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  • New Development Snapshot

    I've integrated OpenJDK 6 b18. If you're building IKVM from source, you need to download openjdk6-b18-stripped.zip. Changes: Integrated OpenJDK 6 b18. Fixed IKVM.Reflection bug in version number handling (for version parts 32K). Added support for generic parameter custom attributes to IKVM.Reflection (this is missing from June 2006 ECMA CLI spec). Fixed IKVM.Reflection Type.FullName bug. Nested types can also have a namespace...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What options are there for integrating with payment gateways?

    - by Rowland Shaw
    It seems that there are only two types of payment gateway service out there at the moment; Either that the entire cart logic is handled offsite (with something like Paypal's Standard option) or the other option being that you need to go through the certification for handling credit card numbers and doing pretty much everything yourself. Ideally, for the project I'm working on, I'm after a bit of middle ground such that I can handle the cart on-site, and only pass over to a payment gateway (with an order amount, billing & delivery details, and order ref) for them to handle the card details, before passing back. I'm sure that I've used e-commerce sites using this pattern before, but I cannot find any payment providers out there that offer this sort of option, so are there any? The only over requirement we have at present is that it must accept orders in Sterling.

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  • CAMeditor v1.9 &ndash; thoughts and reflections

    - by david.webber(at)oracle.com
    We recently published the latest iteration of the CAMeditor tool on Sourceforge.net including more enhancements to the NIEM capabilities. This release represented an incremental improvement over the prior version with mostly bug fixes and patches. We’re now working on the full v2.0 release which will feature substantial improvements and new features in practically all areas.  Most importantly we are improving the dictionary handling and providing the ability to visually design new exchange schema directly from dictionary sets of components. In addition we are doing some interim release work on 1.9.x with patches and enhancements particularly to support running on Ubuntu and non-Windows platforms. And we are also providing an Ant script based deployment for the CAMV validation engine so you can do unit testing of batches of templates and XML instance samples using command line scripts. More updates will be forthcoming as we make early release versions available for testing purposes.

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  • Excitement! Updated Underground PHP and Oracle Manual is Available for Download

    - by cj
    We're thrilled to have a major update of the free Underground PHP and Oracle Manual released on OTN. The Underground PHP and Oracle Manual is designed to bridge the gap between the many PHP scripting language and the many Oracle Database books available. It contains unique material about PHP's OCI8 extension for Oracle Database, and about other components in the PHP-Oracle ecosystem. It shows PHP developers how to use PHP and Oracle together, efficiently and easily. The book has been completely refreshed. It has been updated for Oracle XE 11g and the latest PHP OCI8 extension. There are new chapters about using PHP with Oracle TimesTen, NetBeans and Oracle Tuxedo. There is also a new chapter about installing PHP on Oracle Solaris. The book now clocks in at 347 pages of great content. Acknowledgements are due to all those who have helped with this and previous editions of the book. Thanks to the product teams that assisted with brand new content. In particular Craig Mohrman contributed the chapter about PHP on Solaris. Jeffry Rubinoff contributed the base text for the chapter on PHP and NetBeans.

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  • Why does Clang/LLVM warn me about using default in a switch statement where all enumerated cases are covered?

    - by Thomas Catterall
    Consider the following enum and switch statement: typedef enum { MaskValueUno, MaskValueDos } testingMask; void myFunction(testingMask theMask) { switch theMask { case MaskValueUno: {}// deal with it case MaskValueDos: {}// deal with it default: {} //deal with an unexpected or uninitialized value } }; I'm an Objective-C programmer, but I've written this in pure C for a wider audience. Clang/LLVM 4.1 with -Weverything warns me at the default line: Default label in switch which covers all enumeration values Now, I can sort of see why this is there: in a perfect world, the only values entering in the argument theMask would be in the enum, so no default is necessary. But what if some hack comes along and throws an uninitialized int into my beautiful function? My function will be provided as a drop in library, and I have no control over what could go in there. Using default is a very neat way of handling this. Why do the LLVM gods deem this behaviour unworthy of their infernal device? Should I be preceding this by an if statement to check the argument?

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  • Get Proactive with Fusion Middleware

    - by Daniel Mortimer
    Prevent, Resolve, Upgrade ! If you have not seen or bookmarked it already, check out:Get Proactive with Fusion Middleware [ID 1388293.1]This is a one stop shop for navigating to proactive support material, tools, and communication channels related to Oracle Fusion Middleware e.g. Lifecycle Advisors Information Centers Diagnostic and Health Check Tools like RDA and OCM Support Communities Newsletters Furthermore, once in this support document, a click on the "Proactive Home" option in the menu will take you to the main Get Proactive support document. From this document you can access other product family "Get Proactive" documents such as the ones belonging to the Database and Enterprise Manager.Oracle Premier Support: Get Proactive! [ID 432.1]432.1 .. nice easy number to remember :-) The "Get Proactive" support documents will be updated on a monthly basis. If you have any comments or feedback feel free to post against this blog entry. Or alternatively click the "Rate this Document" icon when viewing the support document in My Oracle Support.

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  • How to solve my big communication issue and take care in future

    - by Rahul Mehta
    My company had a POC which was done by me,my senior ,my boss and our channel partner team 4 people and our company team done most of coding and first installation of the softwares of the POC was done by channel partner team, and documented the same thing, i had installed on our server, Our comapny team worked very hard. Now we are about to start second stage of POC. But today my boss told me that my senior and channel partner team have issue with me ,regarding my communication. So before considering me on this project they want to resolve this issue or not considered me . I agree i have less communications skills. and I don't ask any question till i need to any one , i prefer to ask on stackoverflow. But i don't know, how this issue is being arise ,i had done all the things they asked , replied to all email and talk on phone. I always obeyed them. I always told them what they asked. what should i do that these type of issue doesn't arrive in future. And now boss told me to prepare a script to talk with my senior to resolve the issue. what should i talk to my senior? I want to work on this project , but i don't want to do so much request to work on this project. How should and what should (Code Documentation , Research Material I done etc . what are docs neccessary for communication with team member )i communication with my team member in future so these kind of issue not arise.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Apress "Pro DLR in .NET 4' - ISBN 978-1-430203066-3 - Initial comments

    - by TATWORTH
    The dynamic language runtime (DLR) is a radical development of Dot Net. In some ways it is like the Laser was 40 years, a solution looking for a problem. At the moment the DLR supports languages such as Iron Ruby and Iron Python, together with dynamic extensions for C# and VB.NET. Where DLR will also score is the ability to write your own Dot Net language for specialist areas. So how does this book fare in introducing the DLR? It is a book that will require careful study and perhaps reading several times before fully understanding the subject. You will need to spend time trying out the sample code. So who would I recommend this book to? I recommend it to C# development teams for their library. I recommend it to individuals who not only know C# but have a good history of learning other computer languages. It is not a book that can just be "dipped into", but will require one or more reads from start to finish. This is no reflection on the skill of the author but of the newness of the material.

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  • Splitting up revenue among development team members on Apple's app store

    - by itaiferber
    A friend and I have started developing an app to put on Apple's app store. Development is going fine, but thinking ahead, we're trying to come up with an easy way to share any revenue coming from our efforts. The app store allows you to deposit your revenue into a single bank account, but there's no easy way to split revenue among several people. How do (small) dev teams split up revenue on their products, on, and off the app store? As far as I can tell, banks don't offer an easy way to automatically split the balance on an account 50-50 (or any other percentage, for that matter), especially on a regular basis. So how do teams deal with this? We're not incorporated, and we don't have an official business set up. We're considering depositing all the money into one of our accounts and manually transferring half the money to the other person, but this isn't sustainable over long periods of time. Is there a low-cost, sustainable, automatic process for handling these finances?

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  • Learn Advanced ADF online – for free by Grant Ronald

    - by JuergenKress
    DF knowledge is key for any BPM implementation! The second part of the advanced ADF online eCourse is Live now! This covers the advanced topics of region and region interaction as well as getting down and dirty with some of the layout features of ADF Faces, skinning and DVT components. The aim of this course is to give you a self-paced learning aid which covers the more advanced topics of ADF development. The content is developed by Product Management and our Curriculum development teams and is based on advanced training material we have been running internally for about 18 months. We will get started on the next chapter, but in the meantime, please have a look at chapters one and two. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: ADF,Grant Ronald,ADF training,education,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • The Iron Bird Approach

    - by David Paquette
    It turns out that designing software is not so different than designing commercial aircraft.  I just finished watching a video that talked about the approach that Bombardier is taking in designing the new C Series aircraft.  I was struck by the similarities to agile approaches to software design.  In the video, Bombardier describes how they are using an Iron Bird to work through a number of design questions in advance of ever having a version of the aircraft that can ever be flown.  The Iron Bird is a life size replica of the plane.  Based on the name, I would assume the plane is built in a very heavy material that could never fly.  Using this replica, Bombardier is able to valid certain assumptions such as the length of each wire in the electric system.  They are also able to confirm that some parts are working properly (like the rudders).  They even go as far as to have a complete replica of the cockpit.  This allows Bombardier to put pilots in the cockpit to run through simulated take-off and landing sequences. The basic tenant of the approach seems to be Validate your design early with working prototypes Get feedback from users early, well in advance of finishing the end product   In software development, we tend to think of ourselves as special.  I often tell people that it is difficult to draw comparisons to building items in the physical world (“Building software is nothing like building a sky scraper”).  After watching this video, I am wondering if designing/building software is actually a lot like designing/building commercial aircraft.   Watch the video here (http://www.theglobeandmail.com/report-on-business/video/video-selling-the-c-series/article4400616/)

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  • How do I know when should I package my classes in Ruby?

    - by Omega
    In Ruby, I'm creating a small game development framework. Just some personal project - a very small group of friends helping. Now I am in need of handling geometric concepts. Rectangles, Circles, Polygons, Vectors, Lines, etc. So I made a class for each of these. I'm stuck deciding whether I should package such classes in a module, such as Geometry. So I'd access them like Geometry::Rectangle, or just Rectangle if I include the module. Now then, my question isn't about this specific scenario. I'd like to know, when is it suitable to package similar classes into one module in Ruby? What factors should I consider? Amount of classes? Usage frequency? Complexity?

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  • Help migrating from VB style programming to OO programming [closed]

    - by Agent47DarkSoul
    Being a hobbyist Java developer, I quickly took on with OO programming and understood its advantages over procedural code from C, that I did in college. But I couldn't grasp VB event based code (weird, right?). Bottom-line is OOP came natural to me. Curently I work in a small development firm developing C# applications. My peers here are a bit attached to VB style programming. Most of the C# code written is VB6 event handling code in C#'s skin. I tried explaining to them OOP with its advantages but it wasn't clear to them, maybe because I have never been much of a VB programmer. So can anybody provide any resources: books, web articles on how to migrate from VB style to OO style programming ?

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  • Thomson TG782T ADSL2+ modem loses network connection

    - by squashbuff
    I am using an ubuntu 10.04 server (running on a Lenovo Thinkpad notebook) as my webserver. It is performing well in terms of handling the traffic etc. However my internet connection is ADSL2+ (using Thomson TG782T modem-router) and if the modem is reset, then my server loses network connection. The networkmanager icon shows a red exclamation mark showing that is has no connection. But as soon as I click on it and tell it to connect to eth0, the connection is back on. It must be something that networkmanager is failing to do and because of this, the reliability of my webserver is suffering. Any advice on how this can be fixed?

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  • Oracle Database Appliance and Remarketers - A Whole New Opportunity

    - by Martin Morganti
    We have recently had another exciting announcement for the remarketer initiative. The Oracle Database Appliance is now available for resale through your authorized Value Added Distributor. This means that with no fees, no barriers and no upfront commitments, a remarketer can identify and close transactions for the Oracle Database Appliance without having to sign an Oracle contract. In addition, the remarketer is now authorized to sell the Oracle Database Appliance with Oracle Database 11G Enterprise Edition, RAC or RAC One Node software included in the transaction. The availability of the Oracle Database Appliance for remarketers means that a broad base of customers through remarketers can now start engaging with Oracle by taking advantage of this engineered system technology; basically Oracle Hardware and Software Engineered to Work Together to drive incremental revenue. The Oracle Database Appliance is a simple, reliable and affordable way to rapidly deploy a database cluster by plugging in the power; the network and pushing the one button install for the Appliance Manager software. Find out more about the Oracle Database Appliance, including a webinar by Oracle President Mark Hurd, as well as other material to help you better understand the opportunity available to you as remarketers. If you want Oracle to keep you informed about developments in Remarketer complete the free registration, or talk to your local Oracle Remarketer Authorized value added distributors. (Complete list available on the Oracle Remarketer page).

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  • Python in Finance by Yuxing Yan, Packt Publishing Book Review

    - by Compudicted
    Originally posted on: http://geekswithblogs.net/Compudicted/archive/2014/06/04/python-in-finance-by-yuxing-yan-packt-publishing-book-review.aspx I picked Python in Finance from Packt Publishing to review expecting to bore myself with complex algorithms and senseless formulas while seeing little actual Python in action, indeed at 400 pages plus it may seem so. But, it turned out to be quite the opposite. I learned a lot about practical implementations of various Python modules as SciPy, NumPy and several more, I think they empower a developer a lot. No wonder Python is on the track to become a de-facto scientist language of choice! But I am not going to compromise the truth, the book does discuss numerous financial terms, many of them, and this is where the enormous power of this book is coming from: it is like standing on the shoulders of a giant. Python is that giant - flexible and powerful, yet very approachable. The TOC is very detailed thanks to Packt, any one can see what financial algorithms are covered, I am only going to name a few which I had most fun with (though all of them are covered in enough details): Fama*, Fat Tail, ARCH, Monte-Carlo and of course the volatility smile! I am under an impression this book is best suited for students in Finance, especially those who are about to join the workforce, but I suspect the material in this book is very well suited for mature Financists, an investor who has some programming skills and wants to benefit from it, or even a programmer, or a mathematician who already knows Python or any other language, but wants to have fun in Quantitative Finance and earn a few buck! Pure fun, real results, tons of practical insight from reading data from a file to downloading trade data from Yahoo! Lastly, I need to complement Yuxing – he is a talented teacher, this book could not be what it is otherwise. It is a 5 out of 5 product. Disclaimer: I received a  free copy of this book for review purposes from the publisher.

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  • How to start with Oracle BPM Suite

    - by JuergenKress
    Oracle Learning Library - BPM Webcasts on-demand Webcast: What’s new in Oracle BPM 11.1.1.7.0 & Webcast: New Directions with Business-Driven BPM BPM Videos Oracle Business Process Management - YouTube & Oracle BPM Suite 11g: Business Driven Modeling to Execution - Video & Customer Experience on your Mind? Think Oracle BPM - Video & Kick-Start BPM with Oracle Process Accelerators - Video Attend the free online training SOA Suite 11g Implementation Specialist & SOA Suite 11g Implementation Specialist & BPM Suite 11g Presales Specialist Pass the free online assessment BPM Suite 11g Presales Specialist Assessment Attend a BPM Bootcamp 3 days hands-on training free of charge for partners Take the exam BPM Suite 11g Certified Implementation Specialist Read the bpm blogs and bpm books from our BPM experts Additional resources BPM OTN Website Visit the Community Workspace (Community membership required) with the latest BPM training material, marketing kits and presentations Most important become a member in our SOA & BPM Partner Community here SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: BPM,BPM training,training,education,BPM bootcamp,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • SOA Community Newsletter August 2012

    - by JuergenKress
    Dear SOA partner community member Have you submitted your feedback on SOA Partner Community Survey 2012? This is the last chance to participate in the survey. We recommend you to complete the survey and help us to improve our SOA Community. Thanks to all attendees and trainers for their participation in the excellent Fusion Middleware Summer Camps held in Lisbon and Munich. I would also like to thank you for the great feedback and the nice reports provided by AMIS Technology Blog & Middleware by Link Consulting. Most of our courses have been overbooked, if you did not get a chance or missed it, we offer a wide range of online training and the course material. Key take-away from the advanced BPM course is to become an expert in ADF. Here is the course from Grant Ronald Learn Advanced ADF online available. The Link Consulting Team became experts in SOA Governance with EAMS and Oracle Enterprise Repository! We always encourage our community members to share their best practices and are very keen to publish it. Please let us know if you want to share your best practices through this medium. We encourage you to make use of the Specialization benefits - this month we are giving an opportunity to Promote Your SOA & BPM Events. Jürgen Kress Oracle SOA & BPM Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/soanewsAugust2012 (OPN Account required) To become a member of the SOA Partner Community please register at http://www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Community newsletter,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Implementation of instance testing in Java, C++, C#

    - by Jake
    For curiosity purposes as well as understanding what they entail in a program, I'm curious as to how instance testing (instanceof/is/using dynamic_cast in c++) works. I've tried to google it (particularly for java) but the only pages that come up are tutorials on how to use the operator. How do the implementations vary across those langauges? How do they treat classes with identical signatures? Also, it's been drilled into my head that using instance testing is a mark of bad design. Why exactly is this? When is that applicable, instanceof should still be used in methods like .equals() and such right? I was also thinking of this in the context of exception handling, again particularly in Java. When you have mutliple catch statements, how does that work? Is that instance testing or is it just resolved during compilation where each thrown exception would go to?

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  • looking for a short explanation of fuzzy logic

    - by user613326
    Well i got the idea that basics of fuzzy logic are not that hard to grasp. And i got the feeling that someone might explain it to me in like 30 minutes. Just like i understand neural networks and am able to re-create the famous Xor problem. And go just beyond it and create 3 layer networks of x nodes. I'd like to understand fuzzy till a similar usefully level, in c# language. However the problem is face, I'd like to get concept right however i see many websites who include lots of errors in their basic explaining. Like for example showing pictures and use different numbers as shown in pictures to calculate, as if lots of people just copied stuff without noticing what they write down. While others for me go to deep in their math notation) To me that's very annoying to learn from. For me there is no need to re-invent wheel; Aforge already got a fuzzy logic framework. So what i am looking for are some good examples, good examples like how the neural XOR problem is solved. Is there anyone such a instructional resource out there; do you know a web page, or YouTube where it is shortly explained, what would you recommend me ? Note this article comes close; but it just doesnt nail it for me. After that i downloaded a bunch of free PDF's but most are academic and hard to read for me (i'm not English and dont have a special math degree). (i've been looking around a lot for this, good starter material about it is hard to find).

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  • What is a good toy example to teach version control?

    - by janos
    I am looking for practical examples to use when teaching version control. Breaking down the material to basic concepts and providing examples is an obvious way to teach version control, but this can be very boring, unless the examples are really practical or interesting. One idea I have is customizing a wordpress theme. I use wordpress a lot and no theme is ever perfect, so I typically just put the theme directory in version control using any dvcs and start recording changes. The problem with this example is that not many people in the audience may be familiar with wordpress, let alone have shell access to a wordpress site to try out the commands. Preparing a mock site and giving access to everyone is also not an option for me. I need a "toy example" that can be interesting to a broad audience of software developers, and something they can try on their own computers. The tutorial will use a dvcs, but the practical example I'm looking for is only to teach the basic features of version control, ignoring the distributed features for the moment. (Now that I think of it, instead of a mock site, a customized live cd might do the trick...) Any better ideas?

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