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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • Payback Is The Coupon King

    - by Troy Kitch
    PAYBACK GmbH operates the largest marketing and couponing platforms in the world—with more than 50 million subscribers in Germany, Poland, India, Italy, and Mexico.  The Security Challenge Payback handles millions of requests for customer loyalty coupons and card-related transactions per day under tight latency constraints—with up to 1,000 attributes or more for each PAYBACK subscriber. Among the many challenges they solved using Oracle, they had to ensure that storage of sensitive data complied with the company’s stringent privacy standards aimed at protecting customer and purchase information from unintended disclosure. Oracle Advanced Security The company deployed Oracle Advanced Security to achieve reliable, cost-effective data protection for back-up files and gain the ability to transparently encrypt data transfers. By using Oracle Advanced Security, organizations can comply with privacy and regulatory mandates that require encrypting and redacting (display masking) application data, such as credit cards, social security numbers, or personally identifiable information (PII). Learn more about how PAYBACK uses Oracle.

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  • UML Class diagrams with Java packages?

    - by loosebruce
    I am trying to model in UML 2.0 a Java servlet application that has three classes Servlet class; essentially a main class that acts as the controller DatabaseLogic; contains methods for database operations XMLBuilder; builds an XML from a query result string The classes use a variety of packages from the Java library. I am unsure how to model this in UML Do I have to create a package and show which libraries are used for each individual class or can I just have one large package in the diagram with all the libraries showing which classes have dependencies on which. As per this diagram This is my first time working with java properly (im a C++ guy) Apart from being a bit messy , is this a correct UML representation of the system I described? Does a Package in UML mean the same as a Package in Java?

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • When to do Code Review

    - by mcass20
    We have recently moved to a scrum process and are working on tasks and user stories inside of sprints. We would like to do code reviews frequently to make them less daunting. We are thinking that doing them on a user story level but are unsure how to branch our code to account for this. We are using VS and TFS 2010 and we are a team of 6. We currently branch for features but are working on changing to branching for scrum. We do not currently use shelvesets and don't really want to implement if there are other techniques available. How do you recommend we implement code review per user story?

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  • Hosting multiple client website on single

    - by Bhavesh Gangani
    I'm WebDesiner and i've currently only a few clients for making website. i've unlimited hosting account and i want to host their websites in my account without reseller account ( actually it is not needed for constness). only my client's need is ftp access to their personal directory. so as i questioned it is possible to give them saperate phpmyadmin access in this strategy ? as per my knowledge it is done with "addon" domain pointing on my hosting account's directory with cpanel, am i right ? or there is another solution for it except reseller account ?

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  • Purpose of /run/lock/ (empty except for ./whoopsie/)

    - by Aeyoun
    My /run/lock/ directory is empty except for ./whoopsie/. I have understood /run/lock/ as a replacement for /var/lock/ but was surprised to find it entirely empty. Is whoopsie meant as a deterrent from using this directory? I did find other lock files under /run/, though. Most notably in /run/user/<me>/. I would have expect per-users lock files in /run/lock/user/ and not in a separate directory. Hoping for some clarification!

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  • Should you charge clients hours spent on the wrong track?

    - by Lea Verou
    I took up a small CSS challenge to solve for a client and I'm going to be paid on a hourly rate. I eventually solved it, it took 4 hours but I spent roughly 30% of the time in the wrong track, trying a CSS3 solution that only worked in recent browsers and finally discovering that no fallback is possible via JS (like I originally thought). Should I charge the client that 30%? More details: I didn't provide an estimate, I liked the challenge per se, so I started working on it before giving an estimate (but I have worked with him before, so I know he's not one of those people that have unrealistic expectations). At the very worst I will have spent 4 unpaid hours on an intriguing CSS challenge. And I will give the fairest possible estimate for both of us, since I will have already done the work. :)

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  • Need to convert a video file from mp4 to xvid

    - by Shawn
    I checked out the questions with similar titles and didn't find anything that I thought would help. I am attempting to convert a video into an avi, preferably xvid. The video file's Video and Audio Properties are as follows: Video Dimensions: 1280x544 Codec H.264/AVC Framerate: 24 frames per second Bitrate: 774 kpbs Audio Codec: MPEG-4 AAC audio Channels: Stereo Sample Rate: 48000 Hz Bitrate: 32 kpbs I have tried numerous times to convert this into an Xvid codec AVI but I have had no luck successfully getting the audio to sync properly. I am using Openshot to attempt conversion, using the libxvid codec and AVI format, but I am unsure of the proper audio settings I should use. What settings should I use to convert this video with Openshot? If it is not possible with Openshot, or if there is a better application to use, I would be grateful to know that as well.

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  • Web framework able to handle many concurrent users [closed]

    - by Jonas
    Social networking sites needs to handle many concurrent users e.g. for chat functionality. What web frameworks scales well and are able to handle more than 10.000 concurrent users connected with Comet or WebSockets. The server is a Linux VPS with limited memory, e.g. 1GB-8GB. I have been looking for some Java frameworks but they consume much memory per connection. So I'm looking for other alternatives too. Are there any good frameworks that are able to handle more than 10.000 concurrent users with limited memory resources?

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  • Analyze Drupal and Wordpress sites CPU load in shared server

    - by Tedi
    Our hosting company is complaining that both our Drupal and Wordpress websites running in a shared server are consuming too many CPU resources. The traffic for each site is not more than 100 users per day and, at a first glance, we don't have very many plugins/add-ons. Is there any tool or resource to analyse what is causing that high CPU load? Thanks Update: We decided to suspend our accounts while the problem was being debugged but still our hosting (Site5) said that they saw unacceptable activity on our sites so we had to move to a dedicated server... asked them several times to provide us with more information and they always came back saying that we had to purchase a higher account. Finally decided to move to another hosting service.

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  • OCAD 2013, rassegna stampa&more

    - by claudiac.caramelli
    Vi segnaliamo un interessante articolo su ImpresaCity sull'Oracle Cloud Applications Day 2013: http://bit.ly/1eE3a5Q Roberto Bonino ci racconta come il Cloud si stia sempre di più diffondendo nelle aziende italiane e la visione degli esperti che sono intervenuti. E' stato anche aggiornato il canale youtube di Oracle Italia con due nuovi video registrati il 28 ottobre. Paola Provvisier ci racconta QUI la completezza delle soluzioni HCM, mentre Giovanni Ravasio, Country Leader di Oracle Applications Italia, insieme a Fabrizio Pessina (Boston Consulting Group) e a Paolo Daperno (Illycaffè), fanno QUI il punto della situazione sull'offerta Cloud di Oracle, sul panorama Cloud in Italia e perchè le aziende scelgono nuovi servizi per implementare e migliorare la propria realtà.

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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • WebSocket API 1.1 released!

    - by Pavel Bucek
    Its my please to announce that JSR 356 – Java API for WebSocket maintenance release ballot vote finished with majority of “yes” votes (actually, only one eligible voter did not vote, all other votes were “yeses”). New release is maintenance release and it addresses only one issue:  WEBSOCKET_SPEC-226. What changed in the 1.1? Version 1.1 is fully backwards compatible with version 1.0, there are only two methods added to javax.websocket.Session: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 /** * Register to handle to incoming messages in this conversation. A maximum of one message handler per * native websocket message type (text, binary, pong) may be added to each Session. I.e. a maximum * of one message handler to handle incoming text messages a maximum of one message handler for * handling incoming binary messages, and a maximum of one for handling incoming pong * messages. For further details of which message handlers handle which of the native websocket * message types please see {@link MessageHandler.Whole} and {@link MessageHandler.Partial}. * Adding more than one of any one type will result in a runtime exception. * * @param clazz   type of the message processed by message handler to be registered. * @param handler whole message handler to be added. * @throws IllegalStateException if there is already a MessageHandler registered for the same native *                               websocket message type as this handler. */ public void addMessageHandler(Class<T> clazz, MessageHandler.Whole<T> handler); /** * Register to handle to incoming messages in this conversation. A maximum of one message handler per * native websocket message type (text, binary, pong) may be added to each Session. I.e. a maximum * of one message handler to handle incoming text messages a maximum of one message handler for * handling incoming binary messages, and a maximum of one for handling incoming pong * messages. For further details of which message handlers handle which of the native websocket * message types please see {@link MessageHandler.Whole} and {@link MessageHandler.Partial}. * Adding more than one of any one type will result in a runtime exception. * * * @param clazz   type of the message processed by message handler to be registered. * @param handler partial message handler to be added. * @throws IllegalStateException if there is already a MessageHandler registered for the same native *                               websocket message type as this handler. */ public void addMessageHandler(Class<T> clazz, MessageHandler.Partial<T> handler); Why do we need to add those methods? Short and not precise version: to support Lambda expressions as MessageHandlers. Longer and slightly more precise explanation: old Session#addMessageHandler method (which is still there and works as it worked till now) does rely on getting the generic parameter during the runtime, which is not (always) possible. The unfortunate part is that it works for some common cases and the expert group did not catch this issue before 1.0 release because of that. The issue is really clearly visible when Lambdas are used as message handlers: 1 2 3 session.addMessageHandler(message -> { System.out.println("### Received: " + message); }); There is no way for the JSR 356 implementation to get the type of the used Lambda expression, thus this call will always result in an exception. Since all modern IDEs do recommend to use Lambda expressions when possible and MessageHandler interfaces are single method interfaces, it basically just scream “use Lambdas” all over the place but when you do that, the application will fail during runtime. Only solution we currently have is to explicitly provide the type of registered MessageHandler. (There might be another sometime in the future when generic type reification is introduced, but that is not going to happen soon enough). So the example above will then be: 1 2 3 session.addMessageHandler(String.class, message -> { System.out.println("### Received: " + message); }); and voila, it works. There are some limitations – you cannot do 1 List<String>.class , so you will need to encapsulate these types when you want to use them in MessageHandler implementation (something like “class MyType extends ArrayList<String>”). There is no better way how to solve this issue, because Java currently does not provide good way how to describe generic types. The api itself is available on maven central, look for javax.websocket:javax.websocket-api:1.1. The reference implementation is project Tyrus, which implements WebSocket API 1.1 from version 1.8.

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  • Breakout clone, how to handle/design for collision detection/physics between objects?

    - by Zolomon
    I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use per-pixel based collision detection, but then I thought it might be easier with line/circle intersection testing. So, then I naturally consider making a polygon class for the line-based objects and use the built-in circle class for the circular objects. That sounds like an OK approach, right? And then just check for collision using the specified algorithm based on the objects that might be within each other's range?

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <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: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <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 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) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • EPM Architecture: Foundation

    - by Marc Schumacher
    This post is the first of a series that is going to describe the EPM System architecture per component. During the following weeks a couple of follow up posts will describe each component. If applicable, the component will have its standard port next to its name in brackets. EPM Foundation is Java based and consists of two web applications, Shared Services and Workspace. Both applications are accessed by browser through Oracle HTTP Server (OHS) or Internet Information Services (IIS). Communication to the backend database is done by JDBC. The file system to store Lifecycle Management (LCM) artifacts can be either local or remote (e.g. NFS, network share). For authentication purposes, the EPM Product Suite can connect to external directories or databases. Interaction with other EPM Suite components like product specific Lifecycle Management connectors or Reporting and Analysis Web happens through HTTP protocol. The next post will cover Reporting and Analysis.

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  • C# or .Net features to cut off assuming no backward compatibility needed?

    - by Gulshan
    Any product or framework evolves. Mainly it's done to catch up the needs of it's users, leverage new computing powers and simply make it better. Sometimes the primary design goal also changes with the product. C# or .net framework is no exception. As we see, the present day 4th version is very much different comparing with the first one. But thing comes as a barricade to this evolution- backward compatibility. In most of frameworks/products there are features would have been cut off if there was no need to support backward compatibility. According to you, what are these features in C#/.net? Please mention one feature per answer.

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  • How to Estimate Needed Bandwidth for New Web Application?

    - by Noah Goodrich
    I am working on a brand new SaaS web application and need to estimate the initial bandwidth usage. Since the site doesn't exist yet, and since this is my first endeavor of this sort, I'm not really sure how much bandwidth to estimate to begin with. We will be using Linux, Apache, PHP and Mysql. The content will be generated dynamically. There will be images as part of the site design but user's will also upload images that will be displayed and documents that will be stored for download at later times. We'd like to be able to support 500,000 page loads per month with estimated image loads being about two to three times that.

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  • How will Qt 5.0 be packaged for Raring?

    - by George Edison
    Note: as per the FAQ, "Issues with the next version of Ubuntu" may not be asked as questions here but in my opinion, this is not an issue but merely a question asking about policy. If you feel this question is off-topic, please leave a comment explaining why or open a question on Meta.AU. How will Qt 5.0 be packaged for Ubuntu when it is released? Currently, the name of the package for installing the Qt 4.8 core libraries is: libqt4-core Will the equivalent package for the next version of Qt (5.0) be named libqt5-core? If not, what will the package be named? Will the existing Qt 4.8 libraries coexist with the Qt 5.0 equivalents for the foreseeable future or will they be removed? The Qt 5.0 beta 2 PPA contains a lot of packages - few of which seem to correspond with existing package names. If someone can provide me with a link to a policy outlining the Qt 5.0 migration plan, that would be awesome.

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  • Proper way to measure the scalability of web Application

    - by Jorge
    Let's say that I have a web Application where i'm going to have 300 users and each one have to see data on real time, imagine that each client make an ajax call to the server to see in real time what's happens with the changes of the data, this calls are made each 300 ms per user. I know that i can run a simulation to see if the hardware of my server supports this example. But what happen's if the number of users start to grow up. Is there a way that i can measure the hardware needed to handle this growing behavior, a software, a formula, algorithm or maybe recommend me if i need to implement an distributed application with multiplies servers and balance the loads.

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  • Write a program consisting of a main module and three other modules

    - by user106080
    The owner of a super supermarket would like to have a program that computes the monthly gross pay of their employees as well as the employees’s net pay. The input for this program is the employee id number, hourly rate of pay, and number of regular and overtime hours hours worked. Gross pay is the sum of the wages earnes from regular hours; overtime is 1.5 times the regular rate. Net pay is gross pay hours; overtime is paid at 1.5 times the regular rate. Net pay is the gross pay minus deductions. Assume that deduction are taken for tax withholding (50 percent of gross pay) and parking ($10.00 per month) you will need the following variables: EmployeeID (a string) HourRate is (a float) RegHours (a float) ; GrossPay (a float);Tax (afloat) Parking (a float) OverTimeHours (a float) NetPay (a float) GrossPay = Regularhours* HourRate+OverTimeHours*(HourRate*1.5) NetPay= GrossPay – (GrossPay*Tax) – Parking

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  • Does Microsoft really offer "support"?

    - by SpashHit
    One of the arguments against using Open Source is that there is no "support". However, do big vendors (e.g. Microsoft) really offer "support" of any kind? I'm sure there is some sort of 4-figure-per-hour "paid support" option out there, but is that really an "option" for any problem short of one that is going to bankrupt your business? To put it more concretely... I buy a Microsoft product... it has a bug... now what? And how is that better than what I get from Open Source?

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • "Automation Error Unspecified Error" ... err Error

    - by Tim Dexter
    One the best error messages I have seen in a long time and I've seen some doozies!  There have been a fare few internal emails flying over the past week about issues with the template builder for MSWord not working. The issue has been found, so if you are hitting some behaviour similar to this: I have installed BI Publisher Desktop 11.1.1.6 for 32 bit. I have to load the data from XML to RTF Template. As per instruction when I click on tab Sample XML nothing happen. When I click on any other tab from BI Publisher menu, I am getting one error in pop-up menu “Automation Error Unspecified Error. I am unable to open any of the tab of BI Publisher menu including help. Have no fear, it's for once, not a BIP issue but a Microsoft one! Check here for what you need to do to resolve the error.

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