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  • The NEW Oracle Enterprise Manager Extensibility Exchange

    - by Joe Diemer
    Oracle Enterprise Manager continues to expand its Eco-system with the NEW Extensibility Exchange! The Exchange offers a searchable listing of Enterprise Manager entities. Today it’s stocked with plug-ins and connectors for Enterprise Manager 12c and 11g. Anyone - partners, customers, ACE community members, anyone - can post an entity subject to approval of course. So in addition to plug-ins and connectors, the Exchange will have best practices, deployment procedures, templates, and essentially any Enterprise Manager entity that’s relevant. The Exchange provides Development Resources to guide contributors in the creation of plug-ins and connectors. A Community Resources page features plug-ins validated through the Oracle Validate Integration program as well as some other contributions important to customers.  You can also discover ways to get more involved with Enterprise Manager through the user and partner communities. The Exchange was announced in the October 2nd Enterprise Manager Partner Press Release  and is being presented at Oracle OpenWorld 2012 during the following sessions:    •    “Using Oracle Enterprise Manager to Manage Your Own Private Cloud” General Session – Tuesday Oct 2nd    •    “Managing Heterogeneous Environments with Oracle Enterprise Manager” Conference Session – Tuesday Oct 2nd    •    “Using Management Already Built into Oracle Products: Oracle Enterprise Manager” Oracle Partner Network Exchange Session – Wednesday Oct 3rd Check it out at http://www.oracle.com/goto/emextensibility, and let us know what you think by posting a comment below or clicking the "Forum" button at the Exchange itself.

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • CodePlex Daily Summary for Thursday, July 31, 2014

    CodePlex Daily Summary for Thursday, July 31, 2014Popular ReleasesDbEntry.Net (Leafing Framework): DbEntry.Net 4.2: DbEntry.Net is a lightweight Object Relational Mapping (ORM) database access compnent for .Net 4.0+. It has clearly and easily programing interface for ORM and sql directly, and supoorted Access, Sql Server, MySql, SQLite, Firebird, PostgreSQL and Oracle. It also provide a Ruby On Rails style MVC framework. Asp.Net DataSource and a simple IoC. DbEntry.Net.v4.2.Setup.zip include the setup package. DbEntry.Net.v4.2.Src.zip include source files and unit tests. DbEntry.Net.v4.2.Samples.zip ...Recaptcha for .NET: Recaptcha for .NET v1.5: What's NewMinor bug fixes Support for legacy .NET framework 4.0 and ASP.NET MVC 4. Support for .NET Framework 4.5.1.Azure Storage Explorer: Azure Storage Explorer 6 Preview 1: Welcome to Azure Storage Explorer 6 Preview 1 This is the first release of the latest Azure Storage Explorer, code-named Phoenix. What's New?Here are some important things to know about version 6: Open Source Now being run as a full open source project. Full source code on CodePlex. Collaboration encouraged! Updated Code Base Brand-new code base (WPF/C#/.NET 4.5) Visual Studio 2013 solution (previously VS2010) Uses the Task Parallel Library (TPL) for asynchronous background operat...Wsus Package Publisher: release v1.3.1407.29: Updated WPP to recognize the very latest console version. Some files was missing into the latest release of WPP which lead to crash when trying to make a custom update. Add a workaround to avoid clipboard modification when double-clicking on a label when creating a custom update. Add the ability to publish detectoids. (This feature is still in a BETA phase. Packages relying on these detectoids to determine which computers need to be updated, may apply to all computers).VG-Ripper & PG-Ripper: PG-Ripper 1.4.32: changes NEW: Added Support for 'ImgMega.com' links NEW: Added Support for 'ImgCandy.net' links NEW: Added Support for 'ImgPit.com' links NEW: Added Support for 'Img.yt' links FIXED: 'Radikal.ru' links FIXED: 'ImageTeam.org' links FIXED: 'ImgSee.com' links FIXED: 'Img.yt' linksDynamics AX Development tools: Version 1.0.0: Alpha release of the package. I am just combining greate community tools into a package. I have not go through testing every function of the tools. However, feel free to point out if you found any bugs!Asp.Net MVC-4,Entity Framework and JQGrid Demo with Todo List WebApplication: Asp.Net MVC-4,Entity Framework and JQGrid Demo: Asp.Net MVC-4,Entity Framework and JQGrid Demo with simple Todo List WebApplication, Overview TodoList is a simple web application to create, store and modify Todo tasks to be maintained by the users, which comprises of following fields to the user (Task Name, Task Description, Severity, Target Date, Task Status). TodoList web application is created using MVC - 4 architecture, code-first Entity Framework (ORM) and Jqgrid for displaying the data.Waterfox: Waterfox 31.0 Portable: New features in Waterfox 31.0: Added support for Unicode 7.0 Experimental support for WebCL New features in Firefox 31.0:New Add the search field to the new tab page Support of Prefer:Safe http header for parental control mozilla::pkix as default certificate verifier Block malware from downloaded files Block malware from downloaded files audio/video .ogg and .pdf files handled by Firefox if no application specified Changed Removal of the CAPS infrastructure for specifying site-sp...SuperSocket, an extensible socket server framework: SuperSocket 1.6.3: The changes below are included in this release: fixed an exception when collect a server's status but it has been stopped fixed a bug that can cause an exception in case of sending data when the connection dropped already fixed the log4net missing issue for a QuickStart project fixed a warning in a QuickStart projectYnote Classic: Ynote Classic 2.8.5 Beta: Several Changes - Multiple Carets and Multiple Selections - Improved Startup Time - Improved Syntax Highlighting - Search Improvements - Shell Command - Improved StabilityHead First C#: The Quest: The Quest: Stable release of "The Quest" game ( Lab 2 from Head First C#, 3rd edition)TCP/IP Adapter BizTalk 2013: TCPIP Adapter for BizTalk 2013 - Version 1.0: Version 1.0 This is an updated version of the BizTalk 2010 TCP/IP adapter. References have been updated and a new setup (ISLE) has been used. Follow the installation instructions below to install the adapter. Still want to automate step 4, but haven't got to it yet. Installation instructions Make sure to close the BizTalk Administration Console. Just to make sure everything gets refreshed after installation. Download and install the setup. The setup makes sure the adapter will be regis...gicon: gicon HTTP service v1.0.0: core: 1.0.0.26592 service: 1.0.0.27190 Github: http://rynnwang.github.io/gicon/ Github.io: http://rynnwang.github.io/gicon/ Codeplex: http://gicon.codeplex.com .NET required: 2.0 or above. Installation notes: 1. You need to run intallutil command to install ifunction.GuidIconHttpService.exe file as Windows Service 2. You need to update ifunction.GuidIconHttpService.exe.config file in the folder to set correct HTTP URI prefixes. In release zip by default, it is set as http://localhost:20000...TEBookConverter: 1.2: Fixed: Could not start convertion in some cases Fixed: Progress show during convertion was truncated Fixed: Stopping convertion didn't reset program titlenewmail_OutlookCOM: newmail_OutlookCOM: First Stable ReleaseSharePoint - Data View Web Part Documenter: Data View Web Part Documenter 1.0: .NET Framework 4 Client Profile required for this to run on your PC. Please see the documentation for running the tool.LOL zmena skinu klienta: LOL jednoduchý menic skinu klienta: Jednoduchý prográmek, který ušetrí cas pri zmene klienta. Nemusí se proklikáva18541855 adresáru :)SSRS Plus+: Latest - SSRS Plus Application and Source Code: This release contains the Beta version with significant changes in comparison to the old release which I am keeping for legacy reasons. At some point a changeover will be made once it has been confirmed that my branch is stable and Mr Bagwan is in agreement also.CS-Script Source: Release v3.8.4: CSScript.Evaluator is migrated to Mono v3.3.0 Added aggregating //css_ignore_ns from the imported scripts cs-script.7z - CS-Script Suite (binaries, documentation, samples) cs-script.ExtensionPack.7z - CS-Script Extension Pack (additional binaries and samples) cs-scriptDocs.7z - CS-Script DocumentationDotSpatial: DotSpatial 1.7: DotSpatial.Full - includes all DotSpatial libraries, extensions and DemoMap application DotSpatial.Core - includes only DotSpatial core libraries Entire list of changes see in the issue tracker. Main changes: Improved common stability, optimized memory and speed when loading and rendering shapefiles, fixed some memory leaks in rasters and shape layers. Simplified plugin infrastructure. Now there are predefined implementations for all required components (IStatusControl, IDockManager, IHead...New ProjectsBrilliantORM: ????ORM??,??SQL?????????。???????????。Crafter: ?????? ??? ????Dotnetnuke xblog // Blog, Article, Events, Documents: xBlog is a blog program based on DNN, it has powerful functions and unique design style. In addition to article management function which common blog module hasIn Plain Sight: Embedding plain text into an image so one can hide the text "In Plain Sight". A cursory view into the world of Steganography.JS Koans Visual Studio Friendly Version: A Version of JS koans loaded into Visual StudioMy Troop First: just adding to the siteOFX Parser: Biblioteca desenvolvida em C# que traduz arquivos OFX e gera a instância de uma classe que representa o arquivo. Um exemplo de uso está disponível, assim como aOrchard Custom Code module: This module adds a very simple tool to add custom code in front-end pages head and foot.SPB Export to KeePass Import Conversion: A simple script to convert the .xml-file by konste's "SPB Wallet Export" (https://spbwalletexport.codeplex.com/) into an import format accepted by KeePass 2The unTroublemaker: The unTroublemaker is a troubleshooter program that helps your project quickly find and fix missing dependency issues using simple XML-based specifications.

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  • Collision and Graphics integration

    - by Shlomi Atia
    I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good for bounding volumes and fixed sized sprites. However, for characters with variable height size sprites like this: http://gamemedia.wcgame.ru/data/2011-07-17/game-sprite-sheet.jpg This is no longer good. The character won't align to the ground if I'll draw it from the center. I can just make the sprites the same height, but it will be a waste of memory (the largest sprite is 4 times larger then the smallest one). Even then, this is not an option at all with skeletal sprites like this one: http://user-generated-content.java-gaming.org/img-vault/212a171fc1ebb27ab77608fb9b2dd9bd9205361ce6300b21a7f8d06d025fbbd8.png It seems that the graphics need to be drawn from the ground for characters, but not for other images such as scenery and obstacles. The only solution I could think of was having another position called draw-position, which is the entity center for images, and is the the bottom of the collision volume for characters. Then when I draw relative to that position, it should work properly. I haven't found any references for something like that, so I'm kinda insecure about it. Does anyone knows of a better approach for this problem? Thanks

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  • Enterprise Manager Extensibility Exchange – Version 1.1 Now Available!

    - by Joe Diemer
    Since its announcement at Oracle OpenWorld 2012, the Enterprise Manager Extensibility Exchange is becoming the source to access Enterprise Manager entities, including plug-ins, connectors, deployment procedures, assemblies, templates, and more.  Based on feedback, the Exchange has recently been updated so Enterprise Manager administrators can find and access Oracle and partner-built plug-ins and connectors easier. The Exchange enables anyone to contribute an Enterprise Manager entity through the “Contribute” tab, where information about the entity is captured and placed on the Exchange once it is approved.  The Exchange encourages comment through the Enterprise Manager Forum.  An Oracle partner can build a plug-in by accessing the Extensibility Development Kit (EDK) found at the Development Resources tab.  Oracle partners and customers can can also engage a partner that has built its practice specializing in plug-in development and deployment.  One of those partners is Blue Medora, which has effectively used the EDK to build plug-ins to manage non-Oracle targets.  Next week Blue Medora will be a "Guest Blogger" and tell a great story about heterogeneous datacenter management.Partners can also have their plug-ins validated through the Oracle Validated Integration (OVI) program.  NetApp is an example of a partner that recently built an Enterprise Manager plug-in and has validated it through the program.  Check back here in two weeks for their blog post describing the value of an Enterprise Manager "OVI" plug-in as well as discuss specifics the NetApp storage plug-in.  Check out the NetApp Enterprise Manager Validated Integration datasheet in the meantime. The Enterprise Manager Exchange is located at http://www.oracle.com/goto/EMExtensibility. Stay Connected: Twitter |  Facebook |  YouTube |  Linkedin |  Newsletter

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • Good design for class with similar constructors

    - by RustyTheBoyRobot
    I was reading this question and thought that good points were made, but most of the solutions involved renaming one of the methods. I am refactoring some poorly written code and I've run into this situation: public class Entity { public Entity(String uniqueIdentifier, boolean isSerialNumber) { if (isSerialNumber) { this.serialNumber = uniqueIdentifier; //Lookup other data } else { this.primaryKey = uniqueIdentifier; // Lookup other data with different query } } } The obvious design flaw is that someone needed two different ways to create the object, but couldn't overload the constructor since both identifiers were of the same type (String). Thus they added a flag to differentiate. So, my question is this: when this situation arises, what are good designs for differentiating between these two ways of instantiating an object? My First Thoughts You could create two different static methods to create your object. The method names could be different. This is weak because static methods don't get inherited. You could create different objects to force the types to be different (i.e., make a PrimaryKey class and a SerialNumber class). I like this because it seems to be a better design, but it also is a pain to refactor if serialNumber is a String everywhere else.

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • Generic rule parser for RPG board game rules - how to do it?

    - by burzum
    I want to build a generic rule parser for pen and paper style RPG systems. A rule can involve usually 1 to N entities 1 to N roles of a dice and calculating values based on multiple attributes of an entity. For example: Player has STR 18, his currently equipped weapon gives him a bonus of +1 STR but a malus of DEX -1. He attacks a monster entity and the game logic now is required to run a set of rules or actions: Player rolls the dice, if he gets for example 8 or more (base attack value he needs to pass is one of his base attributes!) his attack is successfully. The monster then rolls the dice to calculate if the attack goes through it's armor. If yes the damage is taken if not the attack was blocked. Besides simple math rules can also have constraints like applying only to a certain class of user (warrior vs wizzard for example) or any other attribute. So this is not just limited to mathematical operations. If you're familiar with RPG systems like Dungeon and Dragons you'll know what I'm up to. My issue is now that I have no clue how to exactly build this the best possible way. I want people to be able to set up any kind of rule and later simply do an action like selecting a player and a monster and run an action (set of rules like an attack). I'm asking less for help with the database side of things but more about how to come up with a structure and a parser for it to keep my rules flexible. The language of choice for this is php by the way.

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  • What is appropriate way for managing MySQL connection through C#

    - by Sylca
    My question, at the bottom line, is what is the appropriate(best) way to manage our connection towards MySQL db with C#. Well, currently I'm working on some C# (winforms type) <- MySQL application and I've been looking at Server Connections in MySQL Administrator, been witness of execution of my mysql_queries, connection opens an closes, ... an so on! In my C# code I'm working like this and this is an example: public void InsertInto(string qs_insert) { try { conn = new MySqlConnection(cs); conn.Open(); cmd = new MySqlCommand(); cmd.Connection = conn; cmd.CommandText = qs_insert; cmd.ExecuteNonQuery(); } catch (MySqlException ex) { MessageBox.Show(ex.ToString()); } finally { if (conn != null) { conn.Close(); } } } Meaning, every time I want to insert something in db table I call this table and pass insert query string to this method. Connection is established, opened, query executed, connection closed. So, we could conclude that this is the way I manage MySQL connection. For me and my point of view, currently, this works and its enough for my requirements. Well, you have Java & Hibernate, C# & Entity Framework and I'm doing this :-/ and it's confusing me. Should I use MySQL with Entity Framework? What is the best way for collaboration between C# and MySQL? I don't want to worry about is connection that I've opened closed, can that same connection be faster, ...

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  • Anemic Domain Model, Business Logic and DataMapper (PHP)

    - by sunwukung
    I've implemented a rudimentary ORM layer based on DataMapper (I don't want to use a full blown ORM like Propel/Doctrine - for anything beyond simple fetch/save ops I prefer to access the data directly layer using a SQL abstraction layer). Following the DataMapper pattern, I've endeavoured to keep all persistence operations in the Mapper - including the location of related entities. My Entities have access to their Mapper, although I try not to call Mapper logic from the Entity interface (although this would be simple enough). The result is: // get a mapper and produce an entity $ProductMapper = $di->get('product_mapper'); $Product = $ProductMapper->find('[email protected]','email'); //.. mutaute some values.. save $ProductMapper->save($Product) // uses __get to trigger relation acquisition $Manufacturer = $Product->manufacturer; I've read some articles regarding the concept of an Anemic Domain model, i.e. a Model that does not contain any "business logic". When demonstrating the sort of business logic ideally suited to a Domain Model, however, acquiring related data items is a common example. Therefore I wanted to ask this question: Is persistence logic appropriate in Domain Model objects?

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  • Developing an iOS app for a single device - licensing issue

    - by bfavaretto
    I'm developing an iOS app for a museum as a freelancer. It's a very simple video player, to be installed on a single iPad that will be part of a permanent exhibition, basically acting as a kiosk. It turns out the iPad is the ideal device for that if you're looking for a small and affordable touchscreen. The problem is: as far as I can tell, none of the Apple Developer Program options available will allow me to distribute an app like that. The relevant options are (from the link above): iOS Developer Program ($99/year) Select this program if you would like to distribute apps on the App Store as an individual, sole proprietor, company, organization, government entity or educational institution. iOS Developer Enterprise Program ($299/year) Select this program if you would like to develop proprietary apps for internal distribution within your company, organization, government entity or educational institution. The regular program requires distribution through the App Store. The Enterprise version is for internal distribution within my own organization. Neither is the case here! It seems like I'm doomed to violate Apple's terms of service (and I can think of at least two ways of doing that: jailbreaking, or changing the iPad's date so it won't know the provisioning profile expired). Is that really so, or did I get the descriptions wrong? Has anyone here been in a similar situation?

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  • Conventions for search result scoring

    - by DeaconDesperado
    I assume this type of question is more on-topic here than on regular SO. I have been working on a search feature for my team's web application and have had a lot of success building a multithreaded, "divide and conquer" processing system to work through a large amount of fulltext. Our problem domain is pretty specific. Users of the app generate posts, and as a general rule, posts that are more recent are considered to be of greater relevance. Some of the data we are trying to extract from search is very specific (user's feelings about specific items or things) and we are using python nltk to do named-entity extraction to find interesting likely query terms. Essentially we look for descriptive adjective-noun pairs and generate a general picture of a user's expressed sentiment as a list of tokens. This search is intended as an internal tool for our team to draw out a local picture of sentiments like "soggy pizza." There's some machine learning in there too to do entity resolution on terms like "soggy" to all manner of adjectives expressing nastiness. My problem is I am at a loss for how to go about scoring these results. The text being searched is split up into tokens in a list, so my initial approach would be to normalize a float score between 0.0-1.0 generated off of how far into the list the terms appear and how often they are repeated (a later mention of the term being worth less, earlier more, greater frequency-greater score, etc.) A certain amount of weight could be given to the timestamp as well, though I am not certain how to calculate this. I am curious if anyone has had to solve a similar problem in a search relevance grading between appreciable metrics (frequency, term location/colocation, recency) and if there are and guidelines for how to weight each. I should mention as well that the final fallback procedure in the search is to pipe the query to Sphinx, which has its own scoring practices. Sphinx operates as the last resort in case our application specific processing can't find any eligible candidates.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • .NET app - Should we use SQL Server and duplicate some reference data from an external Oracle DB? Or use Oracle and have a DB link?

    - by Daventry
    We're looking to migrate some existing Excel/Access processes into a new system which will provide the users with a Silverlight frontend to run and view the reports instead of using MS Access. The initial idea was to have SQL Server 2008 as RDBMS. The problem is that we've got some static data such as country codes, counterparties, etc which live in an existing Oracle DB. Since we do not want to duplicate that data (if possible), we were thinking of having a DB link between SQL Server and Oracle, but our firm does not allow that. So the options are either duplicate the data or use Oracle as RDBMS - surprise, the firm does allow DB links between Oracle databases. The initial idea was also to use WCF RIA Services, Entity Framework, etc which we're not sure they play well with Oracle, that's why it was decided to go with SQL Server in the first place. Would you advise to go for Oracle so that we can just link the static data? Or use SQL Server 2008 and replicate it because it's "safer" to stay within the Microsoft land? To use or not to use Entity Framework and WCF RIA Services at all? Regards. UPDATE: Thanks everyone for your answers. Nothing is set in stone yet. We'll try to import the data instead of linking, as if the other DB goes down, our system can still carry on. We're likely to use SQL Server just because most developers are more experienced with it. Even if we used RIA Services, we can swap out the Data Access Layer and use other frameworks such those mentioned below.

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • Call DB Stored Procedure using @NamedStoredProcedureQuery Injection

    - by anwilson
    Oracle Database Stored Procedure can be called from EJB business layer to perform complex DB specific operations. This approach will avoid overhead from frequent network hits which could impact end-user result. DB Stored Procedure can be invoked from EJB Session Bean business logic using org.eclipse.persistence.queries.StoredProcedureCall API. Using this approach requires more coding to handle the Session and Arguments of the Stored Procedure, thereby increasing effort on maintenance. EJB 3.0 introduces @NamedStoredProcedureQuery Injection to call Database Stored Procedure as NamedQueries. This blog will take you through the steps to call Oracle Database Stored Procedure using @NamedStoredProcedureQuery.EMP_SAL_INCREMENT procedure available in HR schema will be used in this sample.Create Entity from EMPLOYEES table.Add @NamedStoredProcedureQuery above @NamedQueries to Employees.java with definition as given below - @NamedStoredProcedureQuery(name="Employees.increaseEmpSal", procedureName = "EMP_SAL_INCREMENT", resultClass=void.class, resultSetMapping = "", returnsResultSet = false, parameters = { @StoredProcedureParameter(name = "EMP_ID", queryParameter = "EMPID"), @StoredProcedureParameter(name = "SAL_INCR", queryParameter = "SALINCR")} ) Observe how Stored Procedure's arguments are handled easily in  @NamedStoredProcedureQuery using @StoredProcedureParameter.Expose Entity Bean by creating a Session Facade.Business method need to be added to Session Bean to access the Stored Procedure exposed as NamedQuery. public void salaryRaise(Long empId, Long salIncrease) throws Exception { try{ Query query = em.createNamedQuery("Employees.increaseEmpSal"); query.setParameter("EMPID", empId); query.setParameter("SALINCR", salIncrease); query.executeUpdate(); } catch(Exception ex){ throw ex; } } Expose business method through Session Bean Remote Interface. void salaryRaise(Long empId, Long salIncrease) throws Exception; Session Bean Client is required to invoke the method exposed through remote interface.Call exposed method in Session Bean Client main method. final Context context = getInitialContext(); SessionEJB sessionEJB = (SessionEJB)context.lookup("Your-JNDI-lookup"); sessionEJB.salaryRaise(new Long(200), new Long(1000)); Deploy Session BeanRun Session Bean Client.Salary of Employee with Id 200 will be increased by 1000.

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  • Interface (contract), Generics (universality), and extension methods (ease of use). Is it a right design?

    - by Saeed Neamati
    I'm trying to design a simple conversion framework based on these requirements: All developers should follow a predefined set of rules to convert from the source entity to the target entity Some overall policies should be able to be applied in a central place, without interference with developers' code Both the creation of converters and usage of converter classes should be easy To solve these problems in C# language, A thought came to my mind. I'm writing it here, though it doesn't compile at all. But let's assume that C# compiles this code: I'll create a generic interface called IConverter public interface IConverter<TSource, TTarget> where TSource : class, new() where TTarget : class, new() { TTarget Convert(TSource source); List<TTarget> Convert(List<TSource> sourceItems); } Developers would implement this interface to create converters. For example: public class PhoneToCommunicationChannelConverter : IConverter<Phone, CommunicationChannle> { public CommunicationChannel Convert(Phone phone) { // conversion logic } public List<CommunicationChannel> Convert(List<Phone> phones) { // conversion logic } } And to make the usage of this conversion class easier, imagine that we add static and this keywords to methods to turn them into Extension Methods, and use them this way: List<Phone> phones = GetPhones(); List<CommunicationChannel> channels = phones.Convert(); However, this doesn't even compile. With those requirements, I can think of some other designs, but they each lack an aspect. Either the implementation would become more difficult or chaotic and out of control, or the usage would become truly hard. Is this design right at all? What alternatives I might have to achieve those requirements?

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  • Which version management design methodology to be used in a Dependent System nodes?

    - by actiononmail
    This is my first question so please indicate if my question is too vague and not understandable. My question is more related to High Level Design. We have a system (specifically an ATCA Chassis) configured in a Star Topology, having Master Node (MN) and other sub-ordinate nodes(SN). All nodes are connected via Ethernet and shall run on Linux OS with other proprietary applications. I have to build a recovery Framework Design so that any software entity, whether its Linux, Ramdisk or application can be rollback to previous good versions if something bad happens. Thus I think of maintaining a State Version Matrix over MN, where each State(1,2....n) represents Good Kernel, Ramdisk and application versions for each SN. It may happen that one SN version can dependent on other SN's version. Please see following diagram:- So I am in dilemma whether to use Package Management Methodology used by Debian Distributions (Like Ubuntu) or GIT repository methodology; in order to do a Rollback to previous good versions on either one SN or on all the dependent SNs. The method should also be easier for upgrading SNs along with MNs. Some of the features which I am trying to achieve:- 1) Upgrade of even single software entity is achievable without hindering others. 2) Dependency checks must be done before applying rollback or upgrade on each of the SN 3) User Prompt should be given in case dependency fails.If User still go for rollback, all the SNs should get notification to rollback there own releases (if required). 4) The binaries should be distributed on SNs accordingly so that recovery process is faster; rather fetching every time from MN. 5) Release Patches from developer for bug fixes, feature enhancement can be applied on running system. 6) Each version can be easily tracked and distinguishable. Thanks

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  • Following a set of points?

    - by user1010005
    Lets assume that i have a set of path that an entity should follow : const int Paths = 2 Vector2D<float> Path[Paths] = { Vector2D(100,0),Vector2D(100,50) }; Now i define my entity's position in a 2D vector as follows : Vector2D<float> FollowerPosition(0,0); And now i would like to move the "follower" to the path at index 1 : int PathPosition = 0; //Start with path 1 Currently i do this : Vector2D<float>& Target = Path[PathPosition]; bool Changed = false; if (FollowerPosition.X < Target.X) FollowerPosition.X += Vel,Changed = true; if (FollowerPosition.X > Target.X) FollowerPosition.X -= Vel,Changed = true; if (FollowerPosition.Y < Target.Y) FollowerPosition.Y += Vel;,Changed = true; if (FollowerPosition.Y > Target.Y) FollowerPosition.Y -= Vel,Changed = true; if (!Changed) { PathPosition = PathPosition + 1; if (PathPosition > Paths) PathPosition = 0; } Which works except for one little detail : The movement is not smooth!! ...So i would like to ask if anyone sees anything wrong with my code. Thanks and sorry for my english.

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  • [LINQ] Master &ndash; Detail Same Record(II)

    - by JTorrecilla
    In my previous post, I introduced my problem, but I didn’t explain the problem with Entity Framework When you try the solution indicated you will take the following error: LINQ to Entities don’t recognize the method 'System.String Join(System.String, System.Collections.Generic.IEnumerable`1[System.String])’ of the method, and this method can’t be translated into a stored expression. The query that produces that error was: 1: var consulta = (from TCabecera cab in 2: contexto_local.TCabecera 3: let Detalle = (from TDetalle detalle 4: in cab.TDetalle 5: select detalle.Nombre) 6: let Nombres = string.Join(",",Detalle ) 7: select new 8: { 9: cab.Campo1, 10: cab.Campo2, 11: Nombres 12: }).ToList(); 13: grid.DataSource=consulta;   Why is this error happening? This error happens when the query couldn’t be translated into T-SQL. Solutions? To quit that error, we need to execute the query on 2 steps: 1: var consulta = (from TCabecera cab in 2: contexto_local.TCabecera 3: let Detalle = (from TDetalle detalle 4: in cab.TDetalle 5: select detalle.Nombre) 6: select new 7: { 8: cab.Campo1, 9: cab.Campo2, 10: Detalle 11: }).ToList(); 12: var consulta2 = (from dato in consulta 13: let Nombes = string.Join(",",dato.Detalle) 14: select new 15: { 16: dato.Campo1, 17: dato.Campo2, 18: Nombres 19: }; 20: grid.DataSource=consulta2.ToList(); Curiously This problem happens with Entity Framework but, the same problem can’t be reproduced on LINQ – To – SQL, that it works fine in one unique step. Hope It’s helpful Best Regards

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