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  • Chicago Code Camp Call For Speakers

    - by Tim Murphy
    The Chicago Code Camp is coming up on May 1st, 2010.  They are still looking for speaker.  If you have a rock’n code demonstration that you would like to present to the community be sure to sign up.  If you know someone else who has some ideas that you really think they should share with the world guilt them in to signing up.  http://www.chicagocodecamp.com/ del.icio.us Tags: Chicago Code Camp,call for speakers

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  • Shader effect similar to Metro 2033 gasmask

    - by Tim
    I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get cracked. I assume that something like that is done using a shader. I have been experimenting a bit with game development, so far mostly playing with existing rendering engines and adding physics support etc. I would like to learn more about this sort of effect. Can someone give me a simple example of a shader that would alter the entire scene like this. Or if not a shader then an idea on how it would be done. Thanks. Edit : Include screenshot of the metro 2033 gasmask effect.

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  • How to prepare for an interview presentation!

    - by Tim Koekkoek
    During an interview process you might be asked to prepare a presentation as one of the steps in the recruitment process. Below, we want to give you some tips to help you prepare for what might be considered a daunting aspect of a recruitment process. Main purpose of the presentation Always keep in mind the main purpose of what the presentation is meant to convey. Generally speaking, an interview presentation is for the company to check if you have the ability to represent and sell the organization (and yourself), to the internal and external stakeholders in the position you are applying for. A presentation is often also part of the recruitment process to check whether you can structure and explain your experience and thoughts in a convincing manner. If you are unsure about the purpose of the presentation, feel free to ask your recruiter for more information. Preparation As with every task you do, preparation is key, so is the case with an interview presentation. It is important to know who your audience is. You have to adapt your presentation to your audience, ensuring that you are presenting the facts which they would want to hear. Furthermore, make sure you practice your presentation beforehand; this will make you more confident in your presenting skills. Also, estimate the length of your presentation as presentations or pitches during the recruitment process are often capped to a certain time limit. Structure Every presentation should have a beginning, middle and an end. Make sure you give an overview of your presentation and tell the audience what they can expect. Your presentation should have a logical order and a clear message. Always build up to your key message with strong arguments and evidence. When speaking about the topic, make sure you convey your points with conviction. Also be sure you believe the message you bring forward, if you don’t believe it yourself, then the audience definitely won’t! Delivery When you think back on successful presentations you have seen, the presenter was most likely always standing up. So if asked to do a presentation, follow this example and make sure you stand up as well. Standing up when you are doing your presentation shows confidence and control. Another important aspect in the delivery of the presentation is to relax and speak slowly and with enough volume for the audience to hear you. Speaking slowly allows the audience the time to absorb the information you are providing to them. Visual Using PowerPoint, or an equivalent, makes it very easy to have a visually attractive presentation. Make sure however that you take into account that the visual aids you use are there to support you, not for you to read word for word what is on the slides! Questions When starting your presentation, it is a good idea to tell your audience that you will deal with any questions they might have at the end of the presentation. This way it doesn’t interrupt your train of thought and the flow of your presentation. Answering questions at the end may give you additional opportunities to further expand on your facts in the topic. Some people might play the “devil’s advocate” role and confront you with opposing opinions, if this is the case, take your time to reiterate your points and remain professional in your response. A good way to deal with this is to start interacting with other members of the audience and ask for their opinions, so it will become a group discussion. This will also shows strong leadership skills, as you are open to discuss and ask for other opinions. If you are interested in more tips and tricks for your interview process, have a look at Competency Based Interview Tips and How to prepare for a Telephone Interview. For more information about Oracle and our vacancies, please visit our Facebook community and our careers website.

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  • Mix metrics for April 5, 2010

    - by tim.bonnemann
    Our latest numbers... Registered Mix users (weekly growth) 61,374 (+0.6%) Active users (percent of total) Last 30 days: 4,317 (7.0%) Last 60 days: 8,638 (14.1%) Last 90 days: 12,481 (20.3%) Traffic (30-day) Visits: 11,893 Page views: 65,880 Twitter Followers: 3,169 List mentions: 146 User-generated content (30-day) New ideas: 36 New questions: 57 New comments: 394 Groups There are currently 1,402 Mix groups (requires login).

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  • Mix metrics for March 22, 2010

    - by tim.bonnemann
    Mix hit another major milestone this past week, surpassing 60,000 registered members. Registered Mix users (weekly growth) 60,662 (+0.8%) Active users (percent of total) Last 30 days: 4,571 (7.5%) Last 60 days: 8,945 (14.7%) Last 90 days: 11,479 (18.9%) Traffic (30-day) Visits: 12,371 Page views: 70,896 Twitter Followers: 3,117 List mentions: 146 User-generated content (30-day) New ideas: 32 New questions: 74 New comments: 378 Groups There are currently 1,394 Mix groups (requires login).

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  • Review: ComponentOne Studio for Entity Framework

    - by Tim Murphy
    While I have always been a fan of libraries that improve coding efficiency and reduce code redundancy I have mostly been using ones that were in the public domain.  As part of the Geeks With Blogs Influencers program a got my hands on ComponentOne’s Studio for Entity Framework.  Below are my thought after working with the product for several weeks. My coding preference has always been maintainable code that is reusable across an enterprises protfolio.  Because of this my focus in reviewing this product is less on the RAD components and more on its benefits for layered applications using code first Entity Framework. Before we get into the pros and cons here is a summary of the main feature listed for SEF. Unified Data Context Virtual Data Access More Powerful Data Binding Pros The first thing that I found to my liking is the C1DataSource. It basically manages a cache for your Entity Model context.  Under RAD conditions this is setup automatically when you drop the object on a your design surface.  If you are like me and want to abstract you data management into a library it takes a little more work, but it is still acceptable and gains the same benefits. The second feature that I found beneficial is the definition of views with improved sorting and filtering.  Again the ease of use of these features is greater on the RAD side but no capabilities are missing when manipulating object in code. Linq has become my friend over the last couple of years and it was great to see that ComponentOne had ensured that it remained a first class citizen in their design.  When you look into this product yourself I would suggest taking a dive into LiveLinq which allow the joining of different data source types. As I went through discovering the features of this framework I appreciated the number of examples that they supplied for different uses.  Besides showing how to use SEF with WinForms, WPF and Silverlight they also showed how to accomplish tasks both RAD, code only and MVVM approaches. Cons The only area that I would really like to see improvement is in there level of detail in their documentation.  Specifically I would like to have seen some of the supporting code explained, such as what some supporting object did, in the examples instead of having to go to the programmer’s reference. I did find some times where currently existing projects had some trouble determining scope that the RAD controls were allowed, but I expect this is something that is in part end user related. Summary Overall I found the Studio for Entity Framework capable and well thought out.  If you are already using the Entity Framework this product will fit into your environment with little effort in return for greater flexibility and greater robustness in your solutions. Whether the $895 list price for a standard version works for you will depend on your return on investment. Smaller companies with only a small number of projects may not be able to stomach it, you get a full featured product that is supported by a well established company.  The more projects and the more code you have the greater your return on investment will be. Personally I intend to apply this product to some production systems and will probably have some tips and tricks in the future. del.icio.us Tags: ComponentOne,Studio for Entity Framework,Geeks With Blogs,Influencers,Product Reviews

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  • Book Review: Getting Started With Window 8 Apps By Ben Dewey

    - by Tim Murphy
    When O’Reilly gave me an opportunity to review this book I was excited.  It gave me a reason to finally put some time into this new platform and what developers will need to learn in order to be successful. This book by Ben Dewey is only 92 pages long, so if you were looking for an in-depth treatment of Windows 8 development you will need supplemental materials.  It is also due for an update from the perspective of recent changes made by Microsoft prior to the final release of the OS and tools.  This causes a few issues if you try to run the code samples because of namespace changes. I was encouraged by the fact that the author didn’t do the typical “hello world” app.  He uses a lot of pattern based development techniques and hits many of the main topics including: Application lifecycle Charms integration Tiles Sensors The lifecycle is critical for anyone who hasn’t done mobile development before.  Limited resources on these devices mean that the OS can suspend or kill your app altogether if it decides it needs to.  He covers tombstoning which is the key to Windows 8 and Windows Phone lifecycle management. He also dedicates a chapter to marketing and distributing the application you build.  From my experience with Windows Phone development this is crucial information.  You need to know how to test your application so that it is going to pass certification and present your app so that it is going to get noticed amongst thousands of other apps. The main things that I wish had been in the book explanations of more of the common controls and more complete explanation of patterns that were implemented. In the end this book is a good foundation getting exposure to the concepts that underlie this new version of the Windows platform and how it effects developers.  It isn’t a book that I would suggest for someone just getting into development with no understanding of pattern based development. del.icio.us Tags: Windows 8,O'Reilly,Ben Dewey,Book Review,Review

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  • Why Standards Only Get You So Far

    - by Tim Murphy
    Over the years I have been exposed to a number of standards.  EDI was the first.  More recently it has been the CIECA standard for Insurance and now the embattled document standards of Open XML and ODF. Standards actually came up at the last CAG meeting.  The debate was over how effective they really are.  Even back in the late 80’s to early 90’s people found they had to customize these standards to get any work done.  I even had one vendor about a year ago tell me that they really weren’t standards, they were more of a guideline. The problem is that standards are created either by committee or by companies trying to sell a product.  They never fit all situations.  This is why most of them leave extension points in their definition.  Of course if you use those extension points everyone has to have custom code to know how to consume the new product. Standards increase reliability but they stifle innovation and slow the time to market cycle of products.  In this age of ever shortening windows of opportunity that could mean that a company could lose its competitive advantage. I believe that standards are not only good, but essential.  I also believe that they are not a silver bullet.  People who turn competing standards into a type of holy war are really missing the point.  I think we should make the best standards we can, whether that is for a product so that customers can use API, or by committee so that they cross products.  But they also need to be as feature rich and flexible as possible.  They can’t be just the lowest common denominator since this type of standard will be broken the day it is published.  In the end though, it is the market will vote with their dollars. del.icio.us Tags: Office Open XML,ODF,Standards,EDI

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • glsl shader to allow color change of skydome ogre3d

    - by Tim
    I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system which is working okay. I'm now moving on to looking at changing the color of the skydome material based on the time of day. What I've done so far is to create a struct to hold the ColourValues for the different aspects of the scene. struct todColors { Ogre::ColourValue sky; Ogre::ColourValue ambient; Ogre::ColourValue sun; }; I created an array to store all the colours todColors sceneColours [4]; I populated the array with the colours I want to use for the various times of the day. For instance DayTime (when the sun is high in the sky) sceneColours[2].sky = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].ambient = Ogre::ColourValue(135/255, 206/255, 235/255, 255); sceneColours[2].sun = Ogre::ColourValue(135/255, 206/255, 235/255, 255); I've got code to work out the time of the day using a float currentHours to store the current hour of the day 10.5 = 10:30 am. This updates constantly and updates the sun as required. I am then calculating the appropriate colours for the time of day when relevant using else if( currentHour >= 4 && currentHour < 7) { // Lerp from night to morning Ogre::ColourValue lerp = Ogre::Math::lerp<Ogre::ColourValue, float>(sceneColours[GT_TOD_NIGHT].sky , sceneColours[GT_TOD_MORNING].sky, (currentHour - 4) / (7 - 4)); } My original attempt to get this to work was to dynamically generate a material with the new colour and apply that material to the skydome. This, as you can probably guess... didn't go well. I know it's possible to use shaders where you can pass information such as colour to the shader from the code but I am unsure if there is an existing simple shader to change a colour like this or if I need to create one. What is involved in creating a shader and material definition that would allow me to change the colour of a material without the overheads of dynamically generating materials all the time? EDIT : I've created a glsl vertex and fragment shaders as follows. Vertex uniform vec4 newColor; void main() { gl_FrontColor = newColor; gl_Position = ftransform(); } Fragment void main() { gl_FragColor = gl_Color; } I can pass a colour to it using ShaderDesigner and it seems to work. I now need to investigate how to use it within Ogre as a material. EDIT : I created a material file like this : vertex_program colour_vs_test glsl { source test.vert default_params { param_named newColor float4 0.0 0.0 0.0 1 } } fragment_program colour_fs_glsl glsl { source test.frag } material Test/SkyColor { technique { pass { lighting off fragment_program_ref colour_fs_glsl { } vertex_program_ref colour_vs_test { } } } } In the code I have tried : Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName("Test/SkyColor"); Ogre::GpuProgramParametersSharedPtr params = material->getTechnique(0)->getPass(0)->getVertexProgramParameters(); params->setNamedConstant("newcolor", Ogre::Vector4(0.7, 0.5, 0.3, 1)); I've set that as the Skydome material which seems to work initially. I am doing the same with the code that is attempting to lerp between colours, but when I include it there, it all goes black. Seems like there is now a problem with my colour lerping.

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  • Where I Am Speaking Soon

    - by Tim Murphy
    Open XML and document generation has been my focus lately.  With that being the case I will be speaking on the subject in the near future at the following event. Chicago Code Camp – May 1 Chicago Architects Group – June 15 Lake Count .NET User Group – June 17 I hope to see you at one (or more) of these events. del.icio.us Tags: speaking,Office Open XML,OOXML,Document Generation

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  • AMD E1-1200 Slow?

    - by Tim Rijckaert
    I recently installed Ubuntu 12.04 32bit with Gnome 3 on a Toshiba 850D-104 for a friend of mine. This friend only surfs the web, checks for emails and plays online flash games a lot I was chocked to see that the laptop was rather sluggish. I mean you get what you pay for, with this kind of processor (AMD E1-1200, dual-core 1.4Ghz), but it's a bit too much! It takes 10 seconds to just open up Chromium (1 tab!) not to mention when he plays a flash-game it's stuttery and becomes unplayable. What can I do? I already tried Lubuntu, but it's not that much faster. I checked the resources and the ram is only 300Mb from the 6Gig installed? The Graphics card is a AMD HD Radeon 7310 (and the FGLRX-driver is installed) Any solutions for a sluggish Flash experience on Ubuntu? Thanks

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  • March 2011 Chicago IT Arch Group Recap

    - by Tim Murphy
    This month’s meeting was outstanding.  We had a record turnout for John Sprunger’s presentation on mobile architectures.  I guess that is what happens when you put up a presentation on the most popular topic in technology.  I invite everyone to join us for next month’s event.   And while I love to see new faces it is always great to have people come back and continue the conversation. Here are some resources from last night’s presentation. Presentation slides Whitepaper Case study Stay tuned for information on our upcoming presentations.   del.icio.us Tags: CITAG,Chicago Information Technology Architects Group,Mobile Architecture

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  • Internal microphone not working in Google talk

    - by Tim
    My laptop is Lenovo T400, which has an internal microphone. My OS is Ubuntu 10.10. My browser is Firefox 11.0. The internal microphone works fine, because I can use it to record my voice using Audaciy. However, in Google talk, I have choose "Internal Audio Analog Stereo" in "Settings - Voice and video chat - Microphone:". But when I click "Verify your settings", it doesn't work. Neither can I speak to others using Google Talk. I wonder why? Thanks and regards!

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  • Poof and it’s gone - Internship @ Oracle Netherlands

    - by Tim Koekkoek
    We still remember the first day we walked in the office in September. The moment we walked into the big entrance hall and saw all those unfamiliar faces, we had no idea that we all had such diverse personalities, and still we all had a great time together. At the end of our internship we could all say we felt comfortable working at the office, playing “some” table tennis. Besides, it has been a great learning experience and we look back on a good time.  We made our own video and it shows you what some of us have been working on during our internship @ Oracle in the Netherlands.  If you are also interested in Oracle and what we have to offer, you can join our Live Google+ Hangout every Friday at 3 p.m. or visit http://campus.oracle.com.

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  • BASIC on Ubuntu

    - by Tim Lytle
    Was asked by a new Ubuntu user - who also wants to learn about programming - what he could use to run BASIC code. He was working through a BASIC book before trying out Ubuntu, and he'd like to continue without having to switch back to Windows. It looks like there are a few BASIC packages in the standard repositories, as well as projects like Mono which may include some kind of BASIC support. What would be a good recommendation from the standard repositories - or from a deb package - for someone learning the basics of BASIC and new to Ubuntu?

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  • TechEd 2012: Office, SharePoint And More Office

    - by Tim Murphy
    I haven’t spent any time looking at Office 365 up to this point.  I met Donovan Follette on the flight down from Chicago.  I also got to spend some time discussing the product offerings with him at the TechExpo and that sealed my decision to attend this session. The main actor of his presentation is the BCS – Business Connectivity Services. He explained that while this feature has existed in on-site SharePoint it is a valuable new addition to Office 365 SharePoint Online.  If you aren’t familiar with the BCS, it allows you to leverage non-SharePoint enterprise data source from SharePoint.  The greatest benefactor is the end users who can leverage the data using a variety of Office products and more.  The one thing I haven’t shaken my skepticism of is the use of SharePoint Designer which Donovan used to create a WCF service.  It is mostly my tendency to try to create solutions that can be managed through the whole application life cycle.  It the past migrating through test environments has been near impossible with anything other than content created by SharePiont Designer. There is a lot of end user power here.  The biggest consideration I think you need to examine when reaching from you enterprise LOB data stores out to an online service and back is that you are going to take a performance hit.  This means that you have to be very aware of how you configure these integrated self serve solutions.  As a rule make sure you are using the right tool for the right situation. I appreciated that he showed both no code and code solutions for the consumer of the LOB data.  I came out of this session much better informed about the possibilities around this product. del.icio.us Tags: Office 365,SharePoint Online,TechEd,TechEd 2012

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  • Super Joybox 5 HID 0925:8884 not recognized as joystick in Ubuntu 12.04 LTS

    - by Tim Evans
    Problem: When using the "Super JoyBox 5" 4 port playstation 2 to USB adapter, the device is not recognized as a joystick. there is no js0 created, but instead another input eventX and mouseX are created in /dev/input. When using the directional buttons (up down left right) on a Playstation 1 controller attached to the device, the mouse cursor moves to the top, bottom, left, and right edges of the screen respectively. Buttons are unresponsive. The joypads attached to the device cannot be used in any games or other programs. Attempted remedies: Creating a symlink from the eventX to js0 does not solve the problem. Addl Info: joydev is loaded and running peroperly according to LSMOD. evtest can be run on the created eventX (sudo evtest /dev/input/event14 in my case) and the buttons and axes all register inputs. Here is a paste of EVTEST's diagnostic and the first couple button events. [code] sudo evtest /dev/input/event14 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x925 product 0x8884 version 0x100 Input device name: "HID 0925:8884" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 288 (BTN_TRIGGER) Event code 289 (BTN_THUMB) Event code 290 (BTN_THUMB2) Event code 291 (BTN_TOP) Event code 292 (BTN_TOP2) Event code 293 (BTN_PINKIE) Event code 294 (BTN_BASE) Event code 295 (BTN_BASE2) Event code 296 (BTN_BASE3) Event code 297 (BTN_BASE4) Event code 298 (BTN_BASE5) Event code 299 (BTN_BASE6) Event code 300 (?) Event code 301 (?) Event code 302 (?) Event code 303 (BTN_DEAD) Event code 304 (BTN_A) Event code 305 (BTN_B) Event code 306 (BTN_C) Event code 307 (BTN_X) Event code 308 (BTN_Y) Event code 309 (BTN_Z) Event code 310 (BTN_TL) Event code 311 (BTN_TR) Event code 312 (BTN_TL2) Event code 313 (BTN_TR2) Event code 314 (BTN_SELECT) Event code 315 (BTN_START) Event code 316 (BTN_MODE) Event code 317 (BTN_THUMBL) Event code 318 (BTN_THUMBR) Event code 319 (?) Event code 320 (BTN_TOOL_PEN) Event code 321 (BTN_TOOL_RUBBER) Event code 322 (BTN_TOOL_BRUSH) Event code 323 (BTN_TOOL_PENCIL) Event code 324 (BTN_TOOL_AIRBRUSH) Event code 325 (BTN_TOOL_FINGER) Event code 326 (BTN_TOOL_MOUSE) Event code 327 (BTN_TOOL_LENS) Event code 328 (?) Event code 329 (?) Event code 330 (BTN_TOUCH) Event code 331 (BTN_STYLUS) Event code 332 (BTN_STYLUS2) Event code 333 (BTN_TOOL_DOUBLETAP) Event code 334 (BTN_TOOL_TRIPLETAP) Event code 335 (BTN_TOOL_QUADTAP) Event type 3 (EV_ABS) Event code 0 (ABS_X) Value 127 Min 0 Max 255 Flat 15 Event code 1 (ABS_Y) Value 127 Min 0 Max 255 Flat 15 Event code 2 (ABS_Z) Value 127 Min 0 Max 255 Flat 15 Event code 3 (ABS_RX) Value 127 Min 0 Max 255 Flat 15 Event code 4 (ABS_RY) Value 127 Min 0 Max 255 Flat 15 Event code 5 (ABS_RZ) Value 127 Min 0 Max 255 Flat 15 Event code 6 (ABS_THROTTLE) Value 127 Min 0 Max 255 Flat 15 Event code 7 (ABS_RUDDER) Value 127 Min 0 Max 255 Flat 15 Event code 8 (ABS_WHEEL) Value 127 Min 0 Max 255 Flat 15 Event code 9 (ABS_GAS) Value 127 Min 0 Max 255 Flat 15 Event code 10 (ABS_BRAKE) Value 127 Min 0 Max 255 Flat 15 Event code 11 (?) Value 127 Min 0 Max 255 Flat 15 Event code 12 (?) Value 127 Min 0 Max 255 Flat 15 Event code 13 (?) Value 127 Min 0 Max 255 Flat 15 Event code 14 (?) Value 127 Min 0 Max 255 Flat 15 Event code 15 (?) Value 127 Min 0 Max 255 Flat 15 Event code 16 (ABS_HAT0X) Value 0 Min -1 Max 1 Event code 17 (ABS_HAT0Y) Value 0 Min -1 Max 1 Event code 18 (ABS_HAT1X) Value 0 Min -1 Max 1 Event code 19 (ABS_HAT1Y) Value 0 Min -1 Max 1 Event code 20 (ABS_HAT2X) Value 0 Min -1 Max 1 Event code 21 (ABS_HAT2Y) Value 0 Min -1 Max 1 Event code 22 (ABS_HAT3X) Value 0 Min -1 Max 1 Event code 23 (ABS_HAT3Y) Value 0 Min -1 Max 1 Event type 4 (EV_MSC) Event code 4 (MSC_SCAN) Testing ... (interrupt to exit) Event: time 1351223176.126127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90001 Event: time 1351223176.126130, type 1 (EV_KEY), code 288 (BTN_TRIGGER), value 1 Event: time 1351223176.126166, -------------- SYN_REPORT ------------ Event: time 1351223178.238127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90001 Event: time 1351223178.238130, type 1 (EV_KEY), code 288 (BTN_TRIGGER), value 0 Event: time 1351223178.238167, -------------- SYN_REPORT ------------ Event: time 1351223180.422127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90002 Event: time 1351223180.422129, type 1 (EV_KEY), code 289 (BTN_THUMB), value 1 Event: time 1351223180.422163, -------------- SYN_REPORT ------------ Event: time 1351223181.558099, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90002 Event: time 1351223181.558102, type 1 (EV_KEY), code 289 (BTN_THUMB), value 0 Event: time 1351223181.558137, -------------- SYN_REPORT ------------ Event: time 1351223182.486137, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90003 Event: time 1351223182.486140, type 1 (EV_KEY), code 290 (BTN_THUMB2), value 1 Event: time 1351223182.486172, -------------- SYN_REPORT ------------ Event: time 1351223183.302130, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90003 Event: time 1351223183.302132, type 1 (EV_KEY), code 290 (BTN_THUMB2), value 0 Event: time 1351223183.302165, -------------- SYN_REPORT ------------ Event: time 1351223184.030133, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90004 Event: time 1351223184.030136, type 1 (EV_KEY), code 291 (BTN_TOP), value 1 Event: time 1351223184.030166, -------------- SYN_REPORT ------------ Event: time 1351223184.558135, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90004 Event: time 1351223184.558138, type 1 (EV_KEY), code 291 (BTN_TOP), value 0 Event: time 1351223184.558168, -------------- SYN_REPORT ------------ [/code] The directional buttons on the pad are being identified as HAT0Y and HAT0X axes, thats zero, not the letter O. Aparently, this device used to work flawlessly on kernel 2.4.x systems, and even as late as ubunto 10.04. Perhaps the Joydev rules for identifying joypads has changed? Currently, this kind of bug is affecting a few different type of controller adapters, but since this is the one that i PERSONALLY have (and has been driving me my own special brand of crazy), its the one im documenting. What i think should be happening instead: The device should be registering js0 through js3, one for each port, or JS0 that will handle all of the connected devices with different numbered axes for each connected joypad. Either way, it should work as a joystick and stop controlling the mouse cursor. Please help!

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  • Trying to install postgresql:i386 on 12.04 amd64

    - by tim jackson
    Due to some legacy 32 bit libraries being used in postgresql functions I need to get a 32 bit install of Postgresql on a 64 bit native system. But it seems like there is a problem with the multiarch not seeing all.debs as satisfying dependencies. uname -a: 3.8.0-29-generic #42-precise-Ubuntu SMP x86_64 dpkg --print-architecture: amd64 dpkg --print-foreign-architecture: i386 apt-get install postgresql-9.1: returns postgresql : Depends: postgresql-9.1 but it is nto going to be installed postgresql-9.1:i386 : Depends: postgresql-common:i386 but it is not installable Depends: ssl-cert:i386 but it is not installable Depends: locales:i386 but it is not installable etc .. But I have installed ssl-cert_1.0.28ubuntu0.1_all.deb and locales_..._all.deb andpostgresql-common is an all.deb Does anyone have experience installing 32 bit packages on 64 bit systems that depend on packages that are all.debs. Or has anyone installed 32 bit postgres on 64 bit? Any help appreciated.

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  • Wire Framing WP7 Apps With Cacoo

    - by Tim Murphy
    While looking for a free alternative to Sketchflow I landed on the Cacoo web site.  Any developer who decides to use the free Visual Studio tools may find themselves doing the same search.  The base functionality of Cacoo is free although there are certain features that have fees attached to them such as extended stencils and templates. Cacoo doesn’t seem to have a template for WP7.  It does have templates for iOS and Android development so I started with the Android template and started modidfying it for WP7.  Funny thing is since Android has the same hardware vendors as Windows Phone the basic frame looks just right (I would swear I was looking at my Samsung Focus). Below is the start of a new mockup for the user group that I help run. I found that while Cacoo doesn’t have all the icons I need I am able to insert them from the Windows Phone Toolkit folder.  If I put them off to the side as you can see above.  I can simply copy and paste them into the appropriate place as needed.  Beyond that I have customized the main frame frame so I can have my base to work from.  In the future I intend to create this as a stencil and if it looks good enough I would consider making it public. My use of this product is still in it’s early phase, but it seems like a great way to start.  Maybe if you use this to get going you can earn enough from your resulting apps to pay for something with more bells and whistles in the future. del.icio.us Tags: WP7,Windows Phone 7 development,design,Cacoo,wire frame

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  • How to fix AVI index error

    - by Tim
    I try to open an AVI file. The first software I tried is VLC media player. It reports some error about AVI index: This AVI file is broken. Seeking will not work correctly. Do you want to try to fix it? This might take a long time. I chose yes, and it began fixing AVI index and existed when the repair progress bar reaches 20% or so. Then the video started playing and stopped much earlier than when it is supposed to finish. Next I tried to open it in Totem Movie Player, which also stopped earlier at the same place as in VLC player. I tried to play it in GMplayer. Now the entire AVI file can be played from start to finish, but it is impossible to drag playing progress bar while it was possible in VLC player and Totem player. I heard that Avidemux can fix AVI index error, but later discovered it failed to open the AVI file. So I was wondering how I can fix the AVI index error, or at least drag the playing progress bar in GMplayer? Thanks and regards!

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  • Blogging After The Blog Boom

    - by Tim Murphy
    I have been blogging on Geeks With Blogs since 2005 and on other blogging sites before that.  In this age of Twitter, Facebook and G+ it feels like we are in the post-blog age and yet here I continue.  There are several reasons for this.  The first is that I still find it to be the best place for self publishing long form thought that won’t fit well on Twitter or Facebook.  Google+ allows for this type of content, but it suffers from the same scroll factor as the other social media platforms.  If you aren’t looking at the right moment you miss it.  On a blog I can put complete thoughts with examples and people can find what they want via key words or search engine. The second reason I blog is to have a place for me to put information I want to be able to reference back to later.  Although I use OneNote which is now accessible everywhere the blog gives me somewhere to refer co-workers and clients when I have solutions for problems I have previously solved. I know that other people use their blog as a resume builder, but that hasn’t been one of my primary concerns.  Don’t get me wrong.  Opportunities do come up because you put out well thought out, topical material.  That just isn’t one of my top motivators. I don’t always find the time to blog or even have anything to say lately, but I will continue to produce content for myself and others to learn from and hopefully enjoy. del.icio.us Tags: Blogging,Social Media

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  • BUILD 2013&ndash;Day 2 Summary

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/28/build-2013ndashday-2-summary.aspx Day 1 rocked.  So how could they top that?  By having more goodies to give away!  During the keynote they announced that attendees would get one year of Office 365, 100 GB of SkyDrive and one year of Adobe Cloud Service.  Overall they key note was long with more information shot at you than you could possibly absorb.  They went about 20 minutes over time which made me think that they could have split it to a 3rd keynote and given us a better idea on some of these topics and perhaps addressed the one open question that was floating around Twitter.  That is, what is going to happen with XBox development.  It sounded like there was a quick side mention of that, but I missed it. The rest of the day was packed with great sessions full of Windows 8, Azure and Windows Phone goodness.  I had planned on attending Scott Hanselman’s talk, but they had so many people this they had to push to an overflow room.  Stay tuned from session summaries later. The day was topped off by an attendee party across from the San Francisco Giant’s ball park.  It was kind of quirky and and fun.  They set it up on one of the piers in the bay and had food served by food trucks.  You would be surprised how good the food was.  Add in some pool tables, fooseball, video games, a DJ, a comedian/musician and plenty of spirits and it was a great way to end day 2. del.icio.us Tags: BUILD 2013

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  • TechEd 2012: Day 3 &ndash; Morning TFS

    - by Tim Murphy
    My morning sessions for day three were dominated by Team Foundation Server.  This has been a hot topic for our clients lately, so this topic really stuck a chord. The speaker for the first session was from Boeing.  It was nice to hear how how a company mixes both agile and waterfall project management.   The approaches that he presented were very pragmatic.  For their needs reporting is the crucial part of their decision to use TFS.  This was interesting since this is probably the last aspect that most shops would think about. The challenge of getting users to adopt TFS was brought up by the audience.  As with the other discussion point he took a very level headed stance.  The approach he was prescribing was to eat the elephant a bite at a time instead of all at once.  If you try to convert you entire shop at once the culture shock will most likely kill the effort. Another key point he reminded us of is that you need to make sure that standards and compliance are taken into account when you setup TFS.  If you don’t implement a tool and processes around it that comply with the standards bodies that govern your business you are in for a world of hurt. Ultimately the reason they chose TFS was because it was the first tool that incorporated all the ALM features that they needed. Reduced licensing cost because of all the different tools they would need to buy to complete the same tasks.  They got to this point by doing an industry evaluation.  Although TFS came out on top he said that it still has a big gap is in the Java area.  Of course in this market there are vendors helping to close that gap. The second session was on how continuous feedback in agile is a new focus in VS2012.  The problems they intended to address included cycle time and average time to repair, root cause analysis. The speakers fired features at us as if they were firing a machine gun.  I will just say that I am looking forward to digging into the product after seeing this presentation.  Beyond that I will simply list some of the key features that caught my attention. Feature – Ability to link documents into tasks as artifacts Web access portal PowerPoint storyboards Exploratory testing Request feedback (allows users to record notes, screen shots and video/audio) See you after the second half. del.icio.us Tags: TechEd,TechEd 2012,TFS,Team Foundation Server

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  • TweetMeme Button or Template Plug-In for WLW

    - by Tim Murphy
    In my search for a way to allow readers to tweet post that I put on GWB I have come across the TweetMeme plug-in for Windows Live Writer.  It automatically puts a twitter button at either the top or bottom of your post depending on how you configure it.  It comes with a warning that it does not work with blog servers that strip out script from posts which I made me afraid it was going to make it incompatible with GWB.  This turned out to be the case so I figured we would need either an upgrade to the GWB platform or writing my own WLW plug-in.  In comes the Template plug-in.  This allows you to have standardized content that you can insert with a couple of clicks via the interface below. This solved the problem (sort of).  It required that I remove the standard javascript that is defined by Twitter’s button page.  In the end I am hoping for an update to our Subtext implementation to incorporate features like Facebook, Twitter, Reddit and G+, but this should help us until that comes along. Update: It looks like this was all useless since it seems that the buttons are in GWB.  I didn’t think I saw them before.  Either it is recent or I am blind. del.icio.us Tags: Twitter,TweetMeme,GWB,WLW,Windows Live Writer,Geeks With Blogs,plug-ins Tweet

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