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  • GWT with spring security not working on app engine live server.

    - by bedanand
    I configured gwt with spring and spring security that works fine on local development server on google app engine. I deployed to the appspot but there it shows critical error when i see on the log. and on the browser side shows 500 server error. log error Uncaught exception from servlet javax.servlet.UnavailableException: Initialization failed. at com.google.apphosting.runtime.jetty.AppVersionHandlerMap.createHandler(AppVersionHandlerMap.java:200) at com.google.apphosting.runtime.jetty.AppVersionHandlerMap.getHandler(AppVersionHandlerMap.java:168) at com.google.apphosting.runtime.jetty.JettyServletEngineAdapter.serviceRequest(JettyServletEngineAdapter.java:123) at com.google.apphosting.runtime.JavaRuntime.handleRequest(JavaRuntime.java:243) at com.google.apphosting.base.RuntimePb$EvaluationRuntime$6.handleBlockingRequest(RuntimePb.java:5838) at com.google.apphosting.base.RuntimePb$EvaluationRuntime$6.handleBlockingRequest(RuntimePb.java:5836) at com.google.net.rpc.impl.BlockingApplicationHandler.handleRequest(BlockingApplicationHandler.java:24) at com.google.net.rpc.impl.RpcUtil.runRpcInApplication(RpcUtil.java:398) at com.google.net.rpc.impl.Server$2.run(Server.java:852) at com.google.tracing.LocalTraceSpanRunnable.run(LocalTraceSpanRunnable.java:56) at com.google.tracing.LocalTraceSpanBuilder.internalContinueSpan(LocalTraceSpanBuilder.java:576) at com.google.net.rpc.impl.Server.startRpc(Server.java:807) at com.google.net.rpc.impl.Server.processRequest(Server.java:369) at com.google.net.rpc.impl.ServerConnection.messageReceived(ServerConnection.java:442) at com.google.net.rpc.impl.RpcConnection.parseMessages(RpcConnection.java:319) at com.google.net.rpc.impl.RpcConnection.dataReceived(RpcConnection.java:290) at com.google.net.async.Connection.handleReadEvent(Connection.java:474) at com.google.net.async.EventDispatcher.processNetworkEvents(EventDispatcher.java:831) at com.google.net.async.EventDispatcher.internalLoop(EventDispatcher.java:207) at com.google.net.async.EventDispatcher.loop(EventDispatcher.java:103) at com.google.net.rpc.RpcService.runUntilServerShutdown(RpcService.java:251) at com.google.apphosting.runtime.JavaRuntime$RpcRunnable.run(JavaRuntime.java:404) at java.lang.Thread.run(Unknown Source) web.xml <web-app> <servlet> <servlet-name>dispatcher</servlet-name> <servlet-class>org.springframework.web.servlet.DispatcherServlet</servlet-class> <load-on-startup>1</load-on-startup> </servlet> <servlet-mapping> <servlet-name>dispatcher</servlet-name> <url-pattern>*.rpc</url-pattern> </servlet-mapping> <filter> <filter-name>springSecurityFilterChain</filter-name> <filter-class>org.springframework.web.filter.DelegatingFilterProxy</filter-class> </filter> <filter-mapping> <filter-name>springSecurityFilterChain</filter-name> <url-pattern>/*</url-pattern> </filter-mapping> <listener> <listener-class>org.springframework.web.context.ContextLoaderListener</listener-class> </listener> <!-- Default page to serve --> <welcome-file-list> <welcome-file>PushUrl.html</welcome-file> </welcome-file-list> </web-app> appengine-web.xml <application>pushurl</application> <version>1</version> <!-- Configure java.util.logging --> <system-properties> <property name="java.util.logging.config.file" value="WEB-INF/logging.properties"/> </system-properties> <sessions-enabled>true</sessions-enabled> applicationContext.xml <security:http auto-config="true"> <security:intercept-url pattern="/**/users.rpc" access="ROLE_USER"/> <security:intercept-url pattern="/**/categories.rpc" access="ROLE_ADMIN"/> <security:intercept-url pattern="/css/**" filters="none"/> <security:intercept-url pattern="/login.jsp*" filters="none"/> <security:form-login login-page='/login.jsp' /> </security:http> <security:authentication-manager> <security:authentication-provider> <security:user-service> <security:user name="jimi" password="jimi" authorities="ROLE_USER, ROLE_ADMIN" /> <security:user name="bob" password="bob" authorities="ROLE_USER" /> </security:user-service> </security:authentication-provider> </security:authentication-manager> dispatcher-servlet.xml <bean class="org.springframework.web.servlet.handler.SimpleUrlHandlerMapping"> <property name="mappings"> <value> /**/users.rpc=userService /**/categories.rpc=categoryService </value> </property> </bean> <bean id="userController" class="com.beda.pushurl.server.GwtRpcController"> <property name="remoteService" ref="userService"> </property> </bean> <bean id="userService" class="com.beda.pushurl.server.UserServiceImpl" > <property name="userDAO" ref="myUserDAO"></property> </bean> <bean id="categoryService" class="com.beda.pushurl.server.CategoryServiceImpl"> <property name="categoryDAO" ref="myCategoryDAO"></property> </bean> <bean id="myUserDAO" class="com.beda.pushurl.server.dao.UserDAOImpl"> </bean> <bean id="myCategoryDAO" class="com.beda.pushurl.server.dao.CategoryDAOImpl"> </bean>

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  • Attach to Process in Visual Studio

    - by Daniel Moth
    One option for achieving step 1 in the Live Debugging process is attaching to an already running instance of the process that hosts your code, and this is a good place for me to talk about debug engines. You can attach to a process by selecting the "Debug" menu and then the "Attach To Process…" menu in Visual Studio 11 (Ctrl+Alt+P with my keyboard bindings), and you should see something like this screenshot: I am not going to explain this UI, besides being fairly intuitive, there is good documentation on MSDN for the Attach dialog. I do want to focus on the row of controls that starts with the "Attach to:" label and ends with the "Select..." button. Between them is the readonly textbox that indicates the debug engine that will be used for the selected process if you click the "Attach" button. If you haven't encountered that term before, read on MSDN about debug engines. Notice that the "Type" column shows the Code Type(s) that can be detected for the process. Typically each debug engine knows how to debug a specific code type (the two terms tend to be used interchangeably). If you click on a different process in the list with a different code type, the debug engine used will be different. However note that this is the automatic behavior. If you believe you know best, or more typically you want to choose the debug engine for a process using more than one code type, you can do so by clicking the "Select..." button, which should yield a "Select Code Type" dialog like this one: In this dialog you can switch to the debug engine you want to use by checking the box in front of your desired one, then hit "OK", then hit "Attach" to use it. Notice that the dialog suggests that you can select more than one. Not all combinations work (you'll get an error if you select two incompatible debug engines), but some do. Also notice in the list of debug engines one of the new players in Visual Studio 11, the GPU debug engine - I will be covering that on the C++ AMP team blog (and no, it cannot be combined with any others in this release). Comments about this post by Daniel Moth welcome at the original blog.

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  • Analysis Services (SSAS) - Unexpected Internal Error when processing (ProcessUpdate). Workaround/Resolution

    - by James Rogers
    Many implementations require the use of ProcessUpdate to support Type 1 slowly changing dimensions. ProcessUpdate drops all of the affected indexes and aggregations in partitions affected by data that changes in the Dimension on which the ProcessUpdate is being performed. Twice now I have had situations where the processing fails with "Internal error: An unexpected exception occurred." Any subsequent ProcessUpdate processing will also fail with the same error. In talking with Microsoft the issue is corrupt indexes for the Dimension(s) being processed in the partitions of the affected measure group. I cannot guarantee that the following will correct your problem but it did in my case and saved us quite a bit of down time.   Workaround: ProcessIndexes on the entire cube that is being processed and throwing the error. This corrected the problem on both 2008 and 2008 R2.   Pros:  Does not require a complete rebuild of the data (ProcessFull) for either the Dimension or Cube. User access can continue while this ProcessIndexes in underway.   Cons: Can take a long time, especially on large cubes with many partitions, dimensions and/or aggregations. Query Performance is usually severely impacted due to the memory and CPU requirements for Aggregation and Index building   <Batch http://schemas.microsoft.com/analysisservices/2003/engine"http://schemas.microsoft.com/analysisservices/2003/engine">  <Parallel>     <Process xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ddl2="http://schemas.microsoft.com/analysisservices/2003/engine/2" xmlns:ddl2_2="http://schemas.microsoft.com/analysisservices/2003/engine/2/2" xmlns:ddl100_100="http://schemas.microsoft.com/analysisservices/2008/engine/100/100" xmlns:ddl200="http://schemas.microsoft.com/analysisservices/2010/engine/200" xmlns:ddl200_200="http://schemas.microsoft.com/analysisservices/2010/engine/200/200">       <Object>         <DatabaseID>MyDatabase</DatabaseID>         <CubeID>MyCube</CubeID>       </Object>       <Type>ProcessIndexes</Type>       <WriteBackTableCreation>UseExisting</WriteBackTableCreation>     </Process>  </Parallel> </Batch>   The cube where the corruption exists can be found by having Profiler running while the ProcessUpdate is executing. The first partition that displays the "The Job has ended in failure." message in the TextData column will be part of the cube/measuregroup that has the corruption. You can try to run ProcessIndexes on just that measure group. This may correct the problem and save additional time if you have other large measure groups in the cube that are not affected by the corruption.   Remember to execute your normal ProcessUpdate batch after the successful completion of the ProcessIndexes. The ProcessIndexes does not pick up data changes.   Things that did not work: ProcessClearIndexes - why this doesn't work and ProcessIndexes does is unclear at this point. ProcessFull on the partition in question. In my latest case, this would clear up the problem for that partition. However, the next partition the ProcessUpdate touched that had data in it would generate and error. This leads me to believe the corruption problem will exist in all partitions in the affected measure group that have data in them.   NOTE: I experience this problem in both a SQL 2008 and SQL 2008 R2 Analysis Services environment, on separate built from the same relational database. This leads me to believe that some data condition in the tables used for the Dimension processing caused the corruption since the two environments were on physically separate hardware. I am waiting on Microsoft to analyze the dumps to give us more insight into what actually caused the corruption and will update this post accordingly.

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • What prefer a game developer company? UDK experience or c++ game projects?

    - by momboco
    What prefer a game developer company? A developer with experience in UDK engine ? or, a developer with projects made entirely in c++ with a graphics engine like Ogre3D? I think that a coder can demonstrate better his abilities with games made in c++, because it requires a knowledge deeper in many fields. However, currently there is a lot of companies that develop his games with UDK. Now I don't know if is better specialize in a game engine like UDK.

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  • Attach to Process in Visual Studio

    - by Daniel Moth
    One option for achieving step 1 in the Live Debugging process is attaching to an already running instance of the process that hosts your code, and this is a good place for me to talk about debug engines. You can attach to a process by selecting the "Debug" menu and then the "Attach To Process…" menu in Visual Studio 11 (Ctrl+Alt+P with my keyboard bindings), and you should see something like this screenshot: I am not going to explain this UI, besides being fairly intuitive, there is good documentation on MSDN for the Attach dialog. I do want to focus on the row of controls that starts with the "Attach to:" label and ends with the "Select..." button. Between them is the readonly textbox that indicates the debug engine that will be used for the selected process if you click the "Attach" button. If you haven't encountered that term before, read on MSDN about debug engines. Notice that the "Type" column shows the Code Type(s) that can be detected for the process. Typically each debug engine knows how to debug a specific code type (the two terms tend to be used interchangeably). If you click on a different process in the list with a different code type, the debug engine used will be different. However note that this is the automatic behavior. If you believe you know best, or more typically you want to choose the debug engine for a process using more than one code type, you can do so by clicking the "Select..." button, which should yield a "Select Code Type" dialog like this one: In this dialog you can switch to the debug engine you want to use by checking the box in front of your desired one, then hit "OK", then hit "Attach" to use it. Notice that the dialog suggests that you can select more than one. Not all combinations work (you'll get an error if you select two incompatible debug engines), but some do. Also notice in the list of debug engines one of the new players in Visual Studio 11, the GPU debug engine - I will be covering that on the C++ AMP team blog (and no, it cannot be combined with any others in this release). Comments about this post by Daniel Moth welcome at the original blog.

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  • The SmartAssembly Rearchitecture

    - by Simon Cooper
    You may have noticed that not a lot has happened to SmartAssembly in the past few months. However, the team has been very busy behind the scenes working on an entirely new version of SmartAssembly. SmartAssembly 6.5 Over the past few releases of SmartAssembly, the team had come to the realisation that the current 'architecture' - grown organically, way before RedGate bought it, from a simple name obfuscator over the years into a full-featured obfuscator and assembly instrumentation tool - was simply not up to the task. Not for what we wanted to do with it at the time, and not what we have planned for the future. Not only was it not up to what we wanted it to do, but it was severely limiting our development capabilities; long-standing bugs in the root architecture that couldn't be fixed, some rather...interesting...design decisions, and convoluted logic that increased the complexity of any bugfix or new feature tenfold. So, we set out to fix this. Earlier this year, a new engine was written on which SmartAssembly would be based. Over the following few months, each feature was ported over to the new engine and extensively tested by our existing unit and integration tests. The engine was linked into the existing UI (no easy task, due to the tight coupling between the UI and old engine), and existing RedGate products were tested on the new SmartAssembly to ensure the new engine acted in the same way. The result is SmartAssembly 6.5. The risks of a rearchitecture Are there risks to rearchitecting a product like SmartAssembly? Of course. There was a lot of undocumented behaviour in the old engine, and as part of the rearchitecture we had to find this behaviour, define it, and document it. In the process we found some behaviour of the old engine that simply did not make sense; hence the changes in pruning & obfuscation behaviour in the release notes. All the special edge cases we had to find, document, and re-implement. There was a chance that these special cases would not be found until near the end of the project, when everything is functionally complete and interacting together. By that stage, it would be hard to go back and change anything without a whole lot of extra work, delaying the release by months. We always knew this was a possibility; our initial estimate of the time required was '4 months, ± 4 months'. And that was including various mitigation strategies to reduce the likelihood of these issues being found right at the end. Fortunately, this worst-case did not happen. However, the rearchitecture did produce some benefits. As well as numerous bug fixes that we could not fix any other way, we've also added logging that lets you find out exactly why a particular field or property wasn't pruned or obfuscated. There's a new command line interface, we've tested it with WP7.1 and Silverlight 5, and we've added a new option to error reporting to improve the performance of instrumented apps by ~10%, at the cost of inaccurate line numbers in reports. So? What differences will I see? Largely none. SmartAssembly 6.5 produces the same output as SmartAssembly 6.2. The performance of 6.5 will be much faster for some users, and generally the same as 6.2 for the remaining. If you've encountered a bug with previous versions of SmartAssembly, I encourage you to try 6.5, as it has most likely been fixed in the rearchitecture. If you encounter a bug with 6.5, please do tell us; we'll be doing another release quite soon, so we'll aim to fix any issues caused by 6.5 in that release. Most importantly, the new architecture finally allows us to implement some Big Things with SmartAssembly we've been planning for many months; these will fundamentally change how you build, release and monitor your application. Stay tuned for further updates!

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  • combining ruby and C++

    - by Shingetsu
    Hello /* programmers */ (I usually hang in SO) I've been discussing a conceptual project with a friend of mine and the the most effective way we've seen of doing it is writing the engine in C++ while the logic would be done in Ruby. However, we would need data to be passed around often, for example: Engine reports that A happened, that gets triggered in a proc array (event "A" is passed but proc doesnt use it) Ruby decides that we need to wait for B to happen Ruby adds a proc to an array. The array of procs is iterated during each cycle in the C++ engine C++ engine reports that B happened and passes "event B (should be a ruby object) Ruby receives event B and decides what to do next I don't work with multiple languages often, and was wondering if it's possible to implement things in this way. I know that there's the ruby VALUE in C++, but would like to know the standard way of combining the two. (of course I know ruby follows the perl "more than 1 way to do it", but there's often a standardized way)

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  • Free Domain hosting configurations and transfer

    - by upog
    I have registered a new domain name with GODaddy.com now i would like to host my domain for free. Assume the app is a basic HTML page.I have done some search and decided to host it under google app engine I am looking answers for few question currently my domain name is managed by GODaddy, how can i transfer it to Google app engine, so that going forward it will be managed by Google How can i configure the new domain in Google app engine and associate with my domain name Is there any indirect cost involved in domain hosting service hosted by Google app engine Any suggestion for free and reliable hosting is also welcomed Update Can i host free web page in cloud.google.com ?

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  • #DAX Query Plan in SQL Server 2012 #Tabular

    - by Marco Russo (SQLBI)
    The SQL Server Profiler provides you many information regarding the internal behavior of DAX queries sent to a BISM Tabular model. Similar to MDX, also in DAX there is a Formula Engine (FE) and a Storage Engine (SE). The SE is usually handled by Vertipaq (unless you are using DirectQuery mode) and Vertipaq SE Query classes of events gives you a SQL-like syntax that represents the query sent to the storage engine. Another interesting class of events is the DAX Query Plan , which contains a couple...(read more)

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  • SEO Techniques to Be Used by Every Website

    Search engine optimization is the buzz word in the world of internet. Every website wants to rank high in the search engine listings. There are different techniques and measures that you can take up for the process of search engine optimization. Here are some sure shot techniques that every website should apply in order to rank high.

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  • Collision detection, stop gravity

    - by Scott Beeson
    I just started using Gamemaker Studio and so far it seems fairly intuitive. However, I set a room to "Room is Physics World" and set gravity to 10. I then enabled physics on my player object and created a block object to match a platform on my background sprite. I set up a Collision Detection event for the player and the block objects that sets the gravity to 0 (and even sets the vspeed to 0). I also put a notification in the collision event and I don't get that either. I have my key down and key up events working well, moving the player left and right and changing the sprites appropriately, so I think I understand the event system. I must just be missing something simple with the physics. I've tried making both and neither of the objects "solid". Pretty frustrating since it looks so easy. The player starting point is directly above the block object in the grid and the player does fall through the block. I even made the block sprite solid red so I could see it (initially it was invisible, obviously).

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  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

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  • Non-Obvious Topics to Learn for Game Development

    - by ashes999
    I've been writing games for around 10 years now (from QBasic to C# and everything in-between). I need to start stretching my skills into different areas. What are other, surprising topics I should read up on? Expected topics would include the usual suspects: Programming language of your choice Scripting language Source control Project management (or Agile) Graphics API Maybe some AI (A* path-finding?) Physics (projectile physics) Unit testing (automated testing) I'm looking for more esoteric topics; things that you don't expect to need to know, but if you do know them, they make a difference. This could include things like: Art skills (drawing, lighting, colouring, layout, etc.) Natural language processing The physics of sound (sound-waves, doppler effect, etc.) Personally, I feel that having technical art skills (eg. can make decent art-work if you can only come up with ideas; or, following Photoshop/GIMP tutorials) was the most beneficial for me. This is not intended to be an open-ended question; I'm looking for specific skills that helped you and you expect will continue to benefit you in the short- and long-term.

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  • SEO As the Online Business Traffic Driver

    The SEO means that the online business marketer can drive his site or blog to the top places at the search engine result pages with the selected keywords. This requires, that a marketer knows the search engine algorithm, i.e. according to which criteria the engine will put the sites in a certain order.

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  • Distributed Rendering in the UDK and Unity

    - by N0xus
    At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running in a CAVE (someone did get CryEngine to work in one, but there is little research data about it). As of yet, I have not cemented my final choice of engine for use in the next stage of my project. I've experience in both, so the learning curve will be gentle on both. And both of the engines offer stereoscopic rendering, either already inbuilt with ReadD (Unreal) or by doing it yourself (Unity). Both can also make use of other input devices as well, such as the kinect or other devices. So again, both engines are still on the table. For the last bit of my preliminary research, I was advised to see if either, or both engines could do distributed rendering. I was advised this, as the final game we make could go into a variety of differently sized CAVEs. The one I have access to is roughly 2.4m x 3m cubed, and have been duly informed that this one is a "baby" compared to others. So, finally onto my question: Can either the Unreal Engine, or Unity Engine make it possible for developers to allow distributed rendering? Either through in built devices, or by creating my own plugin / script?

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  • Should EICAR be updated to test the revision of Antivirus system?

    - by makerofthings7
    I'm posting this here since programmers write viruses, and AV software. They also have the best knowledge of heuristics and how AV systems work (cloaking etc). The EICAR test file was used to functionally test an antivirus system. As it stands today almost every AV system will flag EICAR as being a "test" virus. For more information on this historic test virus please click here. Currently the EICAR test file is only good for testing the presence of an AV solution, but it doesn't check for engine file or DAT file up-to-dateness. In other words, why do a functional test of a system that could have definition files that are more than 10 years old. With the increase of zero day threats it doesn't make much sense to functionally test your system using EICAR. That being said, I think EICAR needs to be updated/modified to be effective test that works in conjunction with an AV management solution. This question is about real world testing, without using live viruses... which is the intent of the original EICAR. That being said I'm proposing a new EICAR file format with the appendage of an XML blob that will conditionally cause the Antivirus engine to respond. X5O!P%@AP[4\PZX54(P^)7CC)7}$EICAR-EXTENDED-ANTIVIRUS-TEST-FILE!$H+H* <?xml version="1.0"?> <engine-valid-from>2010-1-1Z</engine-valid-from> <signature-valid-from>2010-1-1Z</signature-valid-from> <authkey>MyTestKeyHere</authkey> In this sample, the antivirus engine would only alert on the EICAR file if both the signature or engine file is equal to or newer than the valid-from date. Also there is a passcode that will protect the usage of EICAR to the system administrator. If you have a backgound in "Test Driven Design" TDD for software you may get that all I'm doing is applying the principals of TDD to my infrastructure. Based on your experience and contacts how can I make this idea happen?

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  • Developing Schema Compare for Oracle (Part 4): Script Configuration

    - by Simon Cooper
    If you've had a chance to play around with the Schema Compare for Oracle beta, you may have come across this screen in the synchronization wizard: This screen is one of the few screens that, along with the project configuration form, doesn't come from SQL Compare. This screen was designed to solve a couple of issues that, although aren't specific to Oracle, are much more of a problem than on SQL Server: Datatype conversions and NOT NULL columns. 1. Datatype conversions SQL Server is generally quite forgiving when it comes to datatype conversions using ALTER TABLE. For example, you can convert from a VARCHAR to INT using ALTER TABLE as long as all the character values are parsable as integers. Oracle, on the other hand, only allows ALTER TABLE conversions that don't change the internal data format. Essentially, every change that requires an actual datatype conversion has to be done using a rebuild with a conversion function. That's OK, as we can simply hard-code the various conversion functions for the valid datatype conversions and insert those into the rebuild SELECT list. However, as there always is with Oracle, there's a catch. Have a look at the NUMTODSINTERVAL function. As well as specifying the value (or column) to convert, you have to specify an interval_unit, which tells oracle how to interpret the input number. We can't hardcode a default for this parameter, as it is entirely dependent on the user's data context! So, in order to convert NUMBER to INTERVAL DAY TO SECOND/INTERVAL YEAR TO MONTH, we need to have feedback from the user as to what to put in this parameter while we're generating the sync script - this requires a new step in the engine action/script generation to insert these values into the script, as well as new UI to allow the user to specify these values in a sensible fashion. In implementing the engine and UI infrastructure to allow this it made much more sense to implement it for any rebuild datatype conversion, not just NUMBER to INTERVALs. For conversions which we can do, we pre-fill the 'value' box with the appropriate function from the documentation. The user can also type in arbitary SQL expressions, which allows the user to specify optional format parameters for the relevant conversion functions, or indeed call their own functions to convert between values that don't have a built-in conversion defined. As the value gets inserted as-is into the rebuild SELECT list, any expression that is valid in that context can be specified as the conversion value. 2. NOT NULL columns Another problem that is solved by the new step in the sync wizard is adding a NOT NULL column to a table. If the table contains data (as most database tables do), you can't just add a NOT NULL column, as Oracle doesn't know what value to put in the new column for existing rows - the DDL statement will fail. There are actually 3 separate scenarios for this problem that have separate solutions within the engine: Adding a NOT NULL column to a table without a rebuild Here, the workaround is to add a column default with an appropriate value to the column you're adding: ALTER TABLE tbl1 ADD newcol NUMBER DEFAULT <value> NOT NULL; Note, however, there is something to bear in mind about this solution; once specified on a column, a default cannot be removed. To 'remove' a default from a column you change it to have a default of NULL, hence there's code in the engine to treat a NULL default the same as no default at all. Adding a NOT NULL column to a table, where a separate change forced a table rebuild Fortunately, in this case, a column default is not required - we can simply insert the default value into the rebuild SELECT clause. Changing an existing NULL to a NOT NULL column To implement this, we run an UPDATE command before the ALTER TABLE to change all the NULLs in the column to the required default value. For all three, we need some way of allowing the user to specify a default value to use instead of NULL; as this is essentially the same problem as datatype conversion (inserting values into the sync script), we can re-use the UI and engine implementation of datatype conversion values. We also provide the option to alter the new column to allow NULLs, or to ignore the problem completely. Note that there is the same (long-running) problem in SQL Compare, but it is much more of an issue in Oracle as you cannot easily roll back executed DDL statements if the script fails at some point during execution. Furthermore, the engine of SQL Compare is far less conducive to inserting user-supplied values into the generated script. As we're writing the Schema Compare engine from scratch, we used what we learnt from the SQL Compare engine and designed it to be far more modular, which makes inserting procedures like this much easier.

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  • Extremely simple online multiplayer game

    - by Postscripter
    I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, balance) is required. After some research I found a good java script (framework ??) called box2d.js I found the demo to be excellent. this is is kind of physics am looking for in my game. Now, what other frameworks will I need? Node.js?? Prototype.js?? (btw, I found the latest versoin of protoype.js to be released in 2010...?? is this still supported? Should I avoid using it?) What bout HTML 5 and Canvas? would I need them? websockets? Am a beginner in web programming + game programming world. but I will learn fast, am computer science graduate. (but no much web expeience but know essentionals javascript, html, css..). I just need a guiding path to build my game. Thanks

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Legitimate SEO Strategies - Which to Follow and Not to Follow?

    There are various SEO techniques which can help your business to get recognition on the internet. These techniques are mainly divided into two categories i.e. legitimate search engine optimization and illegitimate search engine optimization. Using legitimate search engine optimization techniques will guarantee a top spot and there will be nothing at risk. Whereas the illegitimate SEO has many risks attached to it.

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  • Learning About SEO

    SEO stands for Search Engine Optimization. It is a way of doing good things on your site by making it friendly to the search engine crawler. Most of the search engine optimization (SEO) specialists devoted most of their time in making a certain website be on top of the search results in Google and Yahoo!, etc.

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  • SEO Niche

    Search Engine Optimizers have become of particular interest to many people who wish to divert more traffic to their websites. With search engine optimizers, one can get his website to the top rankings of many search engine website lists. This is done through a variety of ways. One of the more popular ways to optimize one's website and gain more traffic is to reciprocally link his or her website to another.

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