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  • Refresh bounded taskflows across regions using Contextual Events

    - by raghu.yadav
    Usecases: 1) Data Change in left region inputText field reflect changes in right region using contextual event. example by Frank Nimphius :Value change event refresh across regions using Contextual Events 2) Select Tree node in left region reflects dependent detail form in right region using dynamic regions and Contextual Events. example by Frank Nimphius:Example6-RangeCtx.unzip More related examples: http://thepeninsulasedge.com/frank_nimphius/2008/02/07/adf-faces-rc-refreshing-a-table-ui-from-a-contextual-event/ http://www.oracle.com/technology/products/jdev/tips/fnimphius/generictreeselectionlistener/index.html http://www.oracle.com/technology/products/jdev/tips/fnimphius/syncheditformwithtree/index.html http://biemond.blogspot.com/2009/01/passing-adf-events-between-task-flow.html http://www.oracle.com/technology/products/jdev/tips/fnimphius/opentaskflowintab/index.html http://lucbors.blogspot.com/2010/03/adf-11g-contextual-event-framework.html http://thepeninsulasedge.com/blog/?cat=2 http://www.ora600.be/news/adf-contextual-events-11g-r1-ps1

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  • Scale plugin keeps forgetting hot corner settings on restart

    - by Michael Butler
    I'm using Ubuntu 12.04 with Unity, which I suppose uses Compiz as well. I have Compiz Settings Manager, and make the top left and bottom left corners of my screen activate the "Scale" (like Exposé) function to scale and show all windows. The problem is that when I restart the computer, the hot corners no longer do anything. I have to go back into compiz settings manager, delete the hot corner option, and then set it again. Something seems to be overriding or deleting the compiz hot corner setting on restart. Update: Sometimes, the setting loses its footing even while the computer is running. I haven't figured out yet what triggers it.

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  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

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  • Cannot right click with synaptics touchpad

    - by fluteflute
    I have a Sony VAIO E14. The touchpad detects all clicks as Left clicks. In Windows 7, pressing on the right side of the touchpad is recognised as a right click. How can I enable right clicking? greg@greg-SVE14A1C5E:~$ xinput ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? SynPS/2 Synaptics TouchPad id=11 [slave pointer (2)] ... greg@greg-SVE14A1C5E:~$ grep "TouchPad: buttons:" /var/log/Xorg.0.log [ 23.112] (--) synaptics: SynPS/2 Synaptics TouchPad: buttons: left double triple

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  • Finally home - and something fully off topic

    - by Mike Dietrich
    Arrived at Munich Pasing last night at 0:50am ... finally :-) On Sunday I've left the Dylan Hotel in Dublin (thanks to the staff there as well: you were REALLY helpful!!) around 7:30pm to go to the port - and came home on Tuesday morning 1:15am. So all together 29:45hrs door-to-door - not bad for nearly 2000km just relying on public transport. And could have been faster if there were seats in ealier TGV's left. But I don't complain at all ;-) Just checked the website of Dublin Airport - it says currently: 17.00pm: Latest on flight disruptions at Dublin Airport The IAA have advised us that based on the latest Volcanic Ash Advisory Centre London Dublin Airport will remain closed for all inbound and outbound commercial flights until 20.00hours. This effectively means that no flights will land or take off at Dublin Airport until then. A further update will be posted this afternoon. When traveling I have always my iPod with me. It has gotten a bit old now (I think I've bought it 3 years ago in November 2007) but it has a 160GB hard disk in it so it fits most of my music collection (not the entire collection anymore as I'm currently re-riping everything to Apple Lossless because at least for my ears it makes a big difference - but I listen to good ol' vinyl as well ...and I don't download compressed music ;-) ). The battery of my little travel companion is still good for more than 20 hours consistent music playback - and there was a band from Texas being in my ears most of the whole journey called Midlake. I haven't heard of them before until I asked a lady at a Munich store some few weeks ago what she's playing on the speakers in the shop. She was amazed and came back with the CD cover but I hesitated to buy it as I always want to listen the tunes before - and at this day I had no time left to do so. But in Dublin I had a bit of spare time on Saturday and I always enter record stores - and the Tower Records was the sort of store I really enjoy and so I've spent there nearly two hours - leaving with 3 Midlake CDs in my bag. So if you are interested just listen those tunes which may remind some people on Fleetwood Mac: As I said in the title, fully off topic ;-)

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  • CSS Intelligent Merger

    - by BHare
    I am looking for a tool very similar to http://www.tothepc.com/archives/combine-merge-multiple-css-files/ However, given this example: test1.css: #admin { background: #c9d2dc; border-color: #ccc } test2.css: #admin { background: #222; border-bottom: 1px solid #444; border-left: 1px solid #444; padding: 2px; position: fixed; right: 0px; top: 0px; width: 120px; z-index: 2 } It will only allow you to select one or the other. I want to merge them, making it: #admin { background: #c9d2dc; border-color: #ccc border-bottom: 1px solid #444; border-left: 1px solid #444; padding: 2px; position: fixed; right: 0px; top: 0px; width: 120px; z-index: 2 }

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  • middle-click on Thunderbird icon in Unity Launcher gives window without titlebar or menubar

    - by Mike Kupfer
    I expect that this is a (low-priority) bug, but apport-bug strongly encouraged me to come here first, so here I am... What I did: I started Thunderbird and then minimized the window. I then middle-clicked on the Thunderbird icon in the Unity (3D) Launcher. I do not have any of the appmenu packages installed (not indicator-appmenu, nor any of the *-globalmenu or appmenu-* packages). What I expected: I would get the Thunderbird main window back at its original location, or possibly I'd get a Compose Mail window somewhere on the desktop. (This was something of an experiment, so I wasn't really sure what to expect.) What happens: The Thunderbird main window appears in the upper left corner of the display, displacing the Launcher. This was not its previous location. The window has no titlebar or menubar. The top panel says "Thunderbird Mail", but moving the mouse over that text does nothing (doesn't show the close/minimize/maximize controls). I can still bring up the Launcher and start applications. If I start Firefox and give it input focus, clicking on the Thunderbird window leaves the focus with Firefox. I can use the Switcher to give Thunderbird the input focus. (Both the Unity Switcher and the Static Application Switcher work. If I use the Static Application Switcher, I see Thunderbird's menubar in the top panel until I release Alt-tab.) I can kill Thunderbird from the Launcher. I can also use the Unity Switcher to minimize everything. If I then left-click on the Thunderbird icon in the Launcher, the Thunderbird main window reappears in the upper left. But this time it does not displace the Launcher, and it has the proper titlebar and menubar. This does not happen with Unity 2D. And I haven't seen it with any other app. I realize that because I've disabled the appmenu stuff, I'm not getting the full Unity experience, and there might be some rough edges. But this is a bug, yes?

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  • The Case of the Extra Page: Rendering Reporting Services as PDF

    - by smisner
    I had to troubleshoot a problem with a mysterious extra page appearing in a PDF this week. My first thought was that it was likely to caused by one of the most common problems that people encounter when developing reports that eventually get rendered as PDF is getting blank pages inserted into the PDF document. The cause of the blank pages is usually related to sizing. You can learn more at Understanding Pagination in Reporting Services in Books Online. When designing a report, you have to be really careful with the layout of items in the body. As you move items around, the body will expand to accommodate the space you're using and you might eventually tighten everything back up again, but the body doesn't automatically collapse. One of my favorite things to do in Reporting Services 2005 - which I dubbed the "vacu-pack" method - was to just erase the size property of the Body and let it auto-calculate the new size, squeezing out all the extra space. Alas, that method no longer works beginning with Reporting Services 2008. Even when you make sure the body size is as small as possible (with no unnecessary extra space along the top, bottom, left, or right side of the body), it's important to calculate the body size plus header plus footer plus the margins and ensure that the calculated height and width do not exceed the report's height and width (shown as the page in the illustration above). This won't matter if users always render reports online, but they'll get extra pages in a PDF document if the report's height and width are smaller than the calculate space. Beginning the Investigation In the situation that I was troubleshooting, I checked the properties: Item Property Value Body Height 6.25in   Width 10.5in Page Header Height 1in Page Footer Height 0.25in Report Left Margin 0.1in   Right Margin 0.1in   Top Margin 0.05in   Bottom Margin 0.05in   Page Size - Height 8.5in   Page Size - Width 11in So I calculated the total width using Body Width + Left Margin + Right Margin and came up with a value of 10.7 inches. And then I calculated the total height using Body Height + Page Header Height + Page Footer Height + Top Margin + Bottom Margin and got 7.6 inches. Well, page sizing couldn't be the reason for the extra page in my report because 10.7 inches is smaller than the report's width of 11 inches and 7.6 inches is smaller than the report's height of 8.5 inches. I had to look elsewhere to find the culprit. Conducting the Third Degree My next thought was to focus on the rendering size of the items in the report. I've adapted my problem to use the Adventure Works database. At the top of the report are two charts, and then below each chart is a rectangle that contains a table. In the real-life scenario, there were some graphics present as a background for the tables which fit within the rectangles that were about 3 inches high so the visual space of the rectangles matched the visual space of the charts - also about 3 inches high. But there was also a huge amount of white space at the bottom of the page, and as I mentioned at the beginning of this post, a second page which was blank except for the footer that appeared at the bottom. Placing a textbox beneath the rectangles to see if they would appear on the first page resulted the textbox's appearance on the second page. For some reason, the rectangles wanted a buffer zone beneath them. What's going on? Taking the Suspect into Custody My next step was to see what was really going on with the rectangle. The graphic appeared to be correctly sized, but the behavior in the report indicated the rectangle was growing. So I added a border to the rectangle to see what it was doing. When I added borders, I could see that the size of each rectangle was growing to accommodate the table it contains. The rectangle on the right is slightly larger than the one on the left because the table on the right contains an extra row. The rectangle is trying to preserve the whitespace that appears in the layout, as shown below. Closing the Case Now that I knew what the problem was, what could I do about it? Because of the graphic in the rectangle (not shown), I couldn't eliminate the use of the rectangles and just show the tables. But fortunately, there is a report property that comes to the rescue: ConsumeContainerWhitespace (accessible only in the Properties window). I set the value of this property to True. Problem solved. Now the rectangles remain fixed at the configured size and don't grow vertically to preserve the whitespace. Case closed.

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  • Can I get sensible labels for lm-sensors output for "applesmc-isa-0300"?

    - by TK Kocheran
    2011 8,3 Macbook Pro running 64bit 11.10. When I run sensors from the lm-sensors package, I get a lot of information, but no way to understand it: coretemp-isa-0000 Adapter: ISA adapter Physical id 0: +53.0°C (high = +86.0°C, crit = +100.0°C) Core 0: +53.0°C (high = +86.0°C, crit = +100.0°C) Core 1: +52.0°C (high = +86.0°C, crit = +100.0°C) Core 2: +50.0°C (high = +86.0°C, crit = +100.0°C) Core 3: +49.0°C (high = +86.0°C, crit = +100.0°C) applesmc-isa-0300 Adapter: ISA adapter Left side : 2001 RPM (min = 2000 RPM) Right side : 2001 RPM (min = 2000 RPM) TB0T: +33.2°C TB1T: +33.2°C TB2T: +29.0°C TC0C: +52.8°C TC0D: +47.2°C TC0E: +51.8°C TC0F: +53.0°C TC0J: +1.0°C TC0P: +44.5°C TC1C: +52.0°C TC2C: +52.0°C TC3C: +52.0°C TC4C: +52.0°C TCFC: +0.2°C TCGC: +51.0°C TCSA: +52.0°C TCTD: +0.0°C TG0D: +44.5°C TG0P: +43.2°C THSP: +37.5°C TM0S: +57.5°C TMBS: +0.0°C TP0P: +50.0°C TPCD: +55.0°C The core temp info is really useful and I'm pretty sure that Left/Right Side refers to the two fans within, but otherwise, I have no idea what this information means. Is there something I can use to normalize this information?

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • Recursion VS memory allocation

    - by Vladimir Kishlaly
    Which approach is most popular in real-world examples: recursion or iteration? For example, simple tree preorder traversal with recursion: void preorderTraversal( Node root ){ if( root == null ) return; root.printValue(); preorderTraversal( root.getLeft() ); preorderTraversal( root.getRight() ); } and with iteration (using stack): Push the root node on the stack While the stack is not empty Pop a node Print its value If right child exists, push the node's right child If left child exists, push the node's left child In the first example we have recursive method calls, but in the second - new ancillary data structure. Complexity is similar in both cases - O(n). So, the main question is memory footprint requirement?

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  • Error in Using Gparted to add Unallocated space

    - by Ba7a7chy
    I'm trying to Add Unallocated space to my Ubuntu partition which is inside an extended partition. i get this error: GParted 0.12.1 --enable-libparted-dmraid Libparted 2.3 Move /dev/sda3 to the left and grow it from 93.31 GiB to 219.75 GiB 00:00:00 ( ERROR ) calibrate /dev/sda3 00:00:00 ( SUCCESS ) path: /dev/sda3 start: 292,704,254 end: 488,394,751 size: 195,690,498 (93.31 GiB) move partition to the left and grow it from 93.31 GiB to 219.75 GiB 00:00:00 ( ERROR ) old start: 292,704,254 old end: 488,394,751 old size: 195,690,498 (93.31 GiB) requested start: 27,545,600 requested end: 488,392,703 requested size: 460,847,104 (219.75 GiB) libparted messages ( INFO ) Unable to satisfy all constraints on the partition. Can't have overlapping partitions. ========================================

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  • Make one monitor act like two, split in half

    - by Nathan J. Brauer
    Context: Ubuntu 11.10, Unity Let's say I have a screen at resolution 1000x500. What I'd like to do is split the screen down the middle so [Unity or X or ?] acts as if there are two displays (each of 500x500). Examples: Unity will display a different toolbar (the top one) on each side of the display. If I maximize a window on the left side of the screen, it will fill the left side only. If I maximize on the right, it will fill the right. If I hit "fullscreen" in youtube (flash) or Chrome or Movie Player, it will only fill the side of the display that it's on. If it's really is impossible to do this with Unity, will it work with Gnome3 and how? A million thanks!

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  • Multiple Key Presses in XNA?

    - by Bryan Harrington
    I'm actually trying to do something fairly simple. I cannot get multiple key presses to work in XNA. I've tried the following pieces of code. else if (keyboardState.IsKeyDown(Keys.Down) && (keyboardState.IsKeyDown(Keys.Left))) { //Move Character South-West } and I tried. else if (keyboardState.IsKeyDown(Keys.Down)) { if (keyboardState.IsKeyDown(Keys.Left)) { //Move Character South-West } } Neither worked for me. Single presses work just fine. Any thoughts?

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  • How to bind mouse buttons to keys?

    - by Callum Rogers
    I have a Logitech MX400 Laser Mouse which has 5 buttons + 4 for vertical/horizontal scrolling. I would like it set up so instead of horizontal scrolling pressing right on the scrollwheel will send Ctrl+Tab and left will send Ctrl+Shift+Tab, which will allow me to cycle through tabs in browsers. Also, it would be nice if I could remap the middle button to one of the ones on the side as it is really hard to press down. Another bonus would be if I could write a script that allows me to define what buttons do what dependent on which window is currently active. I have tried using xmodmap but I could only see how to rearrange buttons, not have them send key signals. Thanks in advance. Button Map (using xev): Left 1 Middle 2 Right 3 ScrollUp 4 ScrollDown 5 ScrollLeft 6 ScrollRight 7 Backward 8 Forward 9

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  • JavaOne Blog RSS is here!

    - by Cassandra Clark
    tweetmeme_url = 'http://blogs.oracle.com/javaone/2010/06/javaone_blog_rss_is_here.html'; Share .FBConnectButton_Small{background-position:-5px -232px !important;border-left:1px solid #1A356E;} .FBConnectButton_Text{margin-left:12px !important ;padding:2px 3px 3px !important;} Don't be the last one to know all the juicy details about JavaOne.  Subscribe to the newly implemented RSS feed and see the news as soon as it is posted.  We have a long list of updates to come in the next few weeks; Java University, Schedule Builder, contests, quizzes and much much more. 

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  • Sharing A Stage: JDeveloper/ADF & NetBeans/Java EE 6?

    - by Geertjan
    A highlight for me during last week's Oracle Developer Day in Romania (which I blogged about here) was meeting Jernej Kaše (who is from Slovenia, just like my philosopher hero Slavoj Žižek), who is an Oracle Fusion Middleware evangelist. At the conference, while I was presenting NetBeans and Java EE 6 in one room, Jernej was presenting JDeveloper and ADF in another room. The application he created looks as follows, i.e., a realistic CRUD app, with a master/detail view, a search feature, and validation: In a conversation during a break, we started imagining a scenario where the two of us would be on the same stage, taking turns talking about NetBeans/Java EE and JDeveloper/ADF. In that way, attendees at a conference wouldn't need to choose which of the two topics to attend, because they'd be handled in the same session, with the session possibly being longer so that sufficient time could be spent on the respective technologies. (The JDeveloper/ADF session would then not be competing with the NetBeans/Java EE 6 session, since they'd be handled simultaneously.) The session would focus on the similarities/differences between the two respective tools/solutions, which would be extremely interesting and also unique. The crucial question in making this kind of co-presentation possible is whether (and how quickly) an application such as the one created above with JDeveloper/ADF could be created with NetBeans/Java EE 6. The NetBeans/Java EE 6 story is extremely strong on the model and controler levels, but less strong on the view layer. Though there are choices between using PrimeFaces, RichFaces, and IceFaces, that support is quite limited in the absence of a visual designer or of other specific tools (e.g., code generators to generate snippets of PrimeFaces) connected to JSF component libraries. However, it so happens that in recent months we at NetBeans have established really good connections with the PrimeFaces team (more about that another time). So I asked them what it would take to write the above UI in PrimeFaces. The PrimeFaces team were very helpful. They sent me the following screenshot, which is of the UI they created in PrimeFaces, reproducing the ADF screenshot above: Of course, the above is purely the UI layer, there's no EJB and entity classes and data connection hooked into it yet. However, this is the Facelets file that the PrimeFaces team sent me, i.e., using the PrimeFaces component library, that produces the above result: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xmlns:h="http://java.sun.com/jsf/html" xmlns:f="http://java.sun.com/jsf/core" xmlns:p="http://primefaces.org/ui"> <f:view> <h:head> <style type="text/css"> .alignRight { text-align: right; } .alignLeft { text-align: left; } .alignTop { vertical-align: top; } .ui-validation-required { color: red; font-size: 14px; margin-right: 5px; position: relative; vertical-align: top; } .ui-selectonemenu .ui-selectonemenu-trigger .ui-icon { margin-top: 7px !important; } </style> </h:head> <h:body> <h:form prependId="false" id="form"> <p:panel header="Employees"> <h:panelGrid columns="4" id="searchPanel"> Search <p:selectOneMenu> <f:selectItem itemLabel="FirstName" itemValue="FirstName" /> <f:selectItem itemLabel="LastName" itemValue="LastName" /> <f:selectItem itemLabel="Email" itemValue="Email" /> <f:selectItem itemLabel="PhoneNumber" itemValue="PhoneNumber" /> </p:selectOneMenu> <p:inputText /> <p:commandLink process="searchPanel" update="@form"> <h:graphicImage name="next.gif" library="img" /> </p:commandLink> </h:panelGrid> <h:panelGrid columns="3" columnClasses="alignTop,,alignTop" style="width:90%;margin-left:10%"> <h:panelGrid columns="2" columnClasses="alignRight,alignLeft"> <h:outputLabel for="firstName">FirstName</h:outputLabel> <p:inputText id="firstName" /> <h:outputLabel for="lastName"> <sup class="ui-validation-required">*</sup>LastName </h:outputLabel> <p:inputText id="lastName" style="width:250px;" /> <h:outputLabel for="email"> <sup class="ui-validation-required">*</sup>Email </h:outputLabel> <p:inputText id="email" style="width:250px;" /> <h:outputLabel for="phoneNumber" value="PhoneNumber" /> <p:inputMask id="phoneNumber" mask="999.999.9999" /> <h:outputLabel for="hireDate"> <sup class="ui-validation-required">*</sup>HireDate</h:outputLabel> <p:calendar id="hireDate" pattern="MM/dd/yyyy" showOn="button" /> </h:panelGrid> <p:outputPanel style="min-width:40px;" /> <h:panelGrid columns="2" columnClasses="alignRight,alignLeft"> <h:outputLabel for="jobId"> <sup class="ui-validation-required">*</sup>JobId </h:outputLabel> <p:selectOneMenu id="jobId" > <f:selectItem itemLabel="Administration Vice President" itemValue="Administration Vice President" /> <f:selectItem itemLabel="Vice President" itemValue="Vice President" /> </p:selectOneMenu> <h:outputLabel for="salary">Salary</h:outputLabel> <p:inputText id="salary" styleClass="alignRight" /> <h:outputLabel for="commissionPct">CommissionPct</h:outputLabel> <p:inputText id="commissionPct" style="width:30px;" maxlength="3" /> <h:outputLabel for="manager">ManagerId</h:outputLabel> <p:selectOneMenu id="manager"> <f:selectItem itemLabel="Steven King" itemValue="Steven" /> <f:selectItem itemLabel="Michael Cook" itemValue="Michael" /> <f:selectItem itemLabel="John Benjamin" itemValue="John" /> <f:selectItem itemLabel="Dav Glass" itemValue="Dav" /> </p:selectOneMenu> <h:outputLabel for="department">DepartmentId</h:outputLabel> <p:selectOneMenu id="department"> <f:selectItem itemLabel="90" itemValue="90" /> <f:selectItem itemLabel="80" itemValue="80" /> <f:selectItem itemLabel="70" itemValue="70" /> <f:selectItem itemLabel="60" itemValue="60" /> <f:selectItem itemLabel="50" itemValue="50" /> <f:selectItem itemLabel="40" itemValue="40" /> <f:selectItem itemLabel="30" itemValue="30" /> <f:selectItem itemLabel="20" itemValue="20" /> </p:selectOneMenu> </h:panelGrid> </h:panelGrid> <p:outputPanel id="buttonPanel"> <p:commandButton value="First" process="@this" update="@form" /> <p:commandButton value="Previous" process="@this" update="@form" style="margin-left:15px;" /> <p:commandButton value="Next" process="@this" update="@form" style="margin-left:15px;" /> <p:commandButton value="Last" process="@this" update="@form" style="margin-left:15px;" /> </p:outputPanel> <p:tabView style="margin-top:25px"> <p:tab title="Job History"> <p:dataTable var="history"> <p:column headerText="StartDate"> <h:outputText value="#{history.startDate}"> <f:convertDateTime pattern="MM/dd/yyyy" /> </h:outputText> </p:column> <p:column headerText="EndDate"> <h:outputText value="#{history.endDate}"> <f:convertDateTime pattern="MM/dd/yyyy" /> </h:outputText> </p:column> <p:column headerText="JobId"> <h:outputText value="#{history.jobId}" /> </p:column> <p:column headerText="DepartmentId"> <h:outputText value="#{history.departmentIdId}" /> </p:column> </p:dataTable> </p:tab> </p:tabView> </p:panel> </h:form> </h:body> </f:view> </html> Right now, NetBeans IDE only has code completion to create the above. So there's not much help for creating such a UI right now. I don't believe that a visual designer is mandatory to create the above. A few code generators and file templates could do the job too. And I'm looking forward to seeing those kinds of tools for PrimeFaces, as well as other JSF component libraries, appearing in NetBeans IDE in upcoming releases. A related option would be for the NetBeans generated CRUD app to include the option of having a master/detail view, as well as the option of having a search feature, i.e., the application generators would provide the option of having additional features typical in Java enterprise apps. In the absence of such tools, there still is room, I believe, for NetBeans/Java EE and JDeveloper/ADF sharing a stage at a conference. The above file would have been prepared up front and the presenter would state that fact. The UI layer is only one aspect of a Java EE 6 application, so that the presenter would have ample other features to show (i.e., the entity class generation, the tools for working with servlets, with session beans, etc) prior to getting to the point where the statement would be made: "On the UI layer, I have prepared this Facelets file, which I will now show you can be connected to the lower layers of the application as follows." At that point, the session beans could be hooked into the Facelets file, the file would be saved, the browser refreshed, and then the whole application would work exactly as the ADF application does. So, Jernej, let's share a stage soon!

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  • Parabolic throw with set Height and range (libgdx)

    - by Tauboga
    Currently i'm working on a minigame for android where you have a rotating ball in the center of the display which jumps when touched in the direction of his current angle. I'm simply using a gravity vector and a velocity vector in this way: positionBall = positionBall.add(velocity); velocity = velocity.add(gravity); and velocity.x = (float) Math.cos(angle) * 12; /* 12 to amplify the velocity */ velocity.y = (float) Math.sin(angle) * 15; /* 15 to amplify the velocity */ That works fine. Here comes the problem: I want to make the jump look the same on all possible resolutions. The velocity needs to be scaled in a way that when the ball is thrown straight upwards it will touch the upper display border. When thrown directly left or right the range shall be exactly long enough to touch the left/right display border. Which formula(s) do I need to use and how to implement them correctly? Thanks in advance!

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Bad FPS for smaller size (OpenGL ES with SDL)

    - by ber4444
    If you saw my other question, well, there is still a little problem: Click here to watch on youtube Basically, the frame rate is very bad on the actual device, where for some reason the animation is scaled (it looks like the left side on the video). It is quite fast on the simulator where it is not scaled (right side). For a test, I submitted this new changeset that hard-codes the smaller size (plus increases the point size for HII regions to make the dust clouds more visible), and as you see in the video, now it is slow even in the simulator (left side shows the small size, right side shows the original size -- otherwise the code is the same). I'm clueless why it's soooo slow with a smaller galaxy, in fact it should be FASTER. As for general speed optimization (which is not strictly part of my question but is closely related to it, esp. if we need a workaround to speed things up), some initial ideas: reducing the number of items drawn may affect the appearance negatively but screen resolution could be reduced there are too many glBegin(GL_POINTS)/glEnd() blocks, we could draw more than just a single star at once

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  • How to flip a BC6/BC7 texture?

    - by postgoodism
    I have some code to load DDS image files into OpenGL textures, and I'd like to extend it to support the BC6 and BC7 compressed formats introduced in D3D11. Since DirectX and OpenGL disagree about whether a texture's origin is in the upper-left or lower-left corner, my DDS loader flips each image's pixels along the Y axis before passing the pixels to OpenGL. Flipping compressed textures presents an additional wrinkle: in addition to flipping each row of 4x4-pixel blocks, you also need to flip the pixels within each block. I found code here to flip BC1/BC2/BC3 blocks, and from the block diagrams on MSDN it was easy to adapt the BC3-flipping code to handle BC4 and BC5. The BC6 and BC7 formats look significantly more intimidating, though. Is there a similar bit-twiddling trick to flip these formats, or would I have to fully decompress and recompress each block?

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  • Ensure house map maze with lifts can be solved?

    - by Philipp Lenssen
    In my game we see the floors of a house from the side, and the hero can take lifts -- a lift either goes up (to the next lift upwards), or down (to the next lift downwards), depending on the arrow as shown, and there's always a pair of exactly two lifts connected. That's the only way the hero can move vertically, though he can freely move horizontally. The house map is a randomized 11x5 grid with different items, and unpassable walls to the far left, far right, and sometimes in one of the two middle positions: My question: How can I ensure the map is always randomized yet always solvable and that the hero, starting at the left side of the bottom floor, can always leave it via any upwards-pointing lift at the top floor? For what it's worth I'm using the Lua language for development. Thanks so much!

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  • Rotate view matrix based on touch coordinates

    - by user1055947
    I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing origin. I have succeeded in moving the camera through rotation left or right, up or down based on the user dragging the finger, but my problem is obviously that after I drag my finger up/down and rotate say 90 degrees so my intial position of -z is now +y and still facing origin, if I drag my finger left/right I want to rotate from +y to +x, but what happens is it rotates around the pole +y. This is to be expected as I am mapping 2D touch drag coords to 3D space, but I dont know where to start trying to do what I want. Perhaps someone can point me in the right direction, I've been googling for a while now but I don't know what I want to do is called! Edit __ What I was looking for is called an ArcBall, google it for lots of info on it.

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  • 3 Performance Presentations from SAE added to the portal

    - by uwes
    The following three presentation have been added to eSTEP portal: Oracle's Systems Performance Oct 2012 Update Oracle Leads the Way on Realistic Sizing Oracle's Performance: Oracle SPARC SuperCluster All presentations are created by Brad Carlile, Sr. Director Strategic Applications Engineering, SAE. How to get to the presentations: URL: http://launch.oracle.com/ Email Address: <provide your email address>Access URL/Page Token: eSTEP_2011To get access push Agree button on the left side of the page. Click on eSTEP Download (tab band on the top) ---> presentations at right hand side or Click on Miscellaneous (menu on left hand side) ---> presentations at right hand side

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  • Enable DreamScene in Any Version of Vista or Windows 7

    - by DigitalGeekery
    Windows DreamScene was a utility available for Vista Ultimate that allowed users to set video as desktop wallpaper. It was dropped in Windows 7, but we’ll take a look at how to play DreamScenes in all versions of Windows 7 or Vista. Downloading DreamScenes First, you’ll need to find some DreamScenes to download. We’ve found some nice ones at both DreamScene.org and DeviantArt. You can find those download links at the end of the article. They’ll come as compressed files, so you’ll need to extract them after downloading. Windows 7 DreamScene Activator If you are running Windows 7 you can use Windows 7 DreamScene Activator. This free portable utility enables DreamScene in both 32 & 64 bit versions of Windows 7. Users can then set either MPG or WMV files as desktop wallpaper. Download and extract the Windows 7 DreamScene Activator (link below). Once extracted, you’ll need to run the application as administrator. Right-click on the .exe and select Run as administrator. Click on Enable DreamScene. This will also restart Windows Explorer if it is open. To play your DreamScene, browse for the file in Windows Explorer, right-click the file and select Set as Desktop Background. Enjoy your new Windows 7 DreamScene.   Although it says it is for Windows 7 only, we were able to get it to work with no problems on Vista Home Premium x32 as well.   You can Pause the DreamScene at anytime by right-clicking on the desktop and selecting Pause DreamScene.   When you are ready for a change, click Disable DreamScene and switch back to your previous wallpaper. Using VLC Media Player Users of all versions of Windows 7 & Vista can enable a DreamScene using VLC. Recently, we showed you how to set a video as your desktop wallpaper in VLC.  Since DreamScenes are in MPEG or WMV format, we will use the same tactic to display them as desktop wallpaper. We’ll just need to make a few additional tweaks to the VLC settings. You’ll need to download and install VLC media player if you don’t already have it. You can find the download link below. Next, select Tools > Preferences from the Menu. Select the Video button on the left and then choose DirectX video output from the Output dropdown list. Next, select All under Show Settings at the lower left, then select the Video button on the left pane. Uncheck Show media title on video. This will prevent VLC from constantly showing the title of the video on the screen each time the video loops. Click Save and the restart VLC.   Now we will add the video to our playlist and set it to continuously loop. Select View > Playlist from the Menu. Select the Add file button from the bottom of the Playlist window and select Add file.   Browse for your file and click Open.   Click the Loop button at the bottom so the video plays in a continuous loop.   Now, we’re ready to play the video. After the video starts playing, select Video > DirectX Wallpaper from the Menu, then minimize VLC.   If you’re using Aero Themes, you may get a pop-up warning and Windows will switch automatically to a basic theme.   If looping one video gets to be a little repetitive, you can add multiple videos to your playlist in VLC and loop the entire playlist. Just make sure you toggle the Loop button on the playlist window to Loop All. Now you’ve got a nice DreamScene playing on your desktop. Another cool trick you can do with VLC is take snapshots of favorite movie scenes and set them as backgrounds. When you’re ready to go back to your old wallpaper, maximize VLC, select Video and click DirectX Wallpaper again to turn it off the video background. Occasionally we were left with a black screen and had to manually change our wallpaper back to normal even after turning off the DirectX Wallpaper. Note: Keep in mind that using the VLC method takes up a lot of resources so if you try to run it on older hardware, or say a netbook, you’re not going to get good results. We also tried to use the VLC method in XP, but couldn’t get it to work. If you have leave a comment and let us know. While the DreamScene feature never really caught on in Vista, we find them to be a cool way to pump a little life into your desktop on any version of Vista or Windows 7. Downloads DreamScenes from Dreamscene.org DreamScenes from DeviantArt Download VLC media player Windows 7 DreamScene Activator Similar Articles Productive Geek Tips Wait, How do I Turn on DreamScene Again?Enable Run Command on Windows 7 or Vista Start MenuEnable or Disable UAC From the Windows 7 / Vista Command LineUnderstanding Windows Vista Aero Glass RequirementsEnable Mapping to \HostnameC$ Share on Windows 7 or Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12 Access Free Documentaries at BBC Documentaries Rent Cameras In Bulk At CameraRenter Download Songs From MySpace

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