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  • Cannot enable wireless Ubuntu 10.04

    - by woaddoa
    I have recently installed Ubuntu 10.04, however I am having trouble getting wireless to work. Ubuntu says that wireless is disabled, and I am unable to enable it. I have tried Administration Hardware Drivers however the only drivers listed are Nivida graphics ones. I am unsure what to do as I do not think the process is the same as searching for drivers for a windows machine. Any advice appreciated.

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  • Where can i get the mother board cd's

    - by Velmrugan
    Hi, Can you please tell me where can i get the mother board softwares for my intel celeron processor. I need Audio driver, Graphics & windows installer for my Intel celeron processor. Where can i download all these softwares, freely. I searched in Intel homepage but i cant find what and all to download, So please can u tell me briefly how to download these files. Regards, Velmurugan

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  • How much traffic per month would my site need? [closed]

    - by camran
    HOW MANY GB OF TRAFFIC IS REQUIRED PER MONTH? Any way to calculate this? Webhosting companies have a limit when ordering, so I need to know... A classifieds website using PHP and MYSQL. MYSQL has around 500thousand records. Not much graphics. Pretty advanced search feautures. How much traffic would I need do you think? Thanks

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  • problem with my texture coordinates on a square.

    - by Evan Kimia
    Im very new to OpenGL ES, and have been doing a tutorial to build a square. The square is made, and now im trying to map a 256 by 256 image onto it. The problem is, im only seeing a very zoomed in portion of this bitmap; Im fairly certain my texture coords are whats wrong here. Thanks! package se.jayway.opengl.tutorial; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLUtils; public class Square { // Our vertices. private float vertices[] = { -1.0f, 1.0f, 0.0f, // 0, Top Left -1.0f, -1.0f, 0.0f, // 1, Bottom Left 1.0f, -1.0f, 0.0f, // 2, Bottom Right 1.0f, 1.0f, 0.0f, // 3, Top Right }; //Our texture. private float texture[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; // The order we like to connect them. private short[] indices = { 0, 1, 2, 0, 2, 3 }; // Our vertex buffer. private FloatBuffer vertexBuffer; // Our index buffer. private ShortBuffer indexBuffer; //texture buffer. private FloatBuffer textureBuffer; //Our texture pointer. private int[] textures = new int[1]; public Square() { // a float is 4 bytes, therefore we multiply the number if // vertices with 4. ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); // a float is 4 bytes, therefore we multiply the number of // vertices with 4. ByteBuffer tbb = ByteBuffer.allocateDirect(texture.length * 4); vbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); // short is 2 bytes, therefore we multiply the number if // vertices with 2. ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } /** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); //Bind our only previously generated texture in this case gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Enable texture buffer array gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); //Disable the texture buffer. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); } /** * Load the textures * * @param gl - The GL Context * @param context - The Activity context */ public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory InputStream is = context.getResources().openRawResource(R.drawable.test); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } //Generate one texture pointer... gl.glGenTextures(1, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } }

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  • Blackberry custom OVERLAY horizontal menu

    - by Dachmt
    Thanks to Max in this post, I made an horizontal menu. But now I'm trying to make an overlay menu, i I don't find how to do that... Let's see what i got first. So, I have a class MapScreen which display my map: public class MapScreen extends MenuScreen Then, I have in the same file the MenuScreen class like this that allows to display the horizontal menu when I press the MENU key: abstract class MenuScreen extends MainScreen { boolean mMenuEnabled = false; CyclicHFManager mMenuManager = null; public MenuScreen() { mMenuManager = new CyclicHFManager(); mMenuManager.setBorder(BorderFactory.createBevelBorder(new XYEdges(4, 0, 0, 0), new XYEdges(Color.DARKBLUE, 0, 0, 0), new XYEdges( Color.WHITE, 0, 0, 0))); mMenuManager.setBackground(BackgroundFactory .createLinearGradientBackground(Color.DARKBLUE, Color.DARKBLUE, Color.LIGHTBLUE, Color.LIGHTBLUE)); for (int i = 0; i < 10; i++) { Bitmap nBitmap = new Bitmap(60, 60); Graphics g = new Graphics(nBitmap); g.setColor(Color.DARKBLUE); g.fillRect(0, 0, 60, 60); g.setColor(Color.WHITE); g.drawRect(0, 0, 60, 60); Font f = g.getFont().derive(Font.BOLD, 40); g.setFont(f); String text = String.valueOf(i); g.drawText(text, (60 - f.getAdvance(text)) >> 1, (60 - f .getHeight()) >> 1); Bitmap fBitmap = new Bitmap(60, 60); g = new Graphics(fBitmap); g.setColor(Color.DARKBLUE); g.fillRect(0, 0, 60, 60); g.setColor(Color.GOLD); g.drawRect(0, 0, 60, 60); g.setFont(f); g.drawText(text, (60 - f.getAdvance(text)) >> 1, (60 - f .getHeight()) >> 1); BitmapButtonField button = new BitmapButtonField(nBitmap, fBitmap); button.setCookie(String.valueOf(i)); button.setPadding(new XYEdges(0, 18, 0, 18)); button.setChangeListener(new FieldChangeListener() { public void fieldChanged(Field field, int context) { Dialog.inform("Button # " + (String) field.getCookie()); } }); mMenuManager.add(button); } } protected boolean keyDown(int keycode, int time) { if (Keypad.KEY_MENU == Keypad.key(keycode)) { if (mMenuManager.getManager() != null) { delete(mMenuManager); mMenuManager.mCyclicTurnedOn = false; } else { add(mMenuManager); mMenuManager.getField(2).setFocus(); mMenuManager.mCyclicTurnedOn = true; } return true; } else { return super.keyDown(keycode, time); } }} And finally my menu manager: public class CyclicHFManager extends HorizontalFieldManager { int mFocusedFieldIndex = 0; public boolean mCyclicTurnedOn = false; public void focusChangeNotify(int arg0) { super.focusChangeNotify(arg0); if (mCyclicTurnedOn) { int focusedFieldIndexNew = getFieldWithFocusIndex(); if (focusedFieldIndexNew != mFocusedFieldIndex) { if (focusedFieldIndexNew - mFocusedFieldIndex > 0) switchField(0, getFieldCount() - 1); else switchField(getFieldCount() - 1, 0); } } else { mFocusedFieldIndex = getFieldWithFocusIndex(); } } private void switchField(int prevIndex, int newIndex) { Field field = getField(prevIndex); delete(field); insert(field, newIndex); }} So as it is like this, it is working: when I press the MENU key, the menu appears, i can navigate between buttons, and it disappear when I press again the same key. The only problem is my menu isn't overlaying my map, it pushes the content up. I tried with the menu manager like in your first response, resizing the content manager but it is the same result. Max gave me the link http://stackoverflow.com/questions/1497073/blackberry-fields-layout-animation to do so, but I really don't know how to use it to make it work in my project... Thank you for your help! UPDATE This works great, it's what I wanted. However, I still have a problem because I'm under 4.5. So first in the MenuHostManager constructor, I deleted the USE_ALL_HEIGHT and change setPositionChild(mMenuManager, 0, Display.getHeight() - mMenuManager.getPreferredHeight()); like this to have the menu at the bottom of the screen. It worked. Then, instead of drawing my bitmaps, I did this: Bitmap nBitmap = EncodedImage.getEncodedImageResource("menu" + i + ".png").getBitmap(); BitmapButtonField button = new BitmapButtonField(nBitmap, nBitmap); And it worked too (no rollover for now, later). So it is great! I also overwrite the Paint method of my CyclicHFManager to have a background color, because I can't use the BorderFactory and BackgroundFactory... My menu bar has a color for now so it's ok. Then, because of these 2 classes missing, in my BitmapButtonField I had to delete the 2 setBorder functions that change the borders. And now i have my buttons pretty big like normal buttons with borders... How can I make the same effect as the setBorder functions under 4.5? (BTW, setBorder is not working under 4.5 too...). Thank you!

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  • Windows 7 Seems to break SWT Control.print(GC)

    - by GreenKiwi
    A bug has been filed and fixed (super quickly) in SWT: https://bugs.eclipse.org/bugs/show_bug.cgi?id=305294 Just to preface this, my goal here is to print the two images into a canvas so that I can animate the canvas sliding across the screen (think iPhone), sliding the controls themselves was too CPU intensive, so this was a good alternative until I tested it on Win7. I'm open to anything that will help me solve my original problem, it doesn't have to be fixing the problem below. Does anyone know how to get "Control.print(GC)" to work with Windows 7 Aero? I have code that works just fine in Windows XP and in Windows 7, when Aero is disabled, but the command: control.print(GC) causes a non-top control to be effectively erased from the screen. GC gc = new GC(image); try { // As soon as this code is called, calling "layout" on the controls // causes them to disappear. control.print(gc); } finally { gc.dispose(); } I have stacked controls and would like to print the images from the current and next controls such that I can "slide" them off the screen. However, upon printing the non-top control, it is never redrawn again. Here is some example code. (Interesting code bits are at the top and it will require pointing at SWT in order to work.) Thanks for any and all help. As a work around, I'm thinking about swapping controls between prints to see if that helps, but I'd rather not. import org.eclipse.swt.SWT; import org.eclipse.swt.custom.StackLayout; import org.eclipse.swt.events.SelectionAdapter; import org.eclipse.swt.events.SelectionEvent; import org.eclipse.swt.graphics.GC; import org.eclipse.swt.graphics.Image; import org.eclipse.swt.graphics.Point; import org.eclipse.swt.layout.GridData; import org.eclipse.swt.layout.GridLayout; import org.eclipse.swt.widgets.Button; import org.eclipse.swt.widgets.Composite; import org.eclipse.swt.widgets.Control; import org.eclipse.swt.widgets.Display; import org.eclipse.swt.widgets.Label; import org.eclipse.swt.widgets.Shell; public class SWTImagePrintTest { private Composite stack; private StackLayout layout; private Label lblFlip; private Label lblFlop; private boolean flip = true; private Button buttonFlop; private Button buttonPrint; /** * Prints the control into an image * * @param control */ protected void print(Control control) { Image image = new Image(control.getDisplay(), control.getBounds()); GC gc = new GC(image); try { // As soon as this code is called, calling "layout" on the controls // causes them to disappear. control.print(gc); } finally { gc.dispose(); } } /** * Swaps the controls in the stack */ private void flipFlop() { if (flip) { flip = false; layout.topControl = lblFlop; buttonFlop.setText("flop"); stack.layout(); } else { flip = true; layout.topControl = lblFlip; buttonFlop.setText("flip"); stack.layout(); } } private void createContents(Shell shell) { shell.setLayout(new GridLayout(2, true)); stack = new Composite(shell, SWT.NONE); GridData gdStack = new GridData(GridData.FILL_BOTH); gdStack.horizontalSpan = 2; stack.setLayoutData(gdStack); layout = new StackLayout(); stack.setLayout(layout); lblFlip = new Label(stack, SWT.BOLD); lblFlip.setBackground(Display.getCurrent().getSystemColor( SWT.COLOR_CYAN)); lblFlip.setText("FlIp"); lblFlop = new Label(stack, SWT.NONE); lblFlop.setBackground(Display.getCurrent().getSystemColor( SWT.COLOR_BLUE)); lblFlop.setText("fLoP"); layout.topControl = lblFlip; stack.layout(); buttonFlop = new Button(shell, SWT.FLAT); buttonFlop.setText("Flip"); GridData gdFlip = new GridData(); gdFlip.horizontalAlignment = SWT.RIGHT; buttonFlop.setLayoutData(gdFlip); buttonFlop.addSelectionListener(new SelectionAdapter() { @Override public void widgetSelected(SelectionEvent e) { flipFlop(); } }); buttonPrint = new Button(shell, SWT.FLAT); buttonPrint.setText("Print"); GridData gdPrint = new GridData(); gdPrint.horizontalAlignment = SWT.LEFT; buttonPrint.setLayoutData(gdPrint); buttonPrint.addSelectionListener(new SelectionAdapter() { @Override public void widgetSelected(SelectionEvent e) { print(lblFlip); print(lblFlop); } }); } /** * @param args */ public static void main(String[] args) { Shell shell = new Shell(); shell.setText("Slider Test"); shell.setSize(new Point(800, 600)); shell.setLayout(new GridLayout()); SWTImagePrintTest tt = new SWTImagePrintTest(); tt.createContents(shell); shell.open(); Display display = Display.getDefault(); while (shell.isDisposed() == false) { if (display.readAndDispatch() == false) { display.sleep(); } } display.dispose(); } }

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  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4 (Round 2)

    - by charmaine
    (I have asked this before but I dont think I was direct enough with my question and therefore it did not get resolved so here goes again!) I am working through a book called Foundation Actionscript 3.0 Animation, making things move. I am now on Chapter 9 - Collision Detection. On two lines of my code I get the 1135 error, letting me know that I have an incorrect number of arguments. I have highlighted the two areas in which this occurs with asterisks: package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); ***centerBall = new Ball(100, 0xcccccc);*** addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { ***var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);*** ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } private function move(ball:Ball):void { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } I think this is due to the non-existance of a Ball.as, when reading the tutorial I assumed it meant that I had to create a movie clip of a ball on stage and then export it for actionscript with the class name being Ball, however when flicking back through the book I saw that a Ball.as already existed, stating that I may need to use this again later on in the book, this read: package { import flash.display.Sprite; public class Ball extends Sprite { private var radius:Number; private var color:uint; public var vx:Number=0; public var vy:Number=0; public function Ball(radius:Number=40, color:uint=0xff0000) { this.radius=radius; this.color=color; init(); } public function init():void { graphics.beginFill(color); graphics.drawCircle(0, 0, radius); graphics.endFill(); } } } This managed to stop all the errors appearing however, it did not transmit any of the effects from Bubbles.as it just braught a Red Ball on the center of the stage. How would I alter this code in order to work in favour of Bubbles.as? Please Help! Thanks!

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  • improving drawing pythagoras tree

    - by sasquatch90
    Hello. I have written program for drawing pythagoras tree fractal. Can anybody see any way of improving it ? Now it is 120 LOc. I was hoping to shorten it to ~100... import javax.swing.*; import java.util.Scanner; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import javax.swing.JComponent; public class Main extends JFrame {; public Main(int n) { setSize(900, 900); setTitle("Pythagoras tree"); Draw d = new Draw(n); add(d); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); } private int pow(int n){ int pow = 2; for(int i = 1; i < n; i++){ if(n==0){ pow = 1; } pow = pow*2; } return pow; } public static void main(String[] args) { Scanner sc = new Scanner(System.in); System.out.print("Give amount of steps: "); int steps = sc.nextInt(); new Main(steps); } } class Draw extends JComponent { private int height; private int width; private int steps; public Draw(int n) { height = 800; width = 800; steps = n; Dimension d = new Dimension(width, height); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.white); g.fillRect(0, 0, width, height); g.setColor(Color.black); int w = width; int h = height; int x1, x2, x3, x4, x5, y1, y2, y3, y4, y5; int base = w/7; x1 = (w/2)-(base/2); x2 = x1; x3 = (w/2)+(base/2); x4 = x3; x5 = w/2; y1 = (h-(h/15))-base; y2 = h-(h/15); y3 = y2; y4 = y1; y5 = (h-(h/15))-(base+(base/2)); //paint g.drawLine(x1, y1, x2, y2); g.drawLine(x2, y2, x3, y3); g.drawLine(x3, y3, x4, y4); g.drawLine(x1, y1, x4, y4); int n1 = steps; n1--; if(n1>0){ g.drawLine(x1, y1, x5, y5); g.drawLine(x4, y4, x5, y5); paintMore(n1, g, x1, x5, x4, y1, y5, y4); paintMore(n1, g, x4, x5, x1, y4, y5, y1); } } public void paintMore(int n1, Graphics g, double x1_1, double x2_1, double x3_1, double y1_1, double y2_1, double y3_1){ double x1, x2, x3, x4, x5, y1, y2, y3, y4, y5; //counting x1 = x1_1 + (x2_1-x3_1); x2 = x1_1; x3 = x2_1; x4 = x2_1 + (x2_1-x3_1); x5 = ((x2_1 + (x2_1-x3_1)) + ((x2_1-x3_1)/2)) + ((x1_1-x2_1)/2); y1 = y1_1 + (y2_1-y3_1); y2 = y1_1; y3 = y2_1; y4 = y2_1 + (y2_1-y3_1); y5 = ((y1_1 + (y2_1-y3_1)) + ((y2_1-y1_1)/2)) + ((y2_1-y3_1)/2); //paint g.setColor(Color.green); g.drawLine((int)x1, (int)y1, (int)x2, (int)y2); g.drawLine((int)x3, (int)y3, (int)x4, (int)y4); g.drawLine((int)x1, (int)y1, (int)x4, (int)y4); n1--; if(n1>0){ g.drawLine((int)x1, (int)y1, (int)x5, (int)y5); g.drawLine((int)x4, (int)y4, (int)x5, (int)y5); paintMore(n1, g, x1, x5, x4, y1, y5, y4); paintMore(n1, g, x4, x5, x1, y4, y5, y1); } } }

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  • Threads to make video out of images

    - by masood
    updates: I think/ suspect the imageIO is not thread safe. shared by all threads. the read() call might use resources that are also shared. Thus it will give the performance of a single thread no matter how many threads used. ? if its correct . what is the solution (in practical code) Single request and response model at one time do not utilizes full network/internet bandwidth, thus resulting in low performance. (benchmark is of half speed utilization or even lower) This is to make a video out of an IP cam that gives a new image on each request. http://149.5.43.10:8001/snapshot.jpg It makes a delay of 3 - 8 seconds no matter what I do. Changed thread no. and thread time intervals, debugged the code by System.out.println statements to see if threads work. All seems normal. Any help? Please show some practical code. You may modify mine. This code works (javascript) with much smoother frame rate and max bandwidth usage. but the later code (java) dont. same 3 to 8 seconds gap. <!DOCTYPE html> <html> <head> <script type="text/javascript"> (function(){ var img="/*url*/"; var interval=50; var pointer=0; function showImg(image,idx) { if(idx<=pointer) return; document.body.replaceChild(image,document.getElementsByTagName("img")[0]); pointer=idx; preload(); } function preload() { var cache=null,idx=0;; for(var i=0;i<5;i++) { idx=Date.now()+interval*(i+1); cache=new Image(); cache.onload=(function(ele,idx){return function(){showImg(ele,idx);};})(cache,idx); cache.src=img+"?"+idx; } } window.onload=function(){ document.getElementsByTagName("img")[0].onload=preload; document.getElementsByTagName("img")[0].src="/*initial url*/"; }; })(); </script> </head> <body> <img /> </body> </html> and of java (with problem) : package camba; import java.applet.Applet; import java.awt.Button; import java.awt.Graphics; import java.awt.Image; import java.awt.Label; import java.awt.Panel; import java.awt.TextField; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.net.URL; import java.security.Timestamp; import java.util.Date; import java.util.concurrent.TimeUnit; import java.util.concurrent.atomic.AtomicBoolean; import javax.imageio.ImageIO; public class Camba extends Applet implements ActionListener{ Image img; TextField textField; Label label; Button start,stop; boolean terminate = false; long viewTime; public void init(){ label = new Label("please enter camera URL "); add(label); textField = new TextField(30); add(textField); start = new Button("Start"); add(start); start.addActionListener(this); stop = new Button("Stop"); add(stop); stop.addActionListener(this); } public void actionPerformed(ActionEvent e){ Button source = (Button)e.getSource(); if(source.getLabel() == "Start"){ for (int i = 0; i < 7; i++) { myThread(50*i); } System.out.println("start..."); } if(source.getLabel() == "Stop"){ terminate = true; System.out.println("stop..."); } } public void paint(Graphics g) { update(g); } public void update(Graphics g){ try{ viewTime = System.currentTimeMillis(); g.drawImage(img, 100, 100, this); } catch(Exception e) { e.printStackTrace(); } } public void myThread(final int sleepTime){ new Thread(new Runnable() { public void run() { while(!terminate){ try { TimeUnit.MILLISECONDS.sleep(sleepTime); } catch (InterruptedException ex) { ex.printStackTrace(); } long requestTime= 0; Image tempImage = null; try { URL pic = null; requestTime= System.currentTimeMillis(); pic = new URL(getDocumentBase(), textField.getText()); tempImage = ImageIO.read(pic); } catch(Exception e) { e.printStackTrace(); } if(requestTime >= /*last view time*/viewTime){ img = tempImage; Camba.this.repaint(); } } }}).start(); System.out.println("thread started..."); } }

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  • paintComponent method is not displaying anything on the panel

    - by Captain Gh0st
    I have been trying to debug this for hours. The program is supposed to be a grapher that graphs coordinates, but i cannot get anything to display not even a random line, but if i put a print statement there it works. It is a problem with the paintComponent Method. When I out print statement before g.drawLine then it prints, but it doesn't draw any lines even if i put a random line with coordinates (1,3), (2,4). import java.awt.*; import java.util.*; import javax.swing.*; public abstract class XYGrapher { abstract public Coordinate xyStart(); abstract public double xRange(); abstract public double yRange(); abstract public Coordinate getPoint(int pointNum); public class Paint extends JPanel { public void paintGraph(Graphics g, int xPixel1, int yPixel1, int xPixel2, int yPixel2) { super.paintComponent(g); g.setColor(Color.black); g.drawLine(xPixel1, yPixel1, xPixel2, yPixel2); } public void paintXAxis(Graphics g, int xPixel, int pixelsWide, int pixelsHigh) { super.paintComponent(g); g.setColor(Color.green); g.drawLine(xPixel, 0, xPixel, pixelsHigh); } public void paintYAxis(Graphics g, int yPixel, int pixelsWide, int pixelsHigh) { super.paintComponent(g); g.setColor(Color.green); g.drawLine(0, yPixel, pixelsWide, yPixel); } } public void drawGraph(int xPixelStart, int yPixelStart, int pixelsWide, int pixelsHigh) { JFrame frame = new JFrame(); Paint panel = new Paint(); panel.setPreferredSize(new Dimension(pixelsWide, pixelsHigh)); panel.setMinimumSize(new Dimension(pixelsWide, pixelsHigh)); panel.setMaximumSize(new Dimension(pixelsWide, pixelsHigh)); frame.setLocation(frame.getToolkit().getScreenSize().width / 2 - pixelsWide / 2, frame.getToolkit().getScreenSize().height / 2 - pixelsHigh / 2); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setResizable(false); frame.add(panel); frame.pack(); frame.setVisible(true); double xRange = xRange(); double yRange = yRange(); Coordinate xyStart = xyStart(); int xPixel = xPixelStart - (int) (xyStart.getX() * (pixelsWide / xRange)); int yPixel = yPixelStart + (int) ((xyStart.getY() + yRange) * (pixelsHigh / yRange)); System.out.println(xPixel + " " + yPixel); if(yPixel > 0 && (yPixel < pixelsHigh)) { System.out.println("y"); panel.paintYAxis(panel.getGraphics(), yPixel, pixelsWide, pixelsHigh); } if(xPixel > 0 && (xPixel < pixelsHigh)) { System.out.println("x"); panel.paintXAxis(panel.getGraphics(), xPixel, pixelsWide, pixelsHigh); } for(int i = 0; i>=0; i++) { Coordinate point1 = getPoint(i); Coordinate point2 = getPoint(i+1); if(point2 == null) { break; } else { if(point1.drawFrom() && point2.drawTo()) { int xPixel1 = (int) (xPixelStart + (point1.getX() - xyStart.getX()) * (pixelsWide / xRange)); int yPixel1 = (int) (yPixelStart + (xyStart.getY() + yRange-point1.getY()) * (pixelsHigh / yRange)); int xPixel2 = (int) (xPixelStart + (point2.getX() - xyStart.getX()) * (pixelsWide / xRange)); int yPixel2 = (int) (yPixelStart + (xyStart.getY() + yRange - point2.getY()) * (pixelsHigh / yRange)); panel.paintGraph(panel.getGraphics(), xPixel1, yPixel1, xPixel2, yPixel2); } } } frame.pack(); } } This is how i am testing it is supposed to be a square, but nothing shows up. public class GrapherTester extends XYGrapher { public Coordinate xyStart() { return new Coordinate(-2,2); } public double xRange() { return 4; } public double yRange() { return 4; } public Coordinate getPoint(int pointNum) { switch(pointNum) { case 0: return new Coordinate(-1,-1); case 1: return new Coordinate(1,-1); case 2: return new Coordinate(1,1); case 3: return new Coordinate(-1,1); case 4: return new Coordinate(-1,-1); } return null; } public static void main(String[] args) { new GrapherTester().drawGraph(100, 100, 500, 500); } } Coordinate class so if any of you want to run and try it out. That is all you would need. public class Coordinate { float x; float y; boolean drawTo; boolean drawFrom; Coordinate(double x, double y) { this.x = (float) x; this.y = (float) y; drawFrom = true; drawTo = true; } Coordinate(double x, double y, boolean drawFrom, boolean drawTo) { this.x = (float) x; this.y = (float) y; this.drawFrom = drawFrom; this.drawTo = drawTo; } public double getX() { return x; } public double getY() { return y; } public boolean drawTo() { return drawTo; } public boolean drawFrom() { return drawFrom; } }

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  • Android Out of memory regarding png image

    - by turtleboy
    I have a jpg image in my app that shows correctly. In my listview i'd like to make the image more transparent so it is easier to see the text. I changed the image to a png format and altered it's opacity in GIMP. Now that the new image is in the app drawable folder. Im getting the following error. why? 09-28 09:24:07.560: I/global(20140): call socket shutdown, tmpsocket=Socket[address=/178.250.50.40,port=80,localPort=35172] 09-28 09:24:07.570: I/global(20140): call socket shutdown, tmpsocket=Socket[address=/212.169.27.217,port=84,localPort=55656] 09-28 09:24:07.690: D/dalvikvm(20140): GC_FOR_ALLOC freed 113K, 4% free 38592K/39907K, paused 32ms 09-28 09:24:07.690: I/dalvikvm-heap(20140): Forcing collection of SoftReferences for 28072816-byte allocation 09-28 09:24:07.740: D/dalvikvm(20140): GC_BEFORE_OOM freed 9K, 4% free 38582K/39907K, paused 43ms 09-28 09:24:07.740: E/dalvikvm-heap(20140): Out of memory on a 28072816-byte allocation. 09-28 09:24:07.740: I/dalvikvm(20140): "main" prio=5 tid=1 RUNNABLE 09-28 09:24:07.740: I/dalvikvm(20140): | group="main" sCount=0 dsCount=0 obj=0x40a57490 self=0x1b6e9a8 09-28 09:24:07.740: I/dalvikvm(20140): | sysTid=20140 nice=0 sched=0/0 cgrp=default handle=1074361640 09-28 09:24:07.740: I/dalvikvm(20140): | schedstat=( 2289118000 760844000 2121 ) utm=195 stm=33 core=1 09-28 09:24:07.740: I/dalvikvm(20140): at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method) 09-28 09:24:07.740: I/dalvikvm(20140): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:486) 09-28 09:24:07.740: I/dalvikvm(20140): at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:773) 09-28 09:24:07.740: I/dalvikvm(20140): at android.content.res.Resources.loadDrawable(Resources.java:2042) 09-28 09:24:07.740: I/dalvikvm(20140): at android.content.res.TypedArray.getDrawable(TypedArray.java:601) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.View.<init>(View.java:2812) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.ViewGroup.<init>(ViewGroup.java:410) 09-28 09:24:07.740: I/dalvikvm(20140): at android.widget.LinearLayout.<init>(LinearLayout.java:174) 09-28 09:24:07.740: I/dalvikvm(20140): at android.widget.LinearLayout.<init>(LinearLayout.java:170) 09-28 09:24:07.740: I/dalvikvm(20140): at java.lang.reflect.Constructor.constructNative(Native Method) 09-28 09:24:07.740: I/dalvikvm(20140): at java.lang.reflect.Constructor.newInstance(Constructor.java:417) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.LayoutInflater.createView(LayoutInflater.java:586) 09-28 09:24:07.740: I/dalvikvm(20140): at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.LayoutInflater.onCreateView(LayoutInflater.java:653) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:678) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.LayoutInflater.inflate(LayoutInflater.java:466) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.LayoutInflater.inflate(LayoutInflater.java:396) 09-28 09:24:07.740: I/dalvikvm(20140): at android.view.LayoutInflater.inflate(LayoutInflater.java:352) 09-28 09:24:07.740: I/dalvikvm(20140): at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:278) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.Activity.setContentView(Activity.java:1897) 09-28 09:24:07.740: I/dalvikvm(20140): at com.carefreegroup.ShowMoreDetails.onCreate(ShowMoreDetails.java:26) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.Activity.performCreate(Activity.java:4543) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1071) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2181) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2260) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.ActivityThread.access$600(ActivityThread.java:139) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1277) 09-28 09:24:07.740: I/dalvikvm(20140): at android.os.Handler.dispatchMessage(Handler.java:99) 09-28 09:24:07.740: I/dalvikvm(20140): at android.os.Looper.loop(Looper.java:156) 09-28 09:24:07.740: I/dalvikvm(20140): at android.app.ActivityThread.main(ActivityThread.java:5045) 09-28 09:24:07.740: I/dalvikvm(20140): at java.lang.reflect.Method.invokeNative(Native Method) 09-28 09:24:07.740: I/dalvikvm(20140): at java.lang.reflect.Method.invoke(Method.java:511) 09-28 09:24:07.740: I/dalvikvm(20140): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:784) 09-28 09:24:07.740: I/dalvikvm(20140): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:551) 09-28 09:24:07.740: I/dalvikvm(20140): at dalvik.system.NativeStart.main(Native Method) 09-28 09:24:07.740: E/dalvikvm(20140): Out of memory: Heap Size=46115KB, Allocated=38582KB, Limit=65536KB 09-28 09:24:07.740: E/dalvikvm(20140): Extra info: Footprint=39907KB, Allowed Footprint=46115KB, Trimmed=892KB 09-28 09:24:07.740: E/Bitmap_JNI(20140): Create Bitmap Failed. 09-28 09:24:07.740: A/libc(20140): Fatal signal 11 (SIGSEGV) at 0x00000004 (code=1) 09-28 09:24:09.750: I/dalvikvm(20367): Turning on JNI app bug workarounds for target SDK version 10... 09-28 09:24:09.940: D/dalvikvm(20367): GC_CONCURRENT freed 864K, 21% free 3797K/4771K, paused 2ms+2ms thanks. [update] @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.showmoredetailslayout); actualCallTime = (TextView)findViewById(R.id.actualcalltime); doubleUp = (TextView)findViewById(R.id.doubleupcallid); needName = (TextView)findViewById(R.id.needname); needNameLabel = (TextView)findViewById(R.id.neednamelabel); getRotaDetails = (Button)findViewById(R.id.buttongetrotadetails); intent = this.getIntent(); String actualTimeIn = intent.getStringExtra("actTimeIn"); String actualTimeOut = intent.getStringExtra("actTimeOut"); String doubleUpValue = intent.getStringExtra("doubleUpValue"); String needNameWithCommas = intent.getStringExtra("needNameWithCommas"); callID = intent.getStringExtra("callID"); String[] needs = needNameWithCommas.split(","); actualCallTime.setText("This call was completed at " + actualTimeIn + " -" + actualTimeOut); if( ! doubleUpValue.equalsIgnoreCase("") || doubleUpValue.equalsIgnoreCase("]")){ doubleUp.setText("This call was not a double up "); }else{ doubleUp.setText("This call was a double up " + doubleUpValue); } needNameLabel.setText("Purpose of Call: "); for (int i = 0; i < needs.length; i++){ needName.append( needs[i] + "\n"); } getRotaDetails.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { Intent intent = new Intent(ShowMoreDetails.this, GetRotaDetails.class); intent.putExtra("callIDExtra", callID); startActivity(intent); } }); } }

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  • When Less is More

    - by aditya.agarkar
    How do you reconcile the fact that while the overall warehouse volume is down you still need more workers in the warehouse to ship all the orders? A WMS customer recently pointed out this seemingly perplexing fact in a customer conference. So what is going on? Didn't we tell you before that for a warehouse the customer is really the "king"? In this case customers are merely responding to a low overall low demand and uncertainty. They do not want to hold down inventory and one of the ways to do that is by decreasing the order size and ordering more frequently. Overall impact to the warehouse? Two words: "More work!!" This is not all. Smaller order sizes also mean challenges from a transportation perspective including a rise in costlier parcel or LTL shipments instead of cheaper TL shipments. Here is a hypothetical scenario where a customer reduces the order size by 10% and increases the order frequency by 10%. As you can see in the following table, the overall volume declines by 1% but the warehouse has to ship roughly 10% more lines. Order Frequency (Line Count)Order Size (Units)Total VolumeChange (%)10010010,000 -110909,900-1% If you want to see how "Less is More" in graphical terms, this is how it appears: Even though the volume is down, there is going to be more work in the warehouse in terms of number of lines shipped. The operators need to pick more discrete orders, pack them into more shipping containers and ship more deliveries. What do you do differently if you are facing this situation?In this case here are some obvious steps to take:Uno: Change your pick methods. If you are used to doing order picks, it needs to go out the door. You need to evaluate batch picking and grouping techniques. Go for cluster picking, go for zone picking, pick and pass...anything that improves your picker productivity. More than anything, cluster picking works like a charm and above all, its simple and very effective. Dos: Are you minimize "touch" points in your pick process? Consider doing one step pick, pack and confirm i.e. pick and pack stuff directly into shipping cartons. Done correctly the container will not require any more "touch" points all the way to the trailer loading. Use cartonization!Tres: Are the being picked from an optimized pick face? Are the items slotted correctly? This needs to be looked into. Consider automated "pull" or "push" replenishment into your pick face and also make sure that high demand items are occupying the golden zones.  Cuatro: Are you tracking labor productivity? If not there needs to be a concerted push for having labor standards in place. Hope you found these ideas useful.

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  • Cloud Application Management for Platforms

    - by user756764
    Today Oracle, along with CloudBees, Cloudsoft, Huawei, Rackspace, Red Hat, and Software AG, published the Cloud Application Management for Platforms (CAMP) specification. This spec deals with application management in the context of PaaS. It defines a model (consisting of a set resources and their relationships), a REST-based API for manipulating that model, and a packaging format for getting applications (and their attendant metadata) into and out of the platform. My colleague, Mark Carlson, has already provided an excellent writeup on the spec here. The following, additional points bear emphasizing: CAMP is language, framework and platform neutral; it should be equally applicable to the task of deploying and managing Ruby on Rails applications as Java/Spring applications (as Node.js applications, etc.) CAMP only covers the interactions between a Cloud Consumer and a Cloud Provider (using the definitions of these terms provided in the NIST Cloud Computing Reference Architecture). The internal APIs used by the Cloud Provider to, for example, deploy additional platform services (e.g. a new message queuing service) are out of CAMP's scope. CAMP supports the management of the entire lifecycle of the application (e.g. start/stop, suspend/resume, etc.) not just the deployment of the components that make up the application. Complexity is the antithesis of interoperability. One of CAMP's goals is to be as broadly interoperable as possible. To this end, the authors of CAMP tried to "make things as simple as possible, but no simpler". For example, JSON is the only serialization format used in the spec (although Providers can extend this to support additional serialization formats such as XML). It remains to be seen whether we can preserve this simplicity as the spec is processed by OASIS. So far, those who have indicated an interest in collaborating on the spec seem to be of a like mind with regards to the need for simplicity. The flip side to simplicity is the knowledge that you undoubtedly missed something that is important to someone. To make up for this, CAMP is designed to be extensible. The idea is to ship what we know will work, allow implementers to extend the spec, then re-factor the spec to incorporate the most popular extensions. Anyone interested in this effort, particularly those of you using PaaS-level services, is encouraged to join the forthcoming OASIS TC. As you may have noticed, CAMP is a bit of a departure from some of the more monolithic management standards that have preceded it. The idea is to develop simple, discrete standards targeted to address specific interoperability and portability problems and tie these standards together with common patterns based on REST and HATEOAS. I'm excited to see how this idea plays out.

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  • MS in Computer Science after BE in electronics

    - by Abhinav
    I am doing my 3rd year Bachelors in Electronics and Electrical Communication but from the first year I have been interested in Computer Science. But at that time it was just my hobby. But in second year when I joined robotics my love for computer science rose. I with my team came in top three in 2 National Competition (Technical fests of different IITs) where we used Image Processing, Hardware interfacing etc. But then I realised that Computer Science is not just about coding. I took many lectures from online free schools like Udacity, Coursera in subjects related to Artificial Intelligence, Building a Search Engine, Design and Analysis of Algorithm, Programming a Robotic Car, Programming Languages, Machine Learning, Software Engineering as a Service, WebApps Engineering, Compilers, Applied Crypotography etc. I also did some courses in Core and Advanced Java in my second year from training institute. I will also be taking course in Statistics, Databases, Discrete Mathematics from 25th June. Now I realized how vast is the field of Computer Science and how efficient you become on deciding algorithms and classifying problems into different subfields which have been thoroughly researched so you don't always do brute force thing or naive programming. Now this field has become kind of passion for me. Adding to the fact I am also doing my 6 months internship in software field in Texas Instruments where I am working on Automation and Algorithms. I also have some 5-6 good college level projects in Softwares and Robotics. I also like Electronics but only some fields like Operating System(this subject was there in Electronics also), Micro Processor, Digital, Computer Architecture, DSPs etc. I really want to pursue MS in some field of Computer Science. I am giving GRE in October/November. Till now I have good CG of around 9.4/10 and my 1 year in college is still left. Do I have any chance that some good University in US will consider me for MS in field related to computer science or Robotics. Also Can you suggest somethings that I can do during this 1 year to increase my chances for MS or should I apply for EECS(Electrical Engineering and Computer Science) and then I can shift more towards Computer Science as my major option. My main aim is to do Phd after Ms in CS if I am able to do that somehow. I know that I have to put much extra effort to understand things in MS than CS undergraduates but I will do that with my full dedication, also when I communicate with my college CS students or during my internship period I didn't feel that I am missing very much stuff that they know and was very comfortable during my internship with software employees.

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  • Harnessing Business Events for Predictive Decision Making - part 1 / 3

    - by Sanjeev Sharma
    Businesses have long relied on data mining to elicit patterns and forecast future demand and supply trends. Improvements in computing hardware, specifically storage and compute capacity, have significantly enhanced the ability to store and analyze mountains of data in ever shrinking time-frames. Nevertheless, the reality is that data growth is outpacing storage capacity by a factor of two and computing power is still very much bounded by Moore's Law, doubling only every 18 months.Faced with this data explosion, businesses are exploring means to develop human brain-like capabilities in their decision systems (including BI and Analytics) to make sense of the data storm, in other words business events, in real-time and respond pro-actively rather than re-actively. It is more like having a little bit of the right information just a little bit before hand than having all of the right information after the fact. To appreciate this thought better let's first understand the workings of the human brain.Neuroscience research has revealed that the human brain is predictive in nature and that talent is nothing more than exceptional predictive ability. The cerebral-cortex, part of the human brain responsible for cognition, thought, language etc., comprises of five layers. The lowest layer in the hierarchy is responsible for sensory perception i.e. discrete, detail-oriented tasks whereas each of the above layers increasingly focused on assembling higher-order conceptual models. Information flows both up and down the layered memory hierarchy. This allows the conceptual mental-models to be refined over-time through experience and repetition. Secondly, and more importantly, the top-layers are able to prime the lower layers to anticipate certain events based on the existing mental-models thereby giving the brain a predictive ability. In a way the human brain develops a "memory of the future", some sort of an anticipatory thinking which let's it predict based on occurrence of events in real-time. A higher order of predictive ability stems from being able to recognize the lack of certain events. For instance, it is one thing to recognize the beats in a music track and another to detect beats that were missed, which involves a higher order predictive ability.Existing decision systems analyze historical data to identify patterns and use statistical forecasting techniques to drive planning. They are similar to the human-brain in that they employ business rules very much like mental-models to chunk and classify information. However unlike the human brain existing decision systems are unable to evolve these rules automatically (AI still best suited for highly specific tasks) and  predict the future based on real-time business events. Mistake me not,  existing decision systems remain vital to driving long-term and broader business planning. For instance, a telco will still rely on BI and Analytics software to plan promotions and optimize inventory but tap into business events enabled predictive insight to identify specifically which customers are likely to churn and engage with them pro-actively. In the next post, i will depict the technology components that enable businesses to harness real-time events and drive predictive decision making.

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • Configuring trace file size and number in WebCenter Content 11g

    - by Kyle Hatlestad
    Lately I've been doing a lot of debugging using the System Output tracing in WebCenter Content 11g.  This is built-in tracing in the content server which provides a great level of detail on what's happening under the hood.  You can access the settings as well as a view of the tracing by going to Administration -> System Audit Information.  From here, you can select the tracing sections to include.  Some of my personal favorites are searchquery,  systemdatabase, userstorage, and indexer.  Usually I'm trying to find out some information regarding a search, database query, or user information.  Besides debugging, it's also very helpful for performance tuning. One of the nice tricks with the tracing is it honors the wildcard (*) character.  So you can put in 'schema*' and gather all of the schema related tracing.  And you can notice if you select 'all' and update, it changes to just a *.   To view the tracing in real-time, you simply go to the 'View Server Output' page and the latest tracing information will be at the bottom. This works well if you're looking at something pretty discrete and the system isn't getting much activity.  But if you've got a lot of tracing going on, it would be better to go after the trace log file itself.  By default, the log files can be found in the <content server instance directory>/data/trace directory. You'll see it named 'idccs_<managed server name>_current.log.  You may also find previous trace logs that have rolled over.  In this case they will identified by a date/time stamp in the name.  By default, the server will rotate the logs after they reach 1MB in size.  And it will keep the most recent 10 logs before they roll off and get deleted.  If your server is in a cluster, then the trace file should be configured to be local to the node per the recommended configuration settings. If you're doing some extensive tracing and need to capture all of the information, there are a couple of configuration flags you can set to control the logs. #Change log size to 10MB and number of logs to 20FileSizeLimit=10485760FileCountLimit=20 This is set by going to Admin Server -> General Configuration and entering them in the Additional Configuration Variables: section.  Restart the server and it should take on the new logging settings. 

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  • How to properly document functionality in an agile project?

    - by RoboShop
    So recently, we've just finished the first phase of our project. We used agile with fortnightly sprints. And whilst the application turned out well, we're now turning our eyes on some of the maintenance tasks. One maintenance task is that all of our documentation appears in the form of specs. These specs describe 1 or more stories and generally are a body of work which a few devs could knock over in a week. For development, that works really well - every two weeks, the devs get handed a spec and it's a nice discrete chunk of work that they can just do. From a documentation point of view, this has become a mess. The problem with writing specs that are focused on delivering just-in-time requirements to developers is we haven't placed much emphasis on the big picture. Specs come from all different angles - it could be describing a standard function, it could describing parts of a workflow, it could be describing a particular screen... And now, we have business rules about our application scattered across 120 documents. Looking for any document for a particular business rule or function in particular is quite hard because you don't know which document has this information, and making a change request is equally hard because once again, we are unsure about which spec to make the change. So we have maybe a couple of weeks of lull before it's back to specing out functionality for the next phase but in this time, I'd like to re-visit our processes. I think the way we have worked so far in terms of delivering fortnightly specs works well. But we also need a way to manage our documentation so that our business rules for a given function / workflow are easy to locate / change. I have two ideas. One is we compile all of our specs into a series of master specs broken by a few broad functional areas. The specs describe the sprint, the master spec describe the system. The only problem I can see is 1) Our existing 120 specs are not all neatly defined into broad functional areas. Some will require breaking up, merging etc. which will take a lot of time. 2) We'll be writing specs and updating master specs in each new sprint. Seems like double the work, and then do the devs look at the spec or the master spec? My other suggestion is to concede that our documentation is too big of a mess, and manage that mess going forward. So we go through each spec, assign like keywords to it, and then when we want to search for a function, we search for that keyword. Problems I can see 1) Still the problem of business rules scattered everywhere, keywords just make it easier to find it. anyway, if anyone has any decent ideas or any experience to share about how best to manage documentation, would really appreciate it.

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  • Are we queueing and serializing properly?

    - by insta
    We process messages through a variety of services (one message will touch probably 9 services before it's done, each doing a specific IO-related function). Right now we have a combination of the worst-case (XML data contract serialization) and best-case (in-memory MSMQ) for performance. The nature of the message means that our serialized data ends up about 12-15 kilobytes, and we process about 4 million messages per week. Persistent messages in MSMQ were too slow for us, and as the data grows we are feeling the pressure from MSMQ's memory-mapped files. The server is at 16GB of memory usage and growing, just for queueing. Performance also suffers when the memory usage is high, as the machine starts swapping. We're already doing the MSMQ self-cleanup behavior. I feel like there's a part we're doing wrong here. I tried using RavenDB to persist the messages and just queueing an identifier, but the performance there was very slow (1000 messages per minute, at best). I'm not sure if that's a result of using the development version or what, but we definitely need a higher throughput[1]. The concept worked very well in theory but performance was not up to the task. The usage pattern has one service acting as a router, which does all reads. The other services will attach information based on their 3rd party hook, and forward back to the router. Most objects are touched 9-12 times, although about 10% are forced to loop around in this system for awhile until the 3rd parties respond appropriately. The services right now account for this and have appropriate sleeping behaviors, as we utilize the priority field of the message for this reason. So, my question, is what is an ideal stack for message passing between discrete-but-LAN'ed machines in a C#/Windows environment? I would normally start with BinaryFormatter instead of XML serialization, but that's a rabbit hole if a better way is to offload serialization to a document store. Hence, my question. [1]: The nature of our business means the sooner we process messages, the more money we make. We've empirically proven that processing a message later in the week means we are less likely to make that money. While performance of "1000 per minute" sounds plenty fast, we really need that number upwards of 10k/minute. Just because I'm giving numbers in messages per week doesn't mean we have a whole week to process those messages.

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  • Unity 3D won't load - Choosing "Ubuntu" during login still loads Unity 2D

    - by Shasteriskt
    I just installed Ubuntu 11.10 on my ASUS N43SL laptop and Unity 3D loaded right after installation. But upon reboot, I noticed that Ubuntu loaded Unity 2D instead of Unity 3D. I logged-off and made sure I had "Ubuntu" selected during login, but after many attempts Unity 3D just won't load. Just to make it definite, I did echo $DESKTOP_SESSION on the terminal and it says ubuntu-2d, which is not expected. My laptop runs on i5 with 1Gb NVIDIA GT540M so I don't think its a case of lacking graphics capability. And yes, I have installed the proprietary driver using "Additional Drivers" in "System Settings". What can be the cause of this problem? How can it be fixed?

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  • From the Tips Box: Halting Autorun, Android’s Power Strip, and Secure DVD Wiping

    - by Jason Fitzpatrick
    This week we’re kicking off a new series here at How-To Geek focused on awesome reader tips. This week we’re exploring Windows shortcuts, Android widgets, and sparktacular ways to erase digital media. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

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  • Adobe Photoshop Vs Lightroom Vs Aperture

    - by Aditi
    Adobe Photoshop is the standard choice for photographers, graphic artists and Web designers. Adobe Photoshop Lightroom  & Apple’s Aperture are also in the same league but the usage is vastly different. Although Photoshop is most popular & widely used by photographers, but in many ways it’s less relevant to photographers than ever before. As Lightroom & Aperture is aimed squarely at photographers for photo-processing. With this write up we are going to help you choose what is right for you and why. Adobe Photoshop Adobe Photoshop is the most liked tool for the detailed photo editing & designing work. Photoshop provides great features for rollover and Image slicing. Adobe Photoshop includes comprehensive optimization features for producing the highest quality Web graphics with the smallest possible file sizes. You can also create startling animations with it. Designers & Editors know how important precise masking is, PhotoShop lets you do that with various detailing tools. Art history brush, contact sheets, and history palette are some of the smart features, which add to its viability. Download Whether you’re producing printed pages or moving images, you can work more efficiently and produce better results because of its smooth integration across other adobe applications. Buy supporting layer effects, it allows you to quickly add drop shadows, inner and outer glows, bevels, and embossing to layers. It also provides Seamless Web Graphics Workflow. Photoshop is hands-down the BEST for editing. Photoshop Cons: • Slower, less precise editing features in Bridge • Processing lots of images requires actions and can be slower than exporting images from Lightroom • Much slower with editing and processing a large number of images Aperture Apple Aperture is aimed at the professional photographer who shoots predominantly raw files. It helps them to manage their workflow and perform their initial Raw conversion in a better way. Aperture provides adjustment tools such as Histogram to modify color and white balance, but most of the editing of photos is left for Photoshop. It gives users the option of seeing their photographs laid out like slides or negatives on a light table. It boasts of – stars, color-coding and easy techniques for filtering and picking images. Aperture has moved forward few steps than Photoshop, but most of the editing work has been left for Photoshop as it features seamless Photoshop integration. Aperture Pros: Aperture is a step up from the iPhoto software that comes with every Mac, and fairly easy to learn. Adjustments are made in a logical order from top to bottom of the menu. You can store the images in a library or any folder you choose. Aperture also works really well with direct Canon files. It is just $79 if you buy it through Apple’s App Store Moving forward, it will run on the iPad, and possibly the iPhone – Adobe products like Lightroom and Photoshop may never offer these options It is much nicer and simpler user interface. Lightroom Lightroom does a smashing job of basic fixing and editing. It is more advanced tool for photographers. They can use it to have a startling photography effect. Light room has many advanced features, which makes it one of the best tools for photographers and far ahead of the other two. They are Nondestructive editing. Nothing is actually changed in an image until the photo is exported. Better controls over organizing your photos. Lightroom helps to gather a group of photos to use in a slideshow. Lightroom has larger Compare and Survey views of images. Quickly customizable interface. Simple keystrokes allow you to perform different All Lightroom controls are kept available in panels right next to the photos. Always-available History palette, it doesn’t go when you close lightroom. You gain more colors to work with compared to Photoshop and with more precise control. Local control, or adjusting small parts of a photo without affecting anything else, has long been an important part of photography. In Lightroom 2, you can darken, lighten, and affect color and change sharpness and other aspects of specific areas in the photo simply by brushing your cursor across the areas. Photoshop has far more power in its Cloning and Healing Brush tools than Lightroom, but Lightroom offers simple cloning and healing that’s nondestructive. Lightroom supports the RAW formats of more cameras than Aperture. Lightroom provides the option of storing images outside the application in the file system. It costs less than photoshop. Download Why PhotoShop is advanced than Lightroom? There are countless image processing plug-ins on the market for doing specialized processing in Photoshop. For example, if your image needs sophisticated noise reduction, you can use the Noiseware plug-in with Photoshop to do a much better job or noise removal than Lightroom can do. Lightroom’s advantages over Aperture 3 Will always have better integration with Photoshop. Lightroom is backed by bigger and more active user community (So abundant availability for tutorials, etc.) Better noise reduction tool. Especially for photographers the Lens-distortion correction tool  is perfect Lightroom Cons: • Have to Import images to work on them • Slows down with over 10,000 images in the catalog • For processing just one or two images this is a slower workflow Photoshop Pros: • ACR has the same RAW processing controls as Lightroom • ACR Histogram is specialized to the chosen color space (Lightroom is locked into ProPhoto RGB color space with an sRGB tone curve) • Don’t have to Import images to open in Bridge or ACR • Ability to customize processing of RAW images with Photoshop Actions Pricing and Availability Get LightRoomGet PhotoShop Latest version Of Photoshop can be purchased from Adobe store and Adobe authorized reseller and it costs US$999. Latest version of Aperture can be bought for US$199 from Apple Online store or Mac App Store. You can buy latest version of LightRoom from Adobe Store or Adobe Authorized reseller for US$299. Related posts:Adobe Photoshop CS5 vs Photoshop CS5 extended Web based Alternatives to Photoshop 10 Free Alternatives for Adobe Photoshop Software

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  • Ubuntu not detecting second monitor

    - by Julian Le Saux
    I'm running Ubuntu 12.04 on a Lenovo x61s Thinkpad. As the screen's rather small and I want to do some video editing, I thought I'd plug in a monitor and use that. The monitor is Relisys JM777 (quite old). When I plug it into my other computer, which is running Windows 7, it immediately mirrors the display; but when plugged into the Lenovo the monitor screen remains blank. The graphics card on the Lenovo is a "VGA compatible controller" according to SysInfo. Anybody got any suggestions? I'm quite new to Linux, so simple explanations would be greatly appreciated. The contents of my Xorg.0.log file can be seen at http://paste.ubuntu.com/1009855/ .

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  • Ubuntu 12.04 installation aborts without giving any errors on Sony Vaio

    - by Guilherme Simoni
    I'm not able to install the release ubuntu-12.04-desktop-i386 on the laptop below: Sony Vaio VGN-FE21H CPU: Intel Core Duo T2300 1.66GHz Memory: 2GB DDR2 533MHz HDD: 100GB Graphics: NVIDIA GeForce 7400 256MB I'm using the ISO "ubuntu-12.04-desktop-i386.iso" burned into a DVD. I know the ISO is OK because I used it to successfully install on Virtualbox. Live DVD boots and runs OK, but I cannot install from it or directly from the boot menu. The installation goes through all the steps until the final part where is asked the Name, Name of PC and password. The problem is in the next step where it should start copying files and present some screens and features of Ubuntu. In this part the installation just close without any error message. If I am running the installation inside the live DVD it closes and returns to the home screen of the Live. If I am running straight from the boot it closes the graphic interface and restarts the PC. Does anybody know or faced the same problem?

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