: 0x1c05f0 <x-coredata:///Graphic/t840FE8AD-F2E7-4214-822F-7994FF93D4754> ; data: { canvas = nil; content = nil; frameRect = nil; label = nil; order = 0; path = nil; traits = nil; type = nil; }), You can see it's the same object, just totally bleached by Core Data. The relationship delete rouls apparently have nothing to do with it as I've set them to "No Action" in a test.

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  • Oracle Enterprise Manager 11g is Here!

    - by chung.wu
    We hope that you enjoyed the launch event. If you missed it, you may still watch it via our on demand webcast, which is being produced and will be posted very shortly. 11gR1 is a major release of Oracle Enterprise Manager, and as one would expect from a big release, there are many new capabilities that appeal to a broad set of audience. Before going into the laundry list of new features, let's talk about the key themes for this release to put things in perspective. First, this release is about Business Driven Application Management. The traditional paradigm of component centric systems management simply cannot satisfy the management needs of modern distributed applications, as they do not provide adequate visibility of whether these applications are truly meeting the service level expectations of the business users. Business Driven Application Management helps IT manage applications according to the needs of the business users so that valuable IT resources can be better focused to help deliver better business results. To support Business Driven Application Management, 11gR1 builds on the work that we started in 10g to provide better support for user experience management. This capability helps IT better understand how users use applications and the experience that the applications provide so that IT can take actions to help end users get their work done more effectively. In addition, this release also delivers improved business transaction management capabilities to make it faster and easier to understand and troubleshoot transaction problems that impact end user experience. Second, this release includes strengthened Integrated Application-to-Disk Management. Every component of an application environment, from the application logic to the application server, to database, host machines and storage devices, etc... can affect end user experience. After user experience improvement needs are identified, IT needs tools that can be used do deep dive diagnostics for each of the application environment component, analyze configurations and deploy changes. Enterprise Manager 11gR1 extends coverage of key application environment components to include full support for Oracle Database 11gR2, Exadata V2, and Fusion Middleware 11g. For composite and Java application management, two key pieces of technologies, JVM Diagnostic and Composite Application Monitoring and Modeler, are now fully integrated into Enterprise Manager so there is no need to install and maintain separate tools. In addition, we have delivered the first set of integration between Enterprise Manager Grid Control and Enterprise Manager Ops Center so that hardware level events can be centrally monitored via Grid Control. Finally, this release delivers Integrated Systems Management and Support for customers of Oracle technologies. Traditionally, systems management tools and tech support were separate silos. When problems occur, administrators used internally deployed tools to try to solve the problems themselves. If they couldn't fix the problems, then they would use some sort of support website to get help from the vendor's support staff. Oracle Enterprise Manager 11g integrates problem diagnostic and remediation workflow. Administrators can use Oracle Enterprise Manager's various diagnostic tools to begin the troubleshooting process. They can also use the integrated access to My Oracle Support to look up solutions and download software patches. If further help is needed, administrators can open service requests from right within Oracle Enterprise Manager and track status update. Oracle's support staff, using Enterprise Manager's configuration management capabilities, can collect important configuration information about customer environments in order to expedite problem resolution. This tight integration between Oracle Enterprise Manager and My Oracle Support helps Oracle customers achieve a Superior Ownership Experience for their Oracle products. So there you have it. This is a brief 50,000 feet overview of Oracle Enterprise Manager 11g. We know you are hungry for the details. We are going to write about it in the coming days and weeks. For those of you that absolutely can't wait to find out more, you may download our software to try it out today. In fact, for the first time ever, the initial release of Oracle Enterprise Manager is available for both 32 and 64 bit Linux. Additional O/S ports will arrive in the coming weeks. Please stay tuned on the Oracle Enterprise Manager blog for additional updates.

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