Search Results

Search found 9410 results on 377 pages for 'simulator difference'.

Page 105/377 | < Previous Page | 101 102 103 104 105 106 107 108 109 110 111 112  | Next Page >

  • SmoothLife Is a Super Smooth Version of Conway’s Game of Life [Video]

    - by Jason Fitzpatrick
    What happens if you change cellular automaton program Game of Life to use floating point values instead of integers? You end up with SmoothLife, a fluid and organic growth simulator. SmoothLife is a family of rules created by Stephan Rafler. It was designed as a continuous version of Conway’s Game of Life – using floating point values instead of integers. This rule is SmoothLifeL which supports many interesting phenomena such as gliders that can travel in any direction, rotating pairs of gliders, wickstretchers and the appearance of elastic tension in the ‘cords’ that join the blobs. You can check out the paper outlining how SmoothLife works here and then grab the source code to run your own simulation here. [via Boing Boing] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

    Read the article

  • ASP.NET Web API - Screencast series Part 3: Delete and Update

    - by Jon Galloway
    We're continuing a six part series on ASP.NET Web API that accompanies the getting started screencast series. This is an introductory screencast series that walks through from File / New Project to some more advanced scenarios like Custom Validation and Authorization. The screencast videos are all short (3-5 minutes) and the sample code for the series is both available for download and browsable online. I did the screencasts, but the samples were written by the ASP.NET Web API team. In Part 1 we looked at what ASP.NET Web API is, why you'd care, did the File / New Project thing, and did some basic HTTP testing using browser F12 developer tools. In Part 2 we started to build up a sample that returns data from a repository in JSON format via GET methods. In Part 3, we'll start to modify data on the server using DELETE and POST methods. So far we've been looking at GET requests, and the difference between standard browsing in a web browser and navigating an HTTP API isn't quite as clear. Delete is where the difference becomes more obvious. With a "traditional" web page, to delete something'd probably have a form that POSTs a request back to a controller that needs to know that it's really supposed to be deleting something even though POST was really designed to create things, so it does the work and then returns some HTML back to the client that says whether or not the delete succeeded. There's a good amount of plumbing involved in communicating between client and server. That gets a lot easier when we just work with the standard HTTP DELETE verb. Here's how the server side code works: public Comment DeleteComment(int id) { Comment comment; if (!repository.TryGet(id, out comment)) throw new HttpResponseException(HttpStatusCode.NotFound); repository.Delete(id); return comment; } If you look back at the GET /api/comments code in Part 2, you'll see that they start the exact same because the use cases are kind of similar - we're looking up an item by id and either displaying it or deleting it. So the only difference is that this method deletes the comment once it finds it. We don't need to do anything special to handle cases where the id isn't found, as the same HTTP 404 handling works fine here, too. Pretty much all "traditional" browsing uses just two HTTP verbs: GET and POST, so you might not be all that used to DELETE requests and think they're hard. Not so! Here's the jQuery method that calls the /api/comments with the DELETE verb: $(function() { $("a.delete").live('click', function () { var id = $(this).data('comment-id'); $.ajax({ url: "/api/comments/" + id, type: 'DELETE', cache: false, statusCode: { 200: function(data) { viewModel.comments.remove( function(comment) { return comment.ID == data.ID; } ); } } }); return false; }); }); So in order to use the DELETE verb instead of GET, we're just using $.ajax() and setting the type to DELETE. Not hard. But what's that statusCode business? Well, an HTTP status code of 200 is an OK response. Unless our Web API method sets another status (such as by throwing the Not Found exception we saw earlier), the default response status code is HTTP 200 - OK. That makes the jQuery code pretty simple - it calls the Delete action, and if it gets back an HTTP 200, the server-side delete was successful so the comment can be deleted. Adding a new comment uses the POST verb. It starts out looking like an MVC controller action, using model binding to get the new comment from JSON data into a c# model object to add to repository, but there are some interesting differences. public HttpResponseMessage<Comment> PostComment(Comment comment) { comment = repository.Add(comment); var response = new HttpResponseMessage<Comment>(comment, HttpStatusCode.Created); response.Headers.Location = new Uri(Request.RequestUri, "/api/comments/" + comment.ID.ToString()); return response; } First off, the POST method is returning an HttpResponseMessage<Comment>. In the GET methods earlier, we were just returning a JSON payload with an HTTP 200 OK, so we could just return the  model object and Web API would wrap it up in an HttpResponseMessage with that HTTP 200 for us (much as ASP.NET MVC controller actions can return strings, and they'll be automatically wrapped in a ContentResult). When we're creating a new comment, though, we want to follow standard REST practices and return the URL that points to the newly created comment in the Location header, and we can do that by explicitly creating that HttpResposeMessage and then setting the header information. And here's a key point - by using HTTP standard status codes and headers, our response payload doesn't need to explain any context - the client can see from the status code that the POST succeeded, the location header tells it where to get it, and all it needs in the JSON payload is the actual content. Note: This is a simplified sample. Among other things, you'll need to consider security and authorization in your Web API's, and especially in methods that allow creating or deleting data. We'll look at authorization in Part 6. As for security, you'll want to consider things like mass assignment if binding directly to model objects, etc. In Part 4, we'll extend on our simple querying methods form Part 2, adding in support for paging and querying.

    Read the article

  • Day 1: iPhone Web Development

    - by BizTalk Visionary
    Preamble: In an attempt to keep an ageing mind alive I have decided to write an iPhone web app. The app will pull together a whole host of disciplines and should be a challenge. The App: Over the last month or so I have been playing around with Google maps and Instead (see InstaMapper.com) so decided the app must build on this learning. Looking to create an Uber-where’s Tigger! Framework: After an exhaustive research period I’m going with JQTouch. tPhone Simulator:   MobiOne More to follow later……

    Read the article

  • Inside NASA’s Shuttle Trainer

    - by Jason Fitzpatrick
    After more than 30 years of service, NASA has retired their full-scale shuttle training simulator. Take a photo tour and learn where you can visit the trainer and crawl around inside for a more hands-on experience. The trainer is currently on display at the Charles Simonyi Space Gallery at the Museum of Flight in Seattle, Washington. For those of us unable to visit the trainer in person, Wired Magazine has a full photo tour at the link below. Get Inside the Replica that Trained Every Shuttle Astronaut [Wired] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

    Read the article

  • How to achieve highly accurate car physics such as Liveforspeed?

    - by Kim Jong Woo
    Liveforspeed is a racing simulator, there is amazing amount of realistic physics. for example, tires get warm, tire actually deforms when you turn corners. You need to play this game with a mouse at the minimum because it almost drives like the real thing. Anyhow, how does one achieve that level of physics simulation? Are there off-the-shelf solutions out there? If not, how does one start with simulating real world physics as close as possible. I would love to be able to work on an opensource car physics focused game. Imagine, more passionate developers, it could keep things going.

    Read the article

  • Test Driven Development with vxml

    - by Malcolm Anderson
    It's been 3 years since I did any coding and am starting back up with Java using netBeans and glassfish.  Right off the bat I noticed two things about Java's ease of use.  The java ide (netBeans) has finally caught up with visual studio, and jUnit, has finally caught up with nUnit.  netBeans intellisense exists and I don't have to subclass everything in jUnit.    Now on to the point of this very short post ( request)   I'm trying to figure out how to do test driven development with vxml and have not found anythnig yet.  I've done my google search, but unfortunately, TDD in IVR land has something to do with helping the hearing impared. I've found a vxml simulator or two, but none of their marketing is getting my hopes up.    My request - if you have done any agile engineering work with vxml, contact me, I need to pick your brain and bring some ideas back to my team.   Thanks in advance.

    Read the article

  • Beta Testing iOS Application

    - by dbramhall
    I was wondering if it is advisable to get a small team of beta testers for an iOS application that will be released to the App Store. I am developing an iOS application and I have setup a beta application form however I was wondering if it is advisable to even do beta testing considering I am actively testing and using my application on all of my own iOS devices (iPad 2, 2 iPod Touches and an iPhone 4 (plus, of course iOS Simulator)) - all running various versions of iOS 4. My question is: would you advise someone to get beta testers for an iOS application and, if so, how would you advise them to go about getting testers. For those interested, my application is at http://affogato.visioa.com/

    Read the article

  • How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?

    - by cagirici
    I have a set of points double n[] on the plane z = 0. And I have another set of points double[] m on the plane ax + by + cz + d = 0. Length of n is equal to length of m. Also, euclidean distance between n[i] and n[j] is equal to euclidean distance between m[i] and m[j]. I want to rotate n[] in 3-D, such that for all i, n[i] = m[i] would be true. In other words, I want to turn a plane into another plane, preserving the pairwise distances. Here's my code in java. But it does not help so much: double[] rotate(double[] point, double[] currentEquation, double[] targetEquation) { double[] currentNormal = new double[]{currentEquation[0], currentEquation[1], currentEquation[2]}; double[] targetNormal = new double[]{targetEquation[0], targetEquation[1], targetEquation[2]}; targetNormal = normalize(targetNormal); double angle = angleBetween(currentNormal, targetNormal); double[] axis = cross(targetNormal, currentNormal); double[][] R = getRotationMatrix(axis, angle); return rotated; } double[][] getRotationMatrix(double[] axis, double angle) { axis = normalize(axis); double cA = (float)Math.cos(angle); double sA = (float)Math.sin(angle); Matrix I = Matrix.identity(3, 3); Matrix a = new Matrix(axis, 3); Matrix aT = a.transpose(); Matrix a2 = a.times(aT); double[][] B = { {0, axis[2], -1*axis[1]}, {-1*axis[2], 0, axis[0]}, {axis[1], -1*axis[0], 0} }; Matrix A = new Matrix(B); Matrix R = I.minus(a2); R = R.times(cA); R = R.plus(a2); R = R.plus(A.times(sA)); return R.getArray(); } This is what I get. The point set on the right side is actually part of a point set on the left side. But they are on another plane. Here's a 2-D representation of what I try to do: There are two lines. The line on the bottom is the line I have. The line on the top is the target line. The distances are preserved (a, b and c). Edit: I have tried both methods written in answers. They both fail (I guess). Method of Martijn Courteaux public static double[][] getRotationMatrix(double[] v0, double[] v1, double[] v2, double[] u0, double[] u1, double[] u2) { RealMatrix M1 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*v0[0]}, {0,1,0,-1*v0[1]}, {0,0,1,0}, {0,0,0,1} }); RealMatrix M2 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*u0[0]}, {0,1,0,-1*u0[1]}, {0,0,1,-1*u0[2]}, {0,0,0,1} }); Vector3D imX = new Vector3D((v0[1] - v1[1])*(u2[0] - u0[0]) - (v0[1] - v2[1])*(u1[0] - u0[0]), (v0[1] - v1[1])*(u2[1] - u0[1]) - (v0[1] - v2[1])*(u1[1] - u0[1]), (v0[1] - v1[1])*(u2[2] - u0[2]) - (v0[1] - v2[1])*(u1[2] - u0[2]) ).scalarMultiply(1/((v0[0]*v1[1])-(v0[0]*v2[1])-(v1[0]*v0[1])+(v1[0]*v2[1])+(v2[0]*v0[1])-(v2[0]*v1[1]))); Vector3D imZ = new Vector3D(findEquation(u0, u1, u2)); Vector3D imY = Vector3D.crossProduct(imZ, imX); double[] imXn = imX.normalize().toArray(); double[] imYn = imY.normalize().toArray(); double[] imZn = imZ.normalize().toArray(); RealMatrix M = new Array2DRowRealMatrix(new double[][]{ {imXn[0], imXn[1], imXn[2], 0}, {imYn[0], imYn[1], imYn[2], 0}, {imZn[0], imZn[1], imZn[2], 0}, {0, 0, 0, 1} }); RealMatrix rotationMatrix = MatrixUtils.inverse(M2).multiply(M).multiply(M1); return rotationMatrix.getData(); } Method of Sam Hocevar static double[][] makeMatrix(double[] p1, double[] p2, double[] p3) { double[] v1 = normalize(difference(p2,p1)); double[] v2 = normalize(cross(difference(p3,p1), difference(p2,p1))); double[] v3 = cross(v1, v2); double[][] M = { { v1[0], v2[0], v3[0], p1[0] }, { v1[1], v2[1], v3[1], p1[1] }, { v1[2], v2[2], v3[2], p1[2] }, { 0.0, 0.0, 0.0, 1.0 } }; return M; } static double[][] createTransform(double[] A, double[] B, double[] C, double[] P, double[] Q, double[] R) { RealMatrix c = new Array2DRowRealMatrix(makeMatrix(A,B,C)); RealMatrix t = new Array2DRowRealMatrix(makeMatrix(P,Q,R)); return MatrixUtils.inverse(c).multiply(t).getData(); } The blue points are the calculated points. The black lines indicate the offset from the real position.

    Read the article

  • So what are zones really?

    - by Bertrand Le Roy
    There is a (not so) particular kind of shape in Orchard: zones. Functionally, zones are places where other shapes can render. There are top-level zones, the ones defined on Layout, where widgets typically go, and there are local zones that can be defined anywhere. These local zones are what you target in placement.info. Creating a zone is easy because it really is just an empty shape. Most themes include a helper for it: Func<dynamic, dynamic> Zone = x => Display(x); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } With this helper, you can create a zone by simply writing: @Zone(Model.Header) .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Let's deconstruct what's happening here with that weird Lambda. In the Layout template where we are working, the Model is the Layout shape itself, so Model.Header is really creating a new Header shape under Layout, or getting a reference to it if it already exists. The Zone function is then called on that object, which is equivalent to calling Display. In other words, you could have just written the following to get the exact same effect: @Display(Model.Header) The Zone helper function only exists to make the intent very explicit. Now here's something interesting: while this works in the Layout template, you can also make it work from any deeper-nested template and still create top-level zones. The difference is that wherever you are, Model is not the layout anymore so you need to access it in a different way: @Display(WorkContext.Layout.Header) This is still doing the exact same thing as above. One thing to know is that for top-level zones to be usable from the widget editing UI, you need one more thing, which is to specify it in the theme's manifest: Name: Contoso Author: The Orchard Team Description: A subtle and simple CMS themeVersion: 1.1 Tags: business, cms, modern, simple, subtle, product, service Website: http://www.orchardproject.net Zones: Header, Navigation, HomeFeaturedImage, HomeFeaturedHeadline, Messages, Content, ContentAside, TripelFirst, TripelSecond, TripelThird, Footer Local zones are just ordinary shapes like global zones, the only difference being that they are created on a deeper shape than layout. For example, in Content.cshtml, you can find our good old code fro creating a header zone: @Display(Model.Header) The difference here is that Model is no longer the Layout shape, so that zone will be local. The name of that local zone is what you specify in placement.info, for example: <Place Parts_Common_Metadata_Summary="Header:1"/> Now here's the really interesting part: zones do not even know that they are zones, and in fact any shape can be substituted. That means that if you want to add new shapes to the shape that some part has been emitting from its driver for example, you can absolutely do that. And because zones are so barebones as shapes go, they can be created the first time they are accessed. This is what enables us to add shapes into a zone before the code that you would think creates it has even run. For example, in the Layout.cshtml template in TheThemeMachine, the BadgeOfHonor shape is being injected into the Footer zone on line 47, even though that zone will really be "created" on line 168.

    Read the article

  • Extreme Optimization – Numerical Algorithm Support

    - by JoshReuben
    Function Delegates Many calculations involve the repeated evaluation of one or more user-supplied functions eg Numerical integration. The EO MathLib provides delegate types for common function signatures and the FunctionFactory class can generate new delegates from existing ones. RealFunction delegate - takes one Double parameter – can encapsulate most of the static methods of the System.Math class, as well as the classes in the Extreme.Mathematics.SpecialFunctions namespace: var sin = new RealFunction(Math.Sin); var result = sin(1); BivariateRealFunction delegate - takes two Double parameters: var atan2 = new BivariateRealFunction (Math.Atan2); var result = atan2(1, 2); TrivariateRealFunction delegate – represents a function takes three Double arguments ParameterizedRealFunction delegate - represents a function taking one Integer and one Double argument that returns a real number. The Pow method implements such a function, but the arguments need order re-arrangement: static double Power(int exponent, double x) { return ElementaryFunctions.Pow(x, exponent); } ... var power = new ParameterizedRealFunction(Power); var result = power(6, 3.2); A ComplexFunction delegate - represents a function that takes an Extreme.Mathematics.DoubleComplex argument and also returns a complex number. MultivariateRealFunction delegate - represents a function that takes an Extreme.Mathematics.LinearAlgebra.Vector argument and returns a real number. MultivariateVectorFunction delegate - represents a function that takes a Vector argument and returns a Vector. FastMultivariateVectorFunction delegate - represents a function that takes an input Vector argument and an output Matrix argument – avoiding object construction  The FunctionFactory class RealFromBivariateRealFunction and RealFromParameterizedRealFunction helper methods - transform BivariateRealFunction or a ParameterizedRealFunction into a RealFunction delegate by fixing one of the arguments, and treating this as a new function of a single argument. var tenthPower = FunctionFactory.RealFromParameterizedRealFunction(power, 10); var result = tenthPower(x); Note: There is no direct way to do this programmatically in C# - in F# you have partial value functions where you supply a subset of the arguments (as a travelling closure) that the function expects. When you omit arguments, F# generates a new function that holds onto/remembers the arguments you passed in and "waits" for the other parameters to be supplied. let sumVals x y = x + y     let sumX = sumVals 10     // Note: no 2nd param supplied.     // sumX is a new function generated from partially applied sumVals.     // ie "sumX is a partial application of sumVals." let sum = sumX 20     // Invokes sumX, passing in expected int (parameter y from original)  val sumVals : int -> int -> int val sumX : (int -> int) val sum : int = 30 RealFunctionsToVectorFunction and RealFunctionsToFastVectorFunction helper methods - combines an array of delegates returning a real number or a vector into vector or matrix functions. The resulting vector function returns a vector whose components are the function values of the delegates in the array. var funcVector = FunctionFactory.RealFunctionsToVectorFunction(     new MultivariateRealFunction(myFunc1),     new MultivariateRealFunction(myFunc2));  The IterativeAlgorithm<T> abstract base class Iterative algorithms are common in numerical computing - a method is executed repeatedly until a certain condition is reached, approximating the result of a calculation with increasing accuracy until a certain threshold is reached. If the desired accuracy is achieved, the algorithm is said to converge. This base class is derived by many classes in the Extreme.Mathematics.EquationSolvers and Extreme.Mathematics.Optimization namespaces, as well as the ManagedIterativeAlgorithm class which contains a driver method that manages the iteration process.  The ConvergenceTest abstract base class This class is used to specify algorithm Termination , convergence and results - calculates an estimate for the error, and signals termination of the algorithm when the error is below a specified tolerance. Termination Criteria - specify the success condition as the difference between some quantity and its actual value is within a certain tolerance – 2 ways: absolute error - difference between the result and the actual value. relative error is the difference between the result and the actual value relative to the size of the result. Tolerance property - specify trade-off between accuracy and execution time. The lower the tolerance, the longer it will take for the algorithm to obtain a result within that tolerance. Most algorithms in the EO NumLib have a default value of MachineConstants.SqrtEpsilon - gives slightly less than 8 digits of accuracy. ConvergenceCriterion property - specify under what condition the algorithm is assumed to converge. Using the ConvergenceCriterion enum: WithinAbsoluteTolerance / WithinRelativeTolerance / WithinAnyTolerance / NumberOfIterations Active property - selectively ignore certain convergence tests Error property - returns the estimated error after a run MaxIterations / MaxEvaluations properties - Other Termination Criteria - If the algorithm cannot achieve the desired accuracy, the algorithm still has to end – according to an absolute boundary. Status property - indicates how the algorithm terminated - the AlgorithmStatus enum values:NoResult / Busy / Converged (ended normally - The desired accuracy has been achieved) / IterationLimitExceeded / EvaluationLimitExceeded / RoundOffError / BadFunction / Divergent / ConvergedToFalseSolution. After the iteration terminates, the Status should be inspected to verify that the algorithm terminated normally. Alternatively, you can set the ThrowExceptionOnFailure to true. Result property - returns the result of the algorithm. This property contains the best available estimate, even if the desired accuracy was not obtained. IterationsNeeded / EvaluationsNeeded properties - returns the number of iterations required to obtain the result, number of function evaluations.  Concrete Types of Convergence Test classes SimpleConvergenceTest class - test if a value is close to zero or very small compared to another value. VectorConvergenceTest class - test convergence of vectors. This class has two additional properties. The Norm property specifies which norm is to be used when calculating the size of the vector - the VectorConvergenceNorm enum values: EuclidianNorm / Maximum / SumOfAbsoluteValues. The ErrorMeasure property specifies how the error is to be measured – VectorConvergenceErrorMeasure enum values: Norm / Componentwise ConvergenceTestCollection class - represent a combination of tests. The Quantifier property is a ConvergenceTestQuantifier enum that specifies how the tests in the collection are to be combined: Any / All  The AlgorithmHelper Class inherits from IterativeAlgorithm<T> and exposes two methods for convergence testing. IsValueWithinTolerance<T> method - determines whether a value is close to another value to within an algorithm's requested tolerance. IsIntervalWithinTolerance<T> method - determines whether an interval is within an algorithm's requested tolerance.

    Read the article

  • Simple Scripting for your Exalogic Storage

    - by Trond Strømme
    As part of my job in Oracle ACS (Advanced Customer Services) I'm handling lots of different systems and customers. Among the recent systems I worked with have been Oracle's Exalogic engineered systems. One of the things I'd never had much exposure to as a system developer/architect/middleware guy/Java dude has been storage; outside of consuming it for my photography needs.. Well, I'm always ready for a new challenge... I'd downloaded the 7000 series storage simulator when it was released in the good old Sun days, found it fun and instructive to play around with, but as I never touched storage in any way (besides consuming it..) I forgot about it. A couple of years ago when I started working with Exalogic engineered systems it again came into light as an invaluable learning and testing tool for the embedded storage in an Exalogic;  Oracle's Sun ZFS Storage 7320 Appliance.  aaaanyway... I've been "booted" into a part-time role as the interim storage/system admin/middleware/Java guy for a client and found I needed to create the occasional report or summary or whatever.. of what's using the storage in the 7320 (as default configured for an Exalogic, 40T of disk in a mirrored configuration, yielding 18T of actual space.) Reading the nice documentation and some articles on the Oracle Technology Network I saw great possibilities with the embedded ECMAScript3/JavaScript engine in the 7000 series.  In my personal opinion anyone who's dealing with Exalogic administration, or exposed to any of the 7000 series of storage appliances and servers that Oracle offers should have a VirtualBox instance of it kicking around. For development and testing it's a fantastic tool. (It can save you from explaining (most) of the embarrassing FAILS you can do if you test something in a production system to your management...) So download, and install.  A small sidestep, if after firing up the 7000 series simulator in VirtualBox you've forgotten what it's IP address is, the following will sort you out if you log in directly via the running VirtualBox VM. So in my case I can ssh to 192.168.56.101 or point a browser to https://192.168.56.101:215 to log into the storage appliance. One simple way of executing a script on the 7320 is to ssh to the device and redirecting a file with the script in it to ssh. ssh [email protected] < myscript.js One question I got from my client and the people who will take over the systems was: "how can we see the quotas and allocations for all projects/shares in one easy go so we don't have to go navigating around in the BUI for all the hundreds of shares the 7320 is hosting just to check if anything is running dry?" Easy! JavaScript time, VirtualBox and emacs! //NOTE! this script is available 'as is' It has ben run on a couple of 7320's, (running 2010.08.17.3.0,1-1.25 & // 2011.04.24.1.0,1-1.8) a 7420 and the VB image, but I personally //offer no guarantee whatsoever that it won't make your server topple, catch fire or in any way go pear shaped.. //run at your own risk or learn from my code and or mistakes.. script run('cd /'); run('shares'); //get all projects: proj = list(); function spaceToGig(bytes){ return bytes/1073741824; //convert bytes to GB } function fullInPercent(quota, space_data){ tmp = (space_data/quota)*100; return tmp; } //print header, slightly good looking printf(" %s/%-15s %8s(GB) %7s(GB) %5s(GB) %7s(GB) %3s\n","Project", "Share","Quota","Ref", "Snap", "Total","%full"); printf("-------------------------------------------------------------------------------\n") //for each project, get all shares. check for quota and calculate percentage and human readable figures.. for (i=0;i<proj.length;i++){ run('select ' + proj[i]); //get all shares for a project var pshares = list(); //for each share get quota properties for (j=0;j<pshares.length;j++){ run('select ' + pshares[j]); quota = get('quota'); //properties associated with a share or inherited from a project spaceData = get('space_data'); spaceSnap = get('space_snapshots'); spaceTotal = get('space_total'); if(quota>0){ //has quota printf(" %s/%-15s \t%4.2fGB\t%.2fGB\t%.2fGB\t%.2fGB\t%5.2f%%\n",proj[i], pshares[j],spaceToGig(quota),spaceToGig(spaceData),spaceToGig(spaceSnap),spaceToGig(spaceTotal),fullInPercent(quota,spaceTotal)); }else{ //no quota printf(" %s/%-15s \t%8s\t%.2fGB\t%.2fGB\t%.2fGB\t%s\n",proj[i],pshares[j], "N/A", spaceToGig(spaceData),spaceToGig(spaceSnap),spaceToGig(spaceTotal),"N/A"); } run('cd ..'); } run('done'); } The resulting output should look something like this: Project/Share Quota(GB) Ref(GB) Snap(GB) Total(GB) %full ------------------------------------------------------------------------------- ACSExalogicSystem/domains N/A 0.04GB 0.00GB 0.04GB N/A ACSExalogicSystem/logs N/A 0.01GB 0.00GB 0.01GB N/A ACSExalogicSystem/nodemgrs N/A 0.00GB 0.00GB 0.00GB N/A ACSExalogicSystem/stores N/A 0.04GB 0.00GB 0.04GB N/A ***_dev/FMW_***_1 133GB 4.24GB 0.01GB 4.25GB 3.19% ***_dev/FMW_***_2 N/A 4.25GB 0.01GB 4.26GB N/A ***_dev/applications 10GB 0.00GB 0.00GB 0.00GB 0.00% ***_dev/domains 50GB 10.75GB 3.55GB 14.30GB 28.61% ***_dev/logs 20GB 0.32GB 0.01GB 0.33GB 1.66% ***_dev/softwaredepot 20GB 4.15GB 0.00GB 4.15GB 20.73% ***_dev/stores 20GB 0.01GB 0.00GB 0.01GB 0.05% ###_dev/FMW_###_1 400GB 17.63GB 0.12GB 17.75GB 4.44% ###_dev/applications N/A 0.00GB 0.00GB 0.00GB N/A ###_dev/domains 120GB 14.21GB 5.53GB 19.74GB 16.45% ###_dev/logs 15GB 0.00GB 0.00GB 0.00GB 0.00% ###_dev/softwaredepot 250GB 73.55GB 0.02GB 73.57GB 29.43% …snip My apologies if the output is a bit mis-aligned here and there, I only bothered making it look good, not perfect :/ I also removed some of the project names (*,#)

    Read the article

  • Button postion not changing in View Controller. (Xcode)

    - by theCodeKing
    I have a View controller in xcode 6 (beta 5). I have put 4 buttons in it through the Object library in a .xib. But when i open the app in iOS simulator the buttons are the right y position but not correct x-position()they are on the right edge. No matter where i move them in the xib they only change y-position. I even moved them using the size inspector, but to no avail. How can i actually move them?

    Read the article

  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

    Read the article

  • Cocos2d update leaking memory

    - by Andrey Chernukha
    I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function: void report_memory(void) { struct task_basic_info info; mach_msg_type_number_t size = sizeof(info); kern_return_t kerr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size); if( kerr == KERN_SUCCESS ) { NSLog(@"Memory in use (in bytes): %u", info.resident_size); } else { NSLog(@"Error with task_info(): %s", mach_error_string(kerr)); } } Can anyone explain me what's going on?

    Read the article

  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

    Read the article

  • OpenGL ES, orthopgraphics projection and viewport

    - by DarkDeny
    I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle. Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with parameters with which ortho matrix is created, but I cannot figure out what math is here. How can I calculate numbers (bottom, top, left, right, close, far) which will be parameters to orthographic projection matrix creation and have sprite on the screen shown in its original size?

    Read the article

  • Joining on NULLs

    - by Dave Ballantyne
    A problem I see on a fairly regular basis is that of dealing with NULL values.  Specifically here, where we are joining two tables on two columns, one of which is ‘optional’ ie is nullable.  So something like this: i.e. Lookup where all the columns are equal, even when NULL.   NULL’s are a tricky thing to initially wrap your mind around.  Statements like “NULL is not equal to NULL and neither is it not not equal to NULL, it’s NULL” can cause a serious brain freeze and leave you a gibbering wreck and needing your mummy. Before we plod on, time to setup some data to demo against. Create table #SourceTable ( Id integer not null, SubId integer null, AnotherCol char(255) not null ) go create unique clustered index idxSourceTable on #SourceTable(id,subID) go with cteNums as ( select top(1000) number from master..spt_values where type ='P' ) insert into #SourceTable select Num1.number,nullif(Num2.number,0),'SomeJunk' from cteNums num1 cross join cteNums num2 go Create table #LookupTable ( Id integer not null, SubID integer null ) go insert into #LookupTable Select top(100) id,subid from #SourceTable where subid is not null order by newid() go insert into #LookupTable Select top(3) id,subid from #SourceTable where subid is null order by newid() If that has run correctly, you will have 1 million rows in #SourceTable and 103 rows in #LookupTable.  We now want to join one to the other. First attempt – Lets just join select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and #LookupTable.SubID = #SourceTable.SubID OK, that’s a fail.  We had 100 rows back,  we didn’t correctly account for the 3 rows that have null values.  Remember NULL <> NULL and the join clause specifies SUBID=SUBID, which for those rows is not true. Second attempt – Lets deal with those pesky NULLS select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and isnull(#LookupTable.SubID,0) = isnull(#SourceTable.SubID,0) OK, that’s the right result, well done and 99.9% of the time that is where its left. It is a relatively trivial CPU overhead to wrap ISNULL around both columns and compare that result, so no problems.  But, although that’s true, this a relational database we are using here, not a procedural language.  SQL is a declarative language, we are making a request to the engine to get the results we want.  How we ask for them can make a ton of difference. Lets look at the plan for our second attempt, specifically the clustered index seek on the #SourceTable   There are 2 predicates. The ‘seek predicate’ and ‘predicate’.  The ‘seek predicate’ describes how SQLServer has been able to use an Index.  Here, it has been able to navigate the index to resolve where ID=ID.  So far so good, but what about the ‘predicate’ (aka residual probe) ? This is a row-by-row operation.  For each row found in the index matching the Seek Predicate, the leaf level nodes have been scanned and tested using this logical condition.  In this example [Expr1007] is the result of the IsNull operation on #LookupTable and that is tested for equality with the IsNull operation on #SourceTable.  This residual probe is quite a high overhead, if we can express our statement slightly differently to take full advantage of the index and make the test part of the ‘Seek Predicate’. Third attempt – X is null and Y is null So, lets state the query in a slightly manner: select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and ( #LookupTable.SubID = #SourceTable.SubID or (#LookupTable.SubID is null and #SourceTable.SubId is null) ) So its slightly wordier and may not be as clear in its intent to the human reader, that is what comments are for, but the key point is that it is now clearer to the query optimizer what our intention is. Let look at the plan for that query, again specifically the index seek operation on #SourceTable No ‘predicate’, just a ‘Seek Predicate’ against the index to resolve both ID and SubID.  A subtle difference that can be easily overlooked.  But has it made a difference to the performance ? Well, yes , a perhaps surprisingly high one. Clever query optimizer well done. If you are using a scalar function on a column, you a pretty much guaranteeing that a residual probe will be used.  By re-wording the query you may well be able to avoid this and use the index completely to resolve lookups. In-terms of performance and scalability your system will be in a much better position if you can.

    Read the article

  • Is linux binary universal to all kinds of distributions?

    - by prosseek
    I happen to install model sim VHDL simulator on Linux. The manual says it only supports RedHat or Suse, but I just tried to install it on Ubuntu. And, it just installed and works perfectly. Is linux binary universal to all kinds of distribution? I mean, if I make a program on distrubution A, can I be sure it will run on any linux? Why most of the commercial program vendor says the program is running on specific distribution? (mostly Redhat and Suse, not ubuntu)

    Read the article

  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

    Read the article

  • CMake can not find PythonLibs

    - by tintin
    I am trying to build inria Graphite on my ubuntu which is running in a VirtualBox simulator, I follow the instructions, and install the python-dev packages, but when I run cmake , still got an error: CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:108 (message): Could NOT find PythonLibs (missing: PYTHON_LIBRARIES PYTHON_INCLUDE_DIRS) (Required is at least version "3.2") Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:315 (_FPHSA_FAILURE_MESSAGE) /usr/share/cmake-2.8/Modules/FindPythonLibs.cmake:208 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) src/packages/OGF/gel_python3/CMakeLists.txt:11 (FIND_PACKAGE) I checked the /usr/lib/ and find tintin@tintin-VirtualBox:/usr/lib$ find . -name "libpython*" ./x86_64-linux-gnu/libpython3.4m.so.1.0 ./x86_64-linux-gnu/libpython2.7.so.1.0 ./x86_64-linux-gnu/libpython3.4m.a ./x86_64-linux-gnu/libpython2.7.a ./x86_64-linux-gnu/libpython3.4m.so ./x86_64-linux-gnu/libpython2.7.so ./x86_64-linux-gnu/libpython2.7.so.1 ./x86_64-linux-gnu/libpython3.4m.so.1 so why cmake can not find the PythonLibs, or how should I deal with this?

    Read the article

  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

    Read the article

  • Adventures in Windows 8: Solving activation errors

    - by Laurent Bugnion
    Note: I tagged this article with “MVVM” because I got a few support requests for MVVM Light regarding this exact issue. In fact it is a Windows 8 issue and has nothing to do with MVVM Light per se… Sometimes when you work on a Windows 8 app, you will get a very annoying issue when starting the app. In that case, the app doesn’t not even start past the Splash screen. Putting a breakpoint in App.xaml.cs doesn’t help because the app doesn’t even reach that point! So what exactly is happening? Well when a Windows 8 app starts, the system is performing a few check first. One of the checks, for instance, is to see if an app with the same package ID is already available. The package ID is a unique value set in the package manifest. In the Solution Explorer, double click on Package.appxmanifest. This opens the manifest in a special editor Click on the Packaging tab See the GUID under Package Name. This is the unique ID I am talking about. If there is a conflict (i.e. if an app is already installed with the exact same ID), Windows will warm the user that the app is already installed. However when you are in the process of developing an app, you install and uninstall the same app many many times (every time that you start in Visual Studio), and sometimes some issues arise, for instance failing to uninstall the app before starting the new instance of the same app. First step if you get such an error When the application fails to start past the splash screen, the first step is to identify what kind of error happened. In my experience the “already installed” is by far the most frequent (in fact I never had another such error), but it can be something else. An annoying thing is that the popup that shows the error is usually started below the Windows 8 app, and so you don’t even see it! This is especially true if you run this in the Simulator. In that case, do the following: Press on the Simulator’s home button, then press on the Desktop tile on the Start menu. The error popup should be shown on the desktop. If your applications runs on the Local machine, you also do the same and press the Windows button, and then from the Start menu press the Desktop tile. Deployment error in Studio Sometimes the same error causes Visual Studio to fail launching the application at all with a deployment error. This is a better case, because at least it is clear that there is an issue. In that case, write down the code that is shown in the Error window (for instance 0x80073D05 in the example below). Once you have the error code, go to the “Troubleshooting packaging, deployment, and query of Windows Store apps” page and look up the code in question. In my case, the error was “ERROR_DELETING_EXISTING_APPLICATIONDATA_STORE_FAILED”, “An error occurred while deleting the package's previously existing application data.” Solving the “ERROR_DELETING_EXISTING_APPLICATIONDATA_STORE_FAILED” issue Update: Before trying the below, you can also try the simple steps: Exit Visual Studio Go to the Start menu Locate your app’s tile. It should be visible in the Start menu directly, towards the far end on the right. Right click the tile and select Uninstall from the App Bar. Restart Visual Studio and try again. Sometimes it helps. If it doesn’t, then try the following: In order to solve the case where Windows, for any reason, fails to delete the existing application before starting the new instance, follow the steps: Open the Package.appxmanifest in Visual Studio Open the Packaging tab. Change the Package name. For tests you can just try to change the last character of the GUID, though I would recommend creating a brand new GUID. Press Start Type GUID Start the GUID Generator application Select Registry Format Press Copy. Paste the new GUID in place of the Package Name in Visual Studio Important: don’t forget to remove the curly brackets at the beginning and at the end of the newly pasted GUID. Then you just have to cross your fingers and start the application again… If it works, celebrate. if it doesn’t work… well at this point I am not sure so good luck with that ;) Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

    Read the article

  • Getting Started with ADF Mobile Sample Apps

    - by Denis T
    Getting Started with ADF Mobile Sample Apps   Installation Steps Install JDeveloper 11.1.2.3.0 from Oracle Technology Network After installing JDeveloper, go to Help menu and select "Check For Updates" and find the ADF Mobile extension and install this. It will require you restart JDeveloper For iOS development, be on a Mac and have Xcode installed. (Currently only Xcode 4.4 is officially supported. Xcode 4.5 support is coming soon) For Android development, have the Android SDK installed. In the JDeveloper Tools menu, select "Preferences". In the Preferences dialog, select ADF Mobile. You can expand it to select configure your Platform preferences for things like the location of Xcode and the Android SDK. In your /jdeveloper/jdev/extensions/oracle.adf.mobile/Samples folder you will find a PublicSamples.zip. Unzip this into the Samples folder so you have all the projects ready to go. Open each of the sample application's .JWS file to open the corresponding workspace. Then from the "Application" menu, select "Deploy" and then select the deployment profile for the platform you wish to deploy to. Try deploying to the simulator/emulator on each platform first because it won't require signing. Note: If you wish to deploy to the Android emulator, it must be running before you start the deployment.   Sample Application Details   Recommended Order of Use Application Name Description 1 HelloWorld The "hello world" application for ADF Mobile, which demonstrates the basic structure of the framework. This basic application has a single application feature that is implemented with a local HTML file. Use this application to ascertain that the development environment is set up correctly to compile and deploy an application. See also Section 4.2.2, "What Happens When You Create an ADF Mobile Application." 2 CompGallery This application is meant to be a runtime application and not necessarily to review the code, though that is available. It serves as an introduction to the ADF Mobile AMX UI components by demonstrating all of these components. Using this application, you can change the attributes of these components at runtime and see the effects of those changes in real time without recompiling and redeploying the application after each change. See generally Chapter 8, "Creating ADF Mobile AMX User Interface." 3 LayoutDemo This application demonstrates the user interface layout and shows how to create the various list and button styles that are commonly used in mobile applications. It also demonstrates how to create the action sheet style of a popup component and how to use various chart and gauge components. See Section 8.3, "Creating and Using UI Components" and Section 8.5, "Providing Data Visualization." Note: This application must be opened from the Samples directory or the Default springboard option must be cleared in the Applications page of the adfmf-application.xml overview editor, then selected again. 4 JavaDemo This application demonstrates how to bind the user interface to Java beans. It also demonstrates how to invoke EL bindings from the Java layer using the supplied utility classes. See also Section 8.10, "Using Event Listeners" and Section 9.2, "Understanding EL Support." 5 Navigation This application demonstrates the various navigation techniques in ADF Mobile, including bounded task flows and routers. It also demonstrates the various page transitions. See also Section 7.2, "Creating Task Flows." Note: This application must be opened from the Samples directory or the Default springboard option must be cleared in the Applications page of the adfmf-application.xml overview editor, then selected again. 6 LifecycleEvents This application implements lifecycle event handlers on the ADF Mobile application itself and its embedded application features. This application shows you where to insert code to enable the applications to perform their own logic at certain points in the lifecycle. See also Section 5.6, "About Lifecycle Event Listeners." Note: iOS, the LifecycleEvents sample application logs data to the Console application, located at Applications-Utilities-Console application. 7 DeviceDemo This application shows you how to use the DeviceFeatures data control to expose such device features as geolocation, e-mail, SMS, and contacts, as well as how to query the device for its properties. See also Section 9.5, "Using the DeviceFeatures Data Control." Note: You must also run this application on an actual device because SMS and some of the device properties do not function on an iOS simulator or Android emulator. 8 GestureDemo This application demonstrates how gestures can be implemented and used in ADF Mobile applications. See also Section 8.4, "Enabling Gestures." 9 StockTracker This application demonstrates how data change events use Java to enable data changes to be reflected in the user interface. It also has a variety of layout use cases, gestures and basic mobile patterns. See also Section 9.7, "Data Change Events."

    Read the article

  • Oneiric updates cause "Window Creation Error" in Second Life client

    - by Yuttadhammo
    With the latest Oneiric updates, I've been unable to use Second Life, a virtual reality simulator, in Ubuntu. I assume it has something to do with the NVidia driver, since the error in the console says: WARNING: createWindow: LLWindowManager::create() : Error creating window. WARNING: LLViewerWindow: Failed to create window, to be shutting Down, be sure your graphics driver is updated I guess I could file a bug on Launchpad, but I'm not sure where to file it. Does anyone have any insight into what may be causing this problem? It was working fine a week ago, and older viewers (Imprudence viewer anyway) still work fine.

    Read the article

< Previous Page | 101 102 103 104 105 106 107 108 109 110 111 112  | Next Page >