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  • New Endeca Commerce 3.1 Specialization Launched!

    - by Roxana Babiciu
    We’ve just launched the Endeca Commerce 3.1 Specialization! This is your chance to be recognized as a proficient Oracle partner in selling, implementing and/or developing Endeca Commerce 3.1 solutions.  Check the specialization criteria to make sure you qualify! Oracle partners who achieve this Specialization are differentiated in the marketplace through proven expertise in Oracle Endeca Commerce 3.1. Are you a member of the Endeca Community?  If not, this is the place to be for exchanging ideas and questions regarding Endeca Commerce use. Do check it out! Topics covered in the Specialization include: Application Configuration Record Design Pipeline Development Working with Search Features Experience Manager Concepts Overview of Query Types Application development with the Assembler API

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  • How to handle compensation issue

    - by Ali
    I consider myself an expert Software Developer. Recently, I noticed my current company posted a new job through a recruting firm requiring half experience than I have and even lesser set of skills. However, they are offering the same salary as my current salary. When I joined my current company a year ago, they declined to pay my asking salary. My evaluations are good and there are critical projects in the pipeline where my involvement is crucial for their success. I'm little confused on how to handle this situation. I don't want to come across threatning or any thing like that.

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  • A potential new hire may make more money you do..what should I do [migrated]

    - by Ali
    I have a very solid experience in Software Development and Project management. I just learned that the company I work for has posted a new position with half the experience of mine and even lesser set of skills than I have. However, the new position pays the same salary as my current salary while at the same time they declined to pay the asking salary when I was joining the company. How should I counter this? I know there are many projects in the pipeline where my involvement is crucial for the projects to be successful but I don't want to come across threating. Any advise would be helpful..!

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • Developing OpenGLES2 apps for Ubuntu Software Center

    - by Bram
    I have a game for iOS and Android that I now want to port to Ubuntu. I plan to distribute it with Ubuntu Software Center. Preferrably for free with an in-app-purchase. My codebase is currently based on OpenGL ES2 and written in C++. I could rewrite to OpenGL, but having progammable shaders is a must. Fixed pipeline OpenGL will not suffice. Is there a feature in place that lets you specify OpenGL requirements in the Ubuntu Software Center? I want to make sure that only Ubuntu users with compatible hardware will be able to download my game. Any APIs I could use for getting a suitable OpenGL context, or am I expected to just use glx for this? Or is the use of GTK mandatory?

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  • Any significant performance cost to using BlendState.Premultiplied?

    - by Donutz
    Normally I guess you'd use BlendState.AlphaBlend because normally when you load your textures through the pipeline they're already premultiplied. However, if you're loading textures at runtime from PNGs or some such, you have to loop through the pixels and premultiply them, which can take a long time if you've got a lot of textures to load. So it looks (haven't tried it) like using BlendState.Premultiplied instead of BlendState.AlphaBlend should handle non-premultiplied textures and produce the same visual result, without all the startup costs. I have to wonder if there's a non-obvious cost to doing this, like a huge drop in performance or something. Anyone know?

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  • glsl demo suggestions ?

    - by brainydexter
    In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. Recently, one of the places asked me if I can send them a sample of 'something' that is "visually polished". So, I decided to take the plunge and wrote some simple shader in GLSL(with opengl).I now have a basic setup where I can use vbos with glsl shaders. I have a very short window left to send something to them and I was wondering if someone with experience, could suggest an idea that is interesting enough to grab someone's attention. Thanks

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • What's a good starting point to learn about JIT compilers?

    - by davidk01
    I've spent the past few months learning about stack based virtual machines, parsers, compilers, and some elementary things about hardware architecture. I've also written a few parsers and compilers for C like languages to understand the generic parser/compiler pipeline. Now I'd like to take my understanding further by learning about optimizing compilers and JIT compilers but I'm having a hard time finding material at the right level. I don't yet understand enough to dive into a code base like PyPy or LuaJIT but I also know more than what most introductory compiler books have to offer. So what are some good books for an intermediate beginner like to me to look into?

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  • How to fix a gstreamer error

    - by BJsgoodlife
    I upgraded to 14.04 and now gstreamer is not working. What I am trying to accomplish is to hear the audio input on my computer coming from a ham radio. This is the command that I am using: gst-launch pulserc ! pulseink. This is the error message that I am receiving: ERROR: pipeline could not be constructed: no element "pulserc". I am wondering if I should purge gstreamer, or if there is another command that I should put it. Thank you again everyone for all of your help.

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  • OSB, Service Callouts and OQL - Part 1

    - by Sabha
    Oracle Fusion Middleware customers use Oracle Service Bus (OSB) for virtualizing Service endpoints and implementing stateless service orchestrations. Behind the performance and speed of OSB, there are a couple of key design implementations that can affect application performance and behavior under heavy load. One of the heavily used feature in OSB is the Service Callout pipeline action for message enrichment and invoking multiple services as part of one single orchestration. Overuse of this feature, without understanding its internal implementation, can lead to serious problems. This post will delve into OSB internals, the problem associated with usage of Service Callout under high loads, diagnosing it via thread dump and heap dump analysis using tools like ThreadLogic and OQL (Object Query Language) and resolving it. The first section in the series will mainly cover the threading model used internally by OSB for implementing Route Vs. Service Callouts. Please refer to the blog post for more details. 

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Tab Sweep: Dynamic JSF Forms, GlassFish on VPS, Upgrading to 3.1.2, Automated Deployment Script, ...

    - by arungupta
    Recent Tips and News on Java, Java EE 6, GlassFish & more : • Dynamic forms, JSF world was long waiting for (Oleg Varaksin) • Creating a Deployment Pipeline with Jenkins, Nexus, Ant and Glassfish (Rob Terp) • Installing Java EE 6 SDK with Glassfish included on a VPS without GUI (jvm host) • GlassFish multimode Command for Batch Processing (javahowto) • Servlet Configuration in Servlet 3.0 api (Nikos Lianeris) • Creating a Simple Java Message Service (JMS) Producer with NetBeans and GlassFish (Oracle Learning Library) • GlassFish 3.1 to JBoss AS 7.1.1 EJB Invocation (java howto) • Tests In Java Ee For Zero-error Applications (Dylan Rodriguez) • Upgrading GlassFish 3.1.1 to 3.1.2 on Oracle Linux 6.2 64-bit (Matthias Hoys) • Migrating an Automated Deployment Script from Glassfish v2 to Glassfish v3 (Rob Terp) • Installer updates, Glassfish, Confluence and more…! (Rimu Hosting)

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  • Getting a texture from a renderbuffer in OpenGL?

    - by Rushyo
    I've got a renderbuffer (DepthStencil) in an FBO and I need to get a texture from it. I can't have both a DepthComponent texture and a DepthStencil renderbuffer in the FBO, it seems, so I need some way to convert the renderbuffer to a DepthComponent texture after I'm done with it for use later down the pipeline. I've tried plenty of techniques to grab the depth component from the renderbuffer for weeks but I always come out with junk. All I want at the end is the same texture I'd get from an FBO if I wasn't using a renderbuffer. Can anyone post some comprehensive instructions or code that covers this seemingly simple operation? EDIT: Linky to an extract version of the code http://dl.dropbox.com/u/9279501/fbo.cs Screeny of the Depth of Field effect + FBO - without depth(!) http://i.stack.imgur.com/Hj9Oe.jpg Screeny without Depth of Field effect + FBO - depth working fine http://i.stack.imgur.com/boOm1.jpg

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  • Google BigQuery - Best Practices for Loading your Data and open Office Hours

    Google BigQuery - Best Practices for Loading your Data and open Office Hours Michael Manoochehri and Ryan Boyd from the DevRel team for cloud data services will be streaming to you live! They'll be discussing how to load your data into BigQuery and the various options available -- from commercial ETL tools to App Engine's Pipeline API and MapReduce frameworks, to simple UNIX command-line tools. They'll then open it up for a general office hours on ingestion and other topics. Please use the moderator link to ask your questions. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • How to render Minecraft on the GPU?

    - by l0b0
    Hardware: Intel i7 AMD Radeon HD 6970 SSD with plenty of space 6 GB RAM Software OpenJDK 6, 7, and Oracle Java 7 (reproducible with all three) AMD Catalyst 12.8 and open source driver (reproducible with both) Ubuntu 12.04 x86_64 and older Minecraft 1.3.2 vanilla and older On this setup I am getting rubbish frame rates after a short while of playing, dropping from about 45-55 to 15 in a couple of minutes. CPU use is 40-45 even when rendering the opening screen at 1920x1280, and gameRenderer is using about 90% CPU when playing. Rather than trying to eke out a few more FPS out of an obviously broken rendering pipeline, I really hope to find a solution to make the GPU render Minecraft.

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  • How to handle "porting" software that's still in development

    - by BAM
    My company is building an iOS version of an Android app that our client is developing (but has not yet released). We have access to the latest builds and source, however since the software is frequently re-structured and refactored, we're doing a lot of unnecessary re-work. In addition, the due date on the contract will likely be passed before the client's application is even ready for release. In other words, we're supposed to build the iOS version before the original Android version is even complete. Luckily the client tossed out the original deadline, but now we may have to renegotiate pricing... never a fun situation. Are we handling this incorrectly? How are "ports" (especially between mobile platforms) normally done? Is there a correct way to pipeline development for multiple platforms without so much re-work? Thanks in advance! :)

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  • Game Development Resources? [closed]

    - by stas
    I want to make an iPhone game and I was wondering if somebody could point me to some resources. Before you rage and close this, I am not looking for just a tutorial on programming, I could just google that. I need to find a tutorial on how to actually make a game, as in how to organize your code, what type of methods to run in separate threads, how to manage these threads in a game, etc. I already know everything I need; I can write a physics engine from scratch, I can write a 3D graphics pipeline from scratch, and so on. What I cannot figure out is how to combine all of this knowledge into correctly and efficiently making a game. Obviously for this one would probably go to college, but seeing as I am still in high school, that is not an option. If anyone would know some tutorials or resources, any pointers would be appreciated.

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  • To connect Gstreamer with Qt in order to play a gstreamer video in the Qt Widget

    - by raggio
    I tried using phonon to play the video but could not succeed. Off-late came to know through the Qt forums that even the latest version of Qt does not support phonon. Thats when i started using Gstreamer.Any suggestions as to how to connect the Gstreamer window with the Qt widget?My aim is to play a video using Gstreamer on the Qt widget.So how do i link the gstreamer window and the Qt widget? I am successful in getting the Id of the widget through winid(). Further with the help of Gregory Pakosz, I have added the below 2 lines of code in my application - QApplication::syncX(); gst_x_overlay_set_xwindow_id(GST_X_OVERLAY(sink), widget->winId()); However am not able to link the Qt widget with the gstreamer video window. This is what my sample code would look like :- int main(int argc, char *argv[]) { printf("winid=%d\n", w.winId()); gst_init (NULL,NULL); /* create a new bin to hold the elements */ bin = gst_pipeline_new ("pipeline"); /* create a disk reader */ filesrc = gst_element_factory_make ("filesrc", "disk_source"); g_assert (filesrc); g_object_set (G_OBJECT (filesrc), "location", "PATH_TO_THE_EXECUTABLE", NULL); demux = gst_element_factory_make ("mpegtsdemux", "demuxer"); if (!demux) { g_print ("could not find plugin \"mpegtsmux\""); return -1; } vdecoder = gst_element_factory_make ("mpeg2dec", "decode"); if (!vdecoder) { g_print ("could not find plugin \"mpeg2dec\""); return -1; } videosink = gst_element_factory_make ("xvimagesink", "play_video"); g_assert (videosink); /* add objects to the main pipeline */ gst_bin_add_many (GST_BIN (bin), filesrc, demux, vdecoder, videosink, NULL); /* link the elements */ gst_element_link_many (filesrc, demux, vdecoder, videosink, NULL); gst_element_set_state(videosink, GST_STATE_READY); QApplication::syncX(); gst_x_overlay_set_xwindow_id(GST_X_OVERLAY(videosink), w.winId()); /* start playing */ gst_element_set_state (bin, GST_STATE_PLAYING); } Could you explain more in detail about the usage of gst_x_overlay_set_xwindow_id() wrt my context? Could i get any hint as to how i can integrate gstreamer under Qt? Please help me solve this problem

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  • Importing CSV filte to SQL server...

    - by sam
    HI guys, I am trying to import CSV file to SQL server database, no success, I am still newbie to sql server, thanks Operation stopped... Initializing Data Flow Task (Success) Initializing Connections (Success) Setting SQL Command (Success) Setting Source Connection (Success) Setting Destination Connection (Success) Validating (Success) Messages Warning 0x80049304: Data Flow Task 1: Warning: Could not open global shared memory to communicate with performance DLL; data flow performance counters are not available. To resolve, run this package as an administrator, or on the system's console. (SQL Server Import and Export Wizard) Prepare for Execute (Success) Pre-execute (Success) Messages Information 0x402090dc: Data Flow Task 1: The processing of file "D:\test.csv" has started. (SQL Server Import and Export Wizard) Executing (Error) Messages Error 0xc002f210: Drop table(s) SQL Task 1: Executing the query "drop table [dbo].[test] " failed with the following error: "Cannot drop the table 'dbo.test', because it does not exist or you do not have permission.". Possible failure reasons: Problems with the query, "ResultSet" property not set correctly, parameters not set correctly, or connection not established correctly. (SQL Server Import and Export Wizard) Error 0xc02020a1: Data Flow Task 1: Data conversion failed. The data conversion for column ""Code"" returned status value 4 and status text "Text was truncated or one or more characters had no match in the target code page.". (SQL Server Import and Export Wizard) Error 0xc020902a: Data Flow Task 1: The "output column ""Code"" (38)" failed because truncation occurred, and the truncation row disposition on "output column ""Code"" (38)" specifies failure on truncation. A truncation error occurred on the specified object of the specified component. (SQL Server Import and Export Wizard) Error 0xc0202092: Data Flow Task 1: An error occurred while processing file "D:\test.csv" on data row 21. (SQL Server Import and Export Wizard) Error 0xc0047038: Data Flow Task 1: SSIS Error Code DTS_E_PRIMEOUTPUTFAILED. The PrimeOutput method on component "Source - test_csv" (1) returned error code 0xC0202092. The component returned a failure code when the pipeline engine called PrimeOutput(). The meaning of the failure code is defined by the component, but the error is fatal and the pipeline stopped executing. There may be error messages posted before this with more information about the failure. (SQL Server Import and Export Wizard) Copying to [dbo].[test] (Stopped) Post-execute (Success) Messages Information 0x402090dd: Data Flow Task 1: The processing of file "D:\test.csv" has ended. (SQL Server Import and Export Wizard) Information 0x402090df: Data Flow Task 1: The final commit for the data insertion in "component "Destination - test" (70)" has started. (SQL Server Import and Export Wizard) Information 0x402090e0: Data Flow Task 1: The final commit for the data insertion in "component "Destination - test" (70)" has ended. (SQL Server Import and Export Wizard) Information 0x4004300b: Data Flow Task 1: "component "Destination - test" (70)" wrote 0 rows. (SQL Server Import and Export Wizard)

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  • sudo apt-get install python.pip python-dev Gives Error

    - by user2539745
    I am learning Django from http://gettingstartedwithdjango.com/ and I have windows 7 32-bit. The tutorial asked to install virtualbox and vagrant(tutorial had precise64 and it had issues in my pc so I installed precise32) so I did it. Now the tutorial asked to do sudo apt-get install python-dev python.pip so I did it but it gave me this error > vagrant@precise32:~$ sudo apt-get install python.pip python-dev Reading package lists... Done Building dependency tree Reading state information... Done Note, selecting 'python-pip' for regex 'python.pip' Note, selecting 'python-pipeline' for regex 'python.pip' The following extra packages will be installed: libexpat1 libexpat1-dev libpython2.7 python-pkg-resources python-setuptools python-support python2.7 python2.7-dev python2.7-minimal Suggested packages: python-distribute python-distribute-doc python2.7-doc binfmt-support The following NEW packages will be installed: libexpat1-dev libpython2.7 python-dev python-pip python-pipeline python-pkg-resources python-setuptools python-support python2.7-dev The following packages will be upgraded: libexpat1 python2.7 python2.7-minimal 3 upgraded, 9 newly installed, 0 to remove and 63 not upgraded. Need to get 34.7 MB/35.7 MB of archives. After this operation, 42.0 MB of additional disk space will be used. Do you want to continue [Y/n]? y Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main python2.7 i386 2.7 .3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main python2.7-minimal i386 2.7.3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main libpython2.7 i386 2.7.3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Err (http removed)us.archive.ubuntu.com/ubuntu/ precise-updates/main python2.7-dev i386 2.7.3-0ubuntu3.1 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/python 2.7_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/python 2.7-minimal_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/libpyt hon2.7_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] Failed to fetch (http removed)us.archive.ubuntu.com/ubuntu/pool/main/p/python2.7/python 2.7-dev_2.7.3-0ubuntu3.1_i386.deb 404 Not Found [IP: 91.189.91.15 80] E: Unable to fetch some archives, maybe run apt-get update or try with --fix-mis sing? Please help what should I do ??

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  • Do fluent interfaces violate the Law of Demeter?

    - by Jakub Šturc
    The wikipedia article about Law of Demeter says: The law can be stated simply as "use only one dot". However a simple example of a fluent interface may look like this: static void Main(string[] args) { new ZRLabs.Yael.Pipeline("cat.jpg") .Rotate(90) .Watermark("Monkey") .RoundCorners(100, Color.Bisque) .Save("test.png"); } So does this goes together?

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  • rails assets give TypeError (can't dup NilClass)

    - by paleozogt
    I have a rails 3 app that works fine when run under rails s. However, when trying to deploy it to apache2 with fcgi, the asset pipeline breaks. For example, when trying to request /assets/logo.png the log will show: Started GET "/assets/logo.png" for 10.50.10.249 at Tue Apr 10 19:20:39 -0400 2012 TypeError (can't dup NilClass): This happens on either the production or development environments. How can I debug this?

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