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  • How could I create a FBO with stencil buffer in OpenGL ES 2.0?

    - by Alphones
    I need stencil buffer on 3GS to render planar shadow, and polygon offset won't work prefect, still has z-fighting problem. So I use stencil buffer to make the shadow correct, it works on win32 gles2 emulator, but not on iPhone. After I added a post effect to the whole scene. The stencil buffer won't work even on win32 gles2 emulator. And I tried to attach a stencil buffer to FBO, buf the screen turns to black. Here's my code, glGenRenderbuffers(1, &dbo); // depth buffer glBindRenderbuffer(GL_RENDERBUFFER, dbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, widthGL, heightGL); glGenRenderbuffers(1, &sbo); // stencil buffer glBindRenderbuffer(GL_RENDERBUFFER, sbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, widthGL, heightGL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, sbo); // this make the whole screen black. The eglContext is created with STENCIL_SIZE=8, it works without a RTT. I tried to change the RenderbufferStorage for both depth buffer and stencil buffer, but none of them works. Is there anything I have missed? Does the stencil buffer pack with depth buffer? (I cannot find things like GL_DEPTH24_STENCIL8 ...)

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  • What data type should I use for my texture coordinates in OpenGL ES?

    - by Matthew Chen
    I notice that the default data type for texture coordinates in the OpenGL docs is GLfloat, but much of the sample code I see written by experienced iphone developers uses GLshort or GLbyte. Is this an optimization? GLfloat vertices[] = { // Upper left x1, y2, // Lower left x1, y1, // Lower right x2, y1, // Upper right x2, y2, }; glTexCoordPointer(2, GL_FLOAT, 0, iconSTs); vs. GLbyte vertices[] = { // Upper left x1, y2, // Lower left x1, y1, // Lower right x2, y1, // Upper right x2, y2, }; glTexCoordPointer(2, GL_BYTE, 0, iconSTs);

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  • Where to start openGL ES to create and rotate a cube in an iPhone?

    - by micropsari
    Hello. I've done some apps on iPhone using Objevtive-C and Cocos2d, and I'd like to start learning 3D. My first goal is to make a very simple app that: - Displays a 3D cube in the center of the screen. - And move the camera around the cube I want something very simple: no texture, no background. Where should I start to be able to do this app? I'm searching for some tutorials or exemples. Thanks!

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  • iPhone - Drawing 2D with OpenGL ES, fast and simple.

    - by Johannes Jensen
    I'm going to make a game for the iPhone, and I'm mostly going to be using images. I've read that using Quartz only is slow for actual games with high frame rates, so I was wondering if you guys had any good ideas for using OpenGL for rendering a game scene? I'm going to be using a lot of images, and I want to be able to freely rotate them. I've looked at Apple's examples GLSprite and GLPaint, but I don't really see anything I could use. All I want to do is be able to render images at specific positions, and want to be able to rotate them. I'm a noob at OpenGL, but I know Quartz.

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  • How should I think about perspectives and rotation in OpenGL ES?

    - by Omega
    As I start to write rendering code, how do I want to consider my drawing operations? Will they always be relative to a fixed coordinate system on the screen, or does this change based on the camera perspective? The best example I can try to come up with is say I'm at (0,0,0) and I draw a line to (3,3,3). If I change the perspective +1 on the X axis and conduct the same operation, does it happen at (4,3,3), or am I just getting a new view of the line still being made at (3,3,3)? When doing rotation, am I moving the point from which a frustum emanates, or am I moving the rendering underneath?

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • CX en la nube

    - by Noelia Gomez
    Las organizaciones con más éxito del mundo optan por ofrecer un servicio al cliente en la nube. Echa un vistazo a esta infografía para saber por qué 1024x768 Normal 0 21 false false false ES X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Si quieres saber más sobre la experiencia del cliente: · Customer Concepts Magazine · Customer Concepts Exchange in LinkedIn · Customer Concepts Web TV · Customer Experience @ Oracle.com · Customer Experience Facebook Hub · Customer Experience YouTube Channel · Customer Experience Twitter

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • How to do Cross Platform in own Engine? [on hold]

    - by Mineorbit
    At the Moment I finished the first game with my game engine(if I wanna call it like that) which is based in LWJGL. Now i'm worring if I could do crossplattforming in my engine. I build me a tool tool with a batch file to compile my project dir into an .exe . At first i'm looking to do it on Android with an comparable batch file. An link for an tutorial would be awesome! At next place there would be an renderer and audiosystem. If read that theres an OpenGL ES renderer, and I allready played a bit around with the Android SDK. But I use the Texture and Audio class in slick-util. So I thought about creating OOP classes that carry around the data and load it in an platform specific Buffer. A Link for an equaly easy-to-use Texture or Audio class would be awesome! Thats all for now! Answers would be awesome! Thanks, Mineorbit!

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  • What is UVIndex and how do I use it on OpenGL?

    - by Delta
    I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, a index buffer for the vertices, a normal buffer and a texture coordinate buffer, but this model now has a "UVIndex" and I'm not sure where am I supposed to put this UVIndex. My code looks like this: GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.VertexBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vPosition"],3,GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.NormalBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vNormal"], 3, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.TexCoordBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["TexCoord"], 2, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.Model.House.IndexBuffer); GL.bindTexture(GL.TEXTURE_2D, this.Texture.HTex1); GL.activeTexture(GL.TEXTURE0); GL.drawElements(GL.TRIANGLES, this.Model.House.IndexBuffer.Length, GL.UNSIGNED_SHORT, 0); But my model renders totally incorrect and I think it has to do with the fact that I am ignoring this "UVIndex" in the .fbx file, since I've never drawn any model that uses this UVIndex I really have no clue on what to do with it. This is the json file containing the model's data: http://pastebin.com/raw.php?i=G294TVmz

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • The purpose of using invert and transpose

    - by user699215
    In openGl ES and the World of 3D - why use the invers matrix? The thing is that I dont have any intuition to, why it is used, therefore please correct me: As fare as I understand, it is used in shaders - and can help you to figure out the opposite direction of the normals? Invers in ordinary numbers is like; The product of a number and its multiplicative inverse is 1. Observe that 3/5 * 5/3 = 1. In a matrix this will give you the Identity Matrix, which is the base coordinate system or the orion of the World space - right. But the invers is - some other coordinate system? You can use the transpose(Row-major order to Column-major order) of a square matrix to find the inverted matrix, as calculating the invers is process heavy - and the transpose is giving you the inverted matrix as a bi product? Again, I am looking for getting some intuition of this - and therefore be able to use it as intended. Thank you for any reply that will guide me in the right direction. Regards

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • How do I draw a scrolling background?

    - by droidmachine
    How can I draw background tile in my 2D side-scrolling game? Is that loop logical for OpenGL es? My tile 2400x480. Also I want to use parallax scrolling for my game. batcher.beginBatch(Assets.background); for(int i=0; i<100; i++) batcher.drawSprite(0+2400*i, 240, 2400, 480, Assets.backgroundRegion); batcher.endBatch(); UPDATE And thats my onDrawFrame.I'm sending deltaTime for fps control. public void onDrawFrame(GL10 gl) { GLGameState state = null; synchronized(stateChanged) { state = this.state; } if(state == GLGameState.Running) { float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); screen.present(deltaTime); } if(state == GLGameState.Paused) { screen.pause(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } if(state == GLGameState.Finished) { screen.pause(); screen.dispose(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } }

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  • Base de Datos Oracle, su mejor opción para reducir costos de IT

    - by Ivan Hassig
    Por Victoria Cadavid Sr. Sales Cosultant Oracle Direct Uno de los principales desafíos en la administración de centros de datos es la reducción de costos de operación. A medida que las compañías crecen y los proveedores de tecnología ofrecen soluciones cada vez más robustas, conservar el equilibrio entre desempeño, soporte al negocio y gestión del Costo Total de Propiedad es un desafío cada vez mayor para los Gerentes de Tecnología y para los Administradores de Centros de Datos. Las estrategias más comunes para conseguir reducción en los costos de administración de Centros de Datos y en la gestión de Tecnología de una organización en general, se enfocan en la mejora del desempeño de las aplicaciones, reducción del costo de administración y adquisición de hardware, reducción de los costos de almacenamiento, aumento de la productividad en la administración de las Bases de Datos y mejora en la atención de requerimientos y prestación de servicios de mesa de ayuda, sin embargo, las estrategias de reducción de costos deben contemplar también la reducción de costos asociados a pérdida y robo de información, cumplimiento regulatorio, generación de valor y continuidad del negocio, que comúnmente se conciben como iniciativas aisladas que no siempre se adelantan con el ánimo de apoyar la reducción de costos. Una iniciativa integral de reducción de costos de TI, debe contemplar cada uno de los factores que  generan costo y pueden ser optimizados. En este artículo queremos abordar la reducción de costos de tecnología a partir de la adopción del que según los expertos es el motor de Base de Datos # del mercado.Durante años, la base de datos Oracle ha sido reconocida por su velocidad, confiabilidad, seguridad y capacidad para soportar cargas de datos tanto de aplicaciones altamente transaccionales, como de Bodegas de datos e incluso análisis de Big Data , ofreciendo alto desempeño y facilidades de administración, sin embrago, cuando pensamos en proyectos de reducción de costos de IT, además de la capacidad para soportar aplicaciones (incluso aplicaciones altamente transaccionales) con alto desempeño, pensamos en procesos de automatización, optimización de recursos, consolidación, virtualización e incluso alternativas más cómodas de licenciamiento. La Base de Datos Oracle está diseñada para proveer todas las capacidades que un área de tecnología necesita para reducir costos, adaptándose a los diferentes escenarios de negocio y a las capacidades y características de cada organización.Es así, como además del motor de Base de Datos, Oracle ofrece una serie de soluciones para optimizar la administración de la información a través de mecanismos de optimización del uso del storage, continuidad del Negocio, consolidación de infraestructura, seguridad y administración automática, que propenden por un mejor uso de los recursos de tecnología, ofrecen opciones avanzadas de configuración y direccionan la reducción de los tiempos de las tareas operativas más comunes. Una de las opciones de la base de datos que se pueden provechar para reducir costos de hardware es Oracle Real Application Clusters. Esta solución de clustering permite que varios servidores (incluso servidores de bajo costo) trabajen en conjunto para soportar Grids o Nubes Privadas de Bases de Datos, proporcionando los beneficios de la consolidación de infraestructura, los esquemas de alta disponibilidad, rápido desempeño y escalabilidad por demanda, haciendo que el aprovisionamiento, el mantenimiento de las bases de datos y la adición de nuevos nodos se lleve e cabo de una forma más rápida y con menos riesgo, además de apalancar las inversiones en servidores de menor costo. Otra de las soluciones que promueven la reducción de costos de Tecnología es Oracle In-Memory Database Cache que permite almacenar y procesar datos en la memoria de las aplicaciones, permitiendo el máximo aprovechamiento de los recursos de procesamiento de la capa media, lo que cobra mucho valor en escenarios de alta transaccionalidad. De este modo se saca el mayor provecho de los recursos de procesamiento evitando crecimiento innecesario en recursos de hardware. Otra de las formas de evitar inversiones innecesarias en hardware, aprovechando los recursos existentes, incluso en escenarios de alto crecimiento de los volúmenes de información es la compresión de los datos. Oracle Advanced Compression permite comprimir hasta 4 veces los diferentes tipos de datos, mejorando la capacidad de almacenamiento, sin comprometer el desempeño de las aplicaciones. Desde el lado del almacenamiento también se pueden conseguir reducciones importantes de los costos de IT. En este escenario, la tecnología propia de la base de Datos Oracle ofrece capacidades de Administración Automática del Almacenamiento que no solo permiten una distribución óptima de los datos en los discos físicos para garantizar el máximo desempeño, sino que facilitan el aprovisionamiento y la remoción de discos defectuosos y ofrecen balanceo y mirroring, garantizando el uso máximo de cada uno de los dispositivos y la disponibilidad de los datos. Otra de las soluciones que facilitan la administración del almacenamiento es Oracle Partitioning, una opción de la Base de Datos que permite dividir grandes tablas en estructuras más pequeñas. Esta aproximación facilita la administración del ciclo de vida de la información y permite por ejemplo, separar los datos históricos (que generalmente se convierten en información de solo lectura y no tienen un alto volumen de consulta) y enviarlos a un almacenamiento de bajo costos, conservando la data activa en dispositivos de almacenamiento más ágiles. Adicionalmente, Oracle Partitioning facilita la administración de las bases de datos que tienen un gran volumen de registros y mejora el desempeño de la base de datos gracias a la posibilidad de optimizar las consultas haciendo uso únicamente de las particiones relevantes de una tabla o índice en el proceso de búsqueda. Otros factores adicionales, que pueden generar costos innecesarios a los departamentos de Tecnología son: La pérdida, corrupción o robo de datos y la falta de disponibilidad de las aplicaciones para dar soporte al negocio. Para evitar este tipo de situaciones que pueden acarrear multas y pérdida de negocios y de dinero, Oracle ofrece soluciones que permiten proteger y auditar la base de datos, recuperar la información en caso de corrupción o ejecución de acciones que comprometan la integridad de la información y soluciones que permitan garantizar que la información de las aplicaciones tenga una disponibilidad de 7x24. Ya hablamos de los beneficios de Oracle RAC, para facilitar los procesos de Consolidación y mejorar el desempeño de las aplicaciones, sin embrago esta solución, es sumamente útil en escenarios dónde las organizaciones de quieren garantizar una alta disponibilidad de la información, ante fallo de los servidores o en eventos de desconexión planeada para realizar labores de mantenimiento. Además de Oracle RAC, existen soluciones como Oracle Data Guard y Active Data Guard que permiten replicar de forma automática las bases de datos hacia un centro de datos de contingencia, permitiendo una recuperación inmediata ante eventos que deshabiliten por completo un centro de datos. Además de lo anterior, Active Data Guard, permite aprovechar la base de datos de contingencia para realizar labores de consulta, mejorando el desempeño de las aplicaciones. Desde el punto de vista de mejora en la seguridad, Oracle cuenta con soluciones como Advanced security que permite encriptar los datos y los canales a través de los cueles se comparte la información, Total Recall, que permite visualizar los cambios realizados a la base de datos en un momento determinado del tiempo, para evitar pérdida y corrupción de datos, Database Vault que permite restringir el acceso de los usuarios privilegiados a información confidencial, Audit Vault, que permite verificar quién hizo qué y cuándo dentro de las bases de datos de una organización y Oracle Data Masking que permite enmascarar los datos para garantizar la protección de la información sensible y el cumplimiento de las políticas y normas relacionadas con protección de información confidencial, por ejemplo, mientras las aplicaciones pasan del ambiente de desarrollo al ambiente de producción. Como mencionamos en un comienzo, las iniciativas de reducción de costos de tecnología deben apalancarse en estrategias que contemplen los diferentes factores que puedan generar sobre costos, los factores de riesgo que puedan acarrear costos no previsto, el aprovechamiento de los recursos actuales, para evitar inversiones innecesarias y los factores de optimización que permitan el máximo aprovechamiento de las inversiones actuales. Como vimos, todas estas iniciativas pueden ser abordadas haciendo uso de la tecnología de Oracle a nivel de Base de Datos, lo más importante es detectar los puntos críticos a nivel de riesgo, diagnosticar las proporción en que están siendo aprovechados los recursos actuales y definir las prioridades de la organización y del área de IT, para así dar inicio a todas aquellas iniciativas que de forma gradual, van a evitar sobrecostos e inversiones innecesarias, proporcionando un mayor apoyo al negocio y un impacto significativo en la productividad de la organización. Más información http://www.oracle.com/lad/products/database/index.html?ssSourceSiteId=otnes 1Fuente: Market Share: All Software Markets, Worldwide 2011 by Colleen Graham, Joanne Correia, David Coyle, Fabrizio Biscotti, Matthew Cheung, Ruggero Contu, Yanna Dharmasthira, Tom Eid, Chad Eschinger, Bianca Granetto, Hai Hong Swinehart, Sharon Mertz, Chris Pang, Asheesh Raina, Dan Sommer, Bhavish Sood, Marianne D'Aquila, Laurie Wurster and Jie Zhang. - March 29, 2012 2Big Data: Información recopilada desde fuentes no tradicionales como blogs, redes sociales, email, sensores, fotografías, grabaciones en video, etc. que normalmente se encuentran de forma no estructurada y en un gran volumen

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  • Backbone events not firing (this.el undefined) & general feedback on use of the framework

    - by Leo
    I am very new to backbone.js and I am struggling a little. I figured out a way to get data from the server (in json) onto the screen successfully but am I doing it the right/best way? I know there is something wrong because the only view which contains a valid this.el is the parent view. I suspect that because of this, the events of the view are not firing ()... What is the best way forward? Here is the code: var surveyUrl = "/api/Survey?format=json&callback=?"; $(function () { AnswerOption = Backbone.Model.extend({}); AnswerOptionList = Backbone.Collection.extend({ initialize: function (models, options) { this.bind("add", options.view.render); } }); AnswerOptionView = Backbone.View.extend({ initialize: function () { this.answerOptionList = new AnswerOptionList(null, { view: this }); _.bindAll(this, 'render'); }, events: { "click .answerOptionControl": "updateCheckedState" //does not fire because there is no this.el }, render: function (model) { // Compile the template using underscore var template = _.template($("#questionAnswerOptionTemplate").html(), model.answerOption); $('#answerOptions' + model.answerOption.questionId + '>fieldset').append(template); return this; }, updateCheckedState: function (data) { //never hit... } }); Question = Backbone.Model.extend({}); QuestionList = Backbone.Collection.extend({ initialize: function (models, options) { this.bind("add", options.view.render); } }); QuestionView = Backbone.View.extend({ initialize: function () { this.questionlist = new QuestionList(null, { view: this }); _.bindAll(this, 'render'); }, render: function (model) { // Compile the template using underscore var template = _.template($("#questionTemplate").html(), model.question); $("#questions").append(template); //append answers using AnswerOptionView var view = new AnswerOptionView(); for (var i = 0; i < model.question.answerOptions.length; i++) { var qModel = new AnswerOption(); qModel.answerOption = model.question.answerOptions[i]; qModel.questionChoiceType = ChoiceType(); view.answerOptionList.add(qModel); } $('#questions').trigger('create'); return this; } }); Survey = Backbone.Model.extend({ url: function () { return this.get("id") ? surveyUrl + '/' + this.get("id") : surveyUrl; } }); SurveyList = Backbone.Collection.extend({ model: Survey, url: surveyUrl }); aSurvey = new Survey({ Id: 1 }); SurveyView = Backbone.View.extend({ model: aSurvey, initialize: function () { _.bindAll(this, 'render'); this.model.bind('refresh', this.render); this.model.bind('change', this.render); this.model.view = this; }, // Re-render the contents render: function () { var view = new QuestionView(); //{el:this.el}); for (var i = 0; i < this.model.attributes[0].questions.length; i++) { var qModel = new Question(); qModel.question = this.model.attributes[0].questions[i]; view.questionlist.add(qModel); } } }); window.App = new SurveyView(aSurvey); aSurvey.fetch(); }); -html <body> <div id="questions"></div> <!-- Templates --> <script type="text/template" id="questionAnswerOptionTemplate"> <input name="answerOptionGroup<%= questionId %>" id="answerOptionInput<%= id %>" type="checkbox" class="answerOptionControl"/> <label for="answerOptionInput<%= id %>"><%= text %></label> </script> <script type="text/template" id="questionTemplate"> <div id="question<%=id %>" class="questionWithCurve"> <h1><%= headerText %></h1> <h2><%= subText %></h2> <div data-role="fieldcontain" id="answerOptions<%= id %>" > <fieldset data-role="controlgroup" data-type="vertical"> <legend> </legend> </fieldset> </div> </div> </script> </body> And the JSON from the server: ? ({ "name": "Survey", "questions": [{ "surveyId": 1, "headerText": "Question 1", "subText": "subtext", "type": "Choice", "positionOrder": 1, "answerOptions": [{ "questionId": 1, "text": "Question 1 - Option 1", "positionOrder": 1, "id": 1, "createdOn": "\/Date(1333666034297+0100)\/" }, { "questionId": 1, "text": "Question 1 - Option 2", "positionOrder": 2, "id": 2, "createdOn": "\/Date(1333666034340+0100)\/" }, { "questionId": 1, "text": "Question 1 - Option 3", "positionOrder": 3, "id": 3, "createdOn": "\/Date(1333666034350+0100)\/" }], "questionValidators": [{ "questionId": 1, "value": "3", "type": "MaxAnswers", "id": 1, "createdOn": "\/Date(1333666034267+0100)\/" }, { "questionId": 1, "value": "1", "type": "MinAnswers", "id": 2, "createdOn": "\/Date(1333666034283+0100)\/" }], "id": 1, "createdOn": "\/Date(1333666034257+0100)\/" }, { "surveyId": 1, "headerText": "Question 2", "subText": "subtext", "type": "Choice", "positionOrder": 2, "answerOptions": [{ "questionId": 2, "text": "Question 2 - Option 1", "positionOrder": 1, "id": 4, "createdOn": "\/Date(1333666034427+0100)\/" }, { "questionId": 2, "text": "Question 2 - Option 2", "positionOrder": 2, "id": 5, "createdOn": "\/Date(1333666034440+0100)\/" }, { "questionId": 2, "text": "Question 2 - Option 3", "positionOrder": 3, "id": 6, "createdOn": "\/Date(1333666034447+0100)\/" }], "questionValidators": [{ "questionId": 2, "value": "3", "type": "MaxAnswers", "id": 3, "createdOn": "\/Date(1333666034407+0100)\/" }, { "questionId": 2, "value": "1", "type": "MinAnswers", "id": 4, "createdOn": "\/Date(1333666034417+0100)\/" }], "id": 2, "createdOn": "\/Date(1333666034377+0100)\/" }, { "surveyId": 1, "headerText": "Question 3", "subText": "subtext", "type": "Choice", "positionOrder": 3, "answerOptions": [{ "questionId": 3, "text": "Question 3 - Option 1", "positionOrder": 1, "id": 7, "createdOn": "\/Date(1333666034477+0100)\/" }, { "questionId": 3, "text": "Question 3 - Option 2", "positionOrder": 2, "id": 8, "createdOn": "\/Date(1333666034483+0100)\/" }, { "questionId": 3, "text": "Question 3 - Option 3", "positionOrder": 3, "id": 9, "createdOn": "\/Date(1333666034487+0100)\/" }], "questionValidators": [{ "questionId": 3, "value": "3", "type": "MaxAnswers", "id": 5, "createdOn": "\/Date(1333666034463+0100)\/" }, { "questionId": 3, "value": "1", "type": "MinAnswers", "id": 6, "createdOn": "\/Date(1333666034470+0100)\/" }], "id": 3, "createdOn": "\/Date(1333666034457+0100)\/" }, { "surveyId": 1, "headerText": "Question 4", "subText": "subtext", "type": "Choice", "positionOrder": 4, "answerOptions": [{ "questionId": 4, "text": "Question 4 - Option 1", "positionOrder": 1, "id": 10, "createdOn": "\/Date(1333666034500+0100)\/" }, { "questionId": 4, "text": "Question 4 - Option 2", "positionOrder": 2, "id": 11, "createdOn": "\/Date(1333666034507+0100)\/" }, { "questionId": 4, "text": "Question 4 - Option 3", "positionOrder": 3, "id": 12, "createdOn": "\/Date(1333666034507+0100)\/" }], "questionValidators": [{ "questionId": 4, "value": "3", "type": "MaxAnswers", "id": 7, "createdOn": "\/Date(1333666034493+0100)\/" }, { "questionId": 4, "value": "1", "type": "MinAnswers", "id": 8, "createdOn": "\/Date(1333666034497+0100)\/" }], "id": 4, "createdOn": "\/Date(1333666034490+0100)\/" }], "id": 1, "createdOn": "\/Date(1333666034243+0100)\/" })

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  • Quartz 2D or OpenGL ES? Pros and cons in the long term, possibility of migration to other platforms.

    - by fspirit
    Hi all! I'm having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 objects, 10-20 simultaneous animations on the screen). So far, assuming i'm equally dumb in both technologies and have to learn them from the ground, i came to this list. (I've read several topics here, on SO, with names like "Quartz or OpenGL", but i'm still left with some questions) Quartz: Better time-to-market, because of ready to use absractions like UIView, UIImageView, CoreAnimation abstractions Open GL ES Closer to hardware, thus, performance is better. App, implemented with OpenGL ES can be easier migrated to Android, MeeGo, Windows Phone, etc. My questions are: How time will it take to rewrite Quartz 2d app to use OpenGL? Lets say it took me 2 man-month to write Quartz app, how much time will i need to rewrite it? (Please, just some subjective opinions, i'll try to summarize them somehow) Regarding the ease of migration to other platforms, when using OpenGL, is it really so? Or efforts when migrating Quartz app from iPhoneOS to Android will be not so much bigger, compared to OpenGL app migration? (Ease of migration is quite important criterion) Regarding OpenGL, should i go with OpenGL 1.1 or 2.0, concerning migration? (Android supports 2.0 through NDK, but dont know whether NDK's use will increase or decrease migration efforts)

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