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  • Web.NET: A Brief Retrospective

    - by Chris Massey
    It’s been several weeks since I had the pleasure of visiting Milan, and joining 150 enthusiastic web developers for a day of server-side frameworks and JavaScript. Lucky for me, I keep good notes. Overall the day went smoothly, with some solid logistics and very attentiveorganizerss, and an impressively diverse audience drawn by the fact that the event was ambitiously run in English. This was great in that it drew a truly pan-European audience (11 countries were represented on the day, and at least 1 visa had to be procured to get someone there!) It was trouble because, in some cases, it pushed speakers outside their comfort zone. Thankfully, despite a slightly rocky start, every session I attended was very well presented, and the consensus on the day was that the speakers were excellent. While I felt that a lot of the speakers had more that they wanted to cover, the topics were well-chosen, every room constantly had a stack of people in it, and all the sessions were pleasingly focused on code & demos. For all that the language barriers occasionally made networking a little challenging,organizerss Simone & Ugo nailed the logistics. Registration was slick, lunch was plentiful, and session management was great. The very generous Rui was kind enough to showcase a short video about Glimpse in his session, which seemed to go down well (Although the audio in the rooms was a little under-powered). Because I think you might need a mid-week chuckle, here are some out-takes.: And lets not forget the Hackathon. The idea was what having just learned about a stack of interesting technologies, attendees could spend an evening (fuelled by pizza and some good Github beer) hacking something together using them. Unfortunately, after a (great)10-hour day, and in many cases facing international travel in the morning, many of the attendees headed straight for their hotel rooms. This idea could work so beautifully, and I’m excited to see how it pans out in 2013. On top of the slick sessions, getting to finally meet Ugo and Simone in the flesh as a pleasure, as was the serendipitous introduction to the most excellent Rui. They’re all fantastic guys who are passionate about the web, and I’m looking forward to finding opportunities to work with them. Simone & Ugo put on a great event, and I’m excited to see what they do next year.

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  • Ubuntu won't suspend automatically any more

    - by Sparhawk
    In the last month or so, Ubuntu (12.04) has stopped sleeping automatically. I've gone to System Settings Power, and verified (and toggled) "suspend on inactive for" to 5 minutes (for both battery and "when plugged in"), but the system stays awake. I've also tried used code similar to $ gsettings set org.gnome.settings-daemon.plugins.power sleep-inactive-ac-timeout 300 $ gsettings set org.gnome.settings-daemon.plugins.power sleep-inactive-battery-timeout 300 to set the timeout values. I've also verified these in dconf Editor. Previously, I could set this quite low to make my computer sleep quickly, but now it no longer works either. I'm not sure if this is relevant, but under old versions of Ubuntu, if I wanted my computer to never suspend (via the CLI), I would also have to set $ gsettings set org.gnome.settings-daemon.plugins.power sleep-inactive-ac false At some point, this seemed to have been depreciated (and also gave me the error "No such key 'sleep-inactive-ac'"). I found that it it was enough to set sleep-inactive-ac-timeout to 0. This worked for a while, but at some point auto-suspend stopped working as stated above. Oddly enough, the sleep-inactive-ac key is still present when I look via dconf editor. However, when I click it, it says "no schema", and the summary, etc. fields are blank. To test if the dconf power plugin was working, I tried playing around with other settings in the schema. Idle-dim-time and idle-dim-ac work as expected . However, setting sleep-display-ac to 5 seconds has no effect. I'm also not sure if this is relevant, but I've uninstalled gnome-screensaver, and installed xscreensaver. I have tried killing xscreensaver and re-installing gnome-screensaver, but this did not help. I've also had some trouble with DPMS. I'm not sure if this is related, but I'll put the information here, just in case. Using xscreensaver, I set Power Management to enabled, with standby and suspend timeouts to 10 minutes. I've verified these settings in ~/.xscreensaver and xset q. However, the screen blanks after about 30 seconds. If I turn off DPMS (either via xscreensaver GUI or modifying ~/.xscreensaver), it won't blank at all, so I know that DPMS is partially reading the xscreensaver settings. -- edit I've attempted more troubleshooting, by creating a new user account, then logging out of the main account and into the new account. I've tried modifying the timeouts via dconf, but get the same results as above (i.e. it doesn't work, nor does sleep-display-ac, but idle-dim-time and idle-dim-ac work). Also, the depreciated sleep-display-ac key is not visible, so I think that this is probably unrelated. -- edit I've since moved to gnome-shell instead of unity, and still have this problem, so I guess that it's something to do with gnome-power-manager.

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  • Stop Saying "Multi-Channel!"

    - by David Dorf
    I keep hearing the term "multi-channel" in our industry, but its time to move on. It kinda reminds me of the term "ECR" or electronic cash register. Long ago ECR was a leading-edge term, but nowadays its rarely used because its table-stakes. After all, what cash register today isn't electronic? The same logic applies to multi-channel, at least when we're talking about tier-1 and tier-2 retailers. If you're still talking about multi-channel retailing, you're in big trouble. Some have switched over to the term "cross-channel," and that's a step in the right direction but still falls short. Its kinda like saying, "I upgraded my ECR to accept debit cards!" Yawn. Who hasn't? Today's retailers need to focus on omni-channel, which I first heard from my friends over at RSR but was originally coined at IDC. First retailers added e-commerce to their store and catalog channels yielding multi-channel retailing. Consumers could use the channel that worked best for them. Then some consumers wanted to combine channels with features like buy-on-the-Web, pickup-in-the-store. Thus began the cross-channel initiatives to breakdown the silos and enable the channels to communicate with each other. But the multi-channel architecture is full of duplication that thwarts efforts of providing a consistent experience. Each has its own cart, its own pricing, and often its own CRM. This was an outcrop of trying to bring the independent channels to market quickly. Rather than reusing and rebuilding existing components to meet the new demands, silos were created that continue to exist today. Today's consumers want omni-channel retailing. They want to interact with brands in a consistent manner that is channel transparent, yet optimized for that particular interaction. The diagram below, from the soon-to-be-released NRF Mobile Blueprint v2, shows this progression. For retailers to provide an omni-channel experience, there needs to be one logical representation of products, prices, promotions, and customers across all channels. The only thing that varies is the presentation of the content based on the delivery mechanism (e.g. shelf labels, mobile phone, web site, print, etc.) and often these mechanisms can be combined in various ways. I'm looking forward to the day in which I can use my phone to scan QR-codes in a catalog to create a shopping cart of items. Then do some further research on the retailer's Web site and be told about related items that might interest me. Be able to easily solicit opinions and reviews from social sites, and finally enter the store to pickup my items, knowing that any applicable coupons have been applied. In this scenario, I the consumer are dealing with a single brand that is aware of me and my needs throughout the entire transaction. Nirvana.

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  • Oracle ??????????? -2012?4??: Composite Patches

    - by James Zhang
      ???????DBA?????????????bundle patches, ??Patch Set Updates(PSU)????????,??oracle??????bundle patches,??PSU,??,??????????????,???????????????????(one-off patch),????overlay patches,???????????????   Oracle?????????,???2012?4???Database PSU 11.2.0.3.2??,??????patch??Composite Patches. Composite Patches ??:    * ?????    * ?????????overlay patches???    ?????????composite patches??,???????????????:Patch Set Update : ??????Cumulative patch(????),????, EM ??????????????????Patch Conflict   : 2??????????????,???????????Cumulative Patch : ????????,?????bug???,????Cumulative Patch?????????Cumulative PatchInterim Patch    : ???????????????Overlay Patch    : ?????????????,????????,????PSU???? ?merge patch??Sub-patch        : ??composite patch??2?????sub-patches?? ???Composite Patches?Composite Patches?????????,???????cumulative patch????composite patch?????Composite Patch?????????????. Composite Patches????????,Composite Patches???PSU??Bundle Patch????????????????????Composite Patches,???Composite Patches??????patch???????????Composite Patches,?????????Composite Patches???????????patches?????????overlay patches?Composite Patches???,???????overlay patches,???????,????overlay patches,???????????Composite Patches??overlay patches. cumulative patch?composite patch??????:* Cumulative Patch1.????Cumulative Patch?,??????????Cumulative Patch.2.???????overlay patches,?????overlay patches,??overlay patches?????cumulative patch??,???????cumulative patch??overlay patches,??????cumulative patch???overlay patches* Composite Patch1.???????????composite Patch,?????????Composite Patches??????2.???????overlay patches???cumulative patch???,???????overlay patches,??????cumulative patch. ????,?????overlay patches,??????cumulative patch??overlay patches? ???????????sub-patches??composite patch????????overlay patches* 11.2.0.3.1, 11.2.0.3.2, 11.2.0.3.3, 11.2.0.3.4 (??????) ??composite patch 11.2.0.3.4(?????)????(sub-patches)?????composite patch?,??sub-patches?????,?????????Composite Patch?????????????,??composite patch??????? * Overlay patches?composite patch(????) ???,?????overlay patch,????????composite patch????overly patch * ???11.2.0.3.4 ?,Overlay patches?composite patch(??????????)??,?????overlay patch,?????11.2.0.3.4 ??overlay patches,????11.2.0.3.4???overaly patches? ???PSU 11.2.0.3.2??????composite??????PSU, ?????composite patch?????,?????????newletter???????????,??????????:    Video - Bundle Patch Improvement - Composite Patching (03:43) [Trouble seeing this video?]    * Note 1376691.1 Composite Patches for Oracle Products (includes the brief informative video above)    * Note 854428.1   Patch Set Updates for Oracle Products    * Note 1299688.1 Patch conflict resolution    * Note 1321267.1 Database Patch conflict resolution

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • CAPTCHA blocking for my scraping script?

    - by Surabhil Sergy
    I am working on a scraping project which involves getting web data and parsing them for further use. I have been working using PHP and CURL to make scraping scripts which crawls web data and I make use of either PHP Dom or Simple HTML DOM Parser library for these kinds of projects. On a recent project I encountered some challenges; initially I found the target website blocked my server IP such that the server could not make any successful requests to the site. Understanding these issues as common I bought a set of private proxies and tried to make request calls using them. Though this could get successful response, I noticed the script is getting some kind of blocks after 2-3 continuous requests. On printing and checking the response I could see a pop-up asking for CAPTCHA validation. I could not see any captcha characters to be entered and it also shows an error “input error: invalid referrer”. On examining the source I could see some Google recaptcha scripts within. I’m stuck at this point and I m not able to execute my script. My script is used for gathering data and it needs to go through a large number of pages periodically over the site. But in the current scenario I am not able to proceed with my script. I could see there are some options to overcome these captcha issues and scraping these kinds of sites too are common. I have been checking my script performance and responses over last two months. I could see during first month I was able to execute very large number of requests from a single IP and I was able to get results. Later I get an IP block and used private proxies which could get me some results. Later I am facing now with the captcha trouble. I would appreciate any help or suggestions in this regard. (Often in this kind of questions I used to get a first comment as, ‘Have you asked for prior permission from the target?’ .I haven’t ,but I know there are many sites doing so to get the details out of sites and target sites may not often give access to them. I respect the legality and scraping etiquettes but I would like to know at what point I stuck and how could I overcome that! ) I could provide any supporting information if needed.

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  • Using INotifyPropertyChanged in background threads

    - by digitaldias
    Following up on a previous blog post where I exemplify databinding to objects, a reader was having some trouble with getting the UI to update. Here’s the rough UI: The idea is, when pressing Start, a background worker process starts ticking at the specified interval, then proceeds to increment the databound Elapsed value. The problem is that event propagation is limeted to current thread, meaning, you fire an event in one thread, then other threads of the same application will not catch it. The Code behind So, somewhere in my ViewModel, I have a corresponding bethod Start that initiates a background worker, for example: public void Start( ) { BackgroundWorker backgroundWorker = new BackgroundWorker( ); backgroundWorker.DoWork += IncrementTimerValue; backgroundWorker.RunWorkerAsync( ); } protected void IncrementTimerValue( object sender, DoWorkEventArgs e ) { do { if( this.ElapsedMs == 100 ) this.ElapsedMs = 0; else this.ElapsedMs++; }while( true ); } Assuming that there is a property: public int ElapsedMs { get { return _elapsedMs; } set { if( _elapsedMs == value ) return; _elapsedMs = value; NotifyThatPropertyChanged( "ElapsedMs" ); } } The above code will not work. If you step into this code in debug, you will find that INotifyPropertyChanged is called, but it does so in a different thread, and thus the UI never catches it, and does not update. One solution Knowing that the background thread updates the ElapsedMs member gives me a chance to activate BackgroundWorker class’ progress reporting mechanism to simply alert the main thread that something has happened, and that it is probably a good idea to refresh the ElapsedMs binding. public void Start( ) { BackgroundWorker backgroundWorker = new BackgroundWorker( ); backgroundWorker.DoWork += IncrementTimerValue; // Listen for progress report events backgroundWorker.WorkerReportsProgress = true; // Tell the UI that ElapsedMs needs to update backgroundWorker.RunWorkerCompleted += ( sender, e ) => { NotifyThatPropertyChanged( "ElapsedMs" ) }; backgroundWorker.RunWorkerAsync( ); } protected void IncrementTimerValue( object sender, DoWorkEventArgs e ) { do { if( this.ElapsedMs == 100 ) this.ElapsedMs = 0; else this.ElapsedMs++; // report any progress ( sender as BackgroundWorker ).ReportProgress( 0 ); }while( true ); } What happens above now is that I’ve used the BackgroundWorker cross thread mechanism to alert me of when it is ok for the UI to update it’s ElapsedMs field. Because the property itself is being updated in a different thread, I’m removing the NotifyThatPropertyChanged call from it’s Set method, and moving that responsability to the anonymous method that I created in the Start method. This is one way of solving the issue of having a background thread update your UI. I would be happy to hear of other cross-threading mechanisms for working in a MCP/MVC/MVVM pattern.

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  • Java Dynamic Binding

    - by Chris Okyen
    I am having trouble understanding the OOP Polymorphic principl of Dynamic Binding ( Late Binding ) in Java. I looked for question pertaining to java, and wasn't sure if a overall answer to how dynamic binding works would pertain to Java Dynamic Binding, I wrote this question. Given: class Person { private String name; Person(intitialName) { name = initialName; } // irrelevant methods is here. // Overides Objects method public void writeOutput() { println(name); } } class Student extends Person { private int studentNumber; Student(String intitialName, int initialStudentNumber) { super(intitialName); studentNumber = initialStudentNumber; } // irrellevant methods here... // overides Person, Student and Objects method public void writeOutput() { super.writeOutput(); println(studentNumber); } } class Undergaraduate extends Student { private int level; Undergraduate(String intitialName, int initialStudentNumber,int initialLevel) { super(intitialName,initialStudentNumber); level = initialLevel; } // irrelevant methods is here. // overides Person, Student and Objects method public void writeOutput() { super.writeOutput(); println(level); } } I am wondering. if I had an array called person declared to contain objects of type Person: Person[] people = new Person[2]; person[0] = new Undergraduate("Cotty, Manny",4910,1); person[1] = new Student("DeBanque, Robin", 8812); Given that person[] is declared to be of type Person, you would expect, for example, in the third line where person[0] is initialized to a new Undergraduate object,to only gain the instance variable from Person and Persons Methods since doesn't the assignment to a new Undergraduate to it's ancestor denote the Undergraduate object to access Person - it's Ancestors, methods and isntance variables... Thus ...with the following code I would expect person[0].writeOutput(); // calls Undergraduate::writeOutput() person[1].writeOutput(); // calls Student::writeOutput() person[0] to not have Undergraduate's writeOutput() overidden method, nor have person[1] to have Student's overidden method - writeOutput(). If I had Person mikeJones = new Student("Who?,MikeJones",44,4); mikeJones.writeOutput(); The Person::writeOutput() method would be called. Why is this not so? Does it have to do with something I don't understand about relating to arrays? Does the declaration Person[] people = new Person[2] not bind the method like the previous code would?

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  • Failed 12.04 installation

    - by Rob Sayer
    I tried installing Ubuntu 12.04 today. Not an upgrade, a new installation. It didn't work. My computer specs: Computer: Compaq presario CQ-104CA OS: Windows 7 Home 64 bit CPU: AMD V140 BIOS: latest Graphics: amd m880g with ati mobility radeon hd 4250 Wireless: atheros ar9285 Internal HD:SATA I wasn't connected to the internet at the time ... I know of a number of people who have installed ubuntu unconnected and just updated later. It seemed to go normally until I got to the part where I chose to install dual boot linux/windows. Then, the screen went black and the following test appeared (I left out the [OK]'s): checking battery state starting crash report submission daemon stating cpu interrupts balancing daemon stopping system V runlevel compatibility starting configure network device security stopping configure network device security stopping cold plug devices stopping log initial device creation starting enable remaining boot-time encrypting devices starting configure network device security starting save udev log and update rules stopping save udev log and update rules stopping enable remaining boot-time encrypted block devices checking for running unattended-upgrades acpid: exiting speech-dispatcher disabled: edit /etc/default/speech-disorder At this point, the CD is ejected. Then nothing. If I press the return key, it boots Windows. I don't think that's what's supposed to happen. Thinking the cd media or dvd drive may have been faulty, I downloaded the .iso again and made a bootable USB stick, as per your instructions. This time there was no cryptic crash screen. It just booted windows. I can't find any log files it may have left. Thinking the amd64 version may have been the wrong one, I tried downloading the x86 version. Same thing, both from cd and usb drive. Note I downloaded both files twice. I doubt it was a corrupted d/l. This is supposed to be a simple, transparent install. I went to the time and trouble of looking up my devices and drivers re ubuntu beforehand, and was prepared to do some configuration, though I know someone who has the same wireless device and his worked righted out of the box. But I spent over 3 hours trying to install it with only the above to show for it.

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  • What are these errors when I try to "make" the driver of my wireless adapter?

    - by Tom Brito
    I got got a wireless to usb adapter, and I'm having some trouble to install the drivers on Ubuntu. First of all, the readme says to use the make command, and I already got errors: $ make make[1]: Entering directory `/usr/src/linux-headers-2.6.35-22-generic' CC [M] /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c: In function ‘rtl8192_usb_probe’: /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12325: error: ‘struct net_device’ has no member named ‘open’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12326: error: ‘struct net_device’ has no member named ‘stop’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12327: error: ‘struct net_device’ has no member named ‘tx_timeout’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12328: error: ‘struct net_device’ has no member named ‘do_ioctl’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12329: error: ‘struct net_device’ has no member named ‘set_multicast_list’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12330: error: ‘struct net_device’ has no member named ‘set_mac_address’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12331: error: ‘struct net_device’ has no member named ‘get_stats’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12332: error: ‘struct net_device’ has no member named ‘hard_start_xmit’ make[2]: *** [/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o] Error 1 make[1]: *** [_module_/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-2.6.35-22-generic' make: *** [all] Error 2 /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/ is the path where I copied the drivers on my computer. Any idea how to solve this? (I don't even know what the error is...) update: sudo lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 03 serial: 78:e3:b5:e7:5f:6e size: 10MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:42 ioport:d800(size=256) memory:fbeff000-fbefffff memory:faffc000-faffffff memory:fbec0000-fbedffff *-network DISABLED description: Wireless interface physical id: 2 logical name: wlan0 serial: 00:26:18:a1:ae:64 capabilities: ethernet physical wireless configuration: broadcast=yes multicast=yes wireless=802.11b/g

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  • Help needed with pyparsing [closed]

    - by Zearin
    Overview So, I’m in the middle of refactoring a project, and I’m separating out a bunch of parsing code. The code I’m concerned with is pyparsing. I have a very poor understanding of pyparsing, even after spending a lot of time reading through the official documentation. I’m having trouble because (1) pyparsing takes a (deliberately) unorthodox approach to parsing, and (2) I’m working on code I didn’t write, with poor comments, and a non-elementary set of existing grammars. (I can’t get in touch with the original author, either.) Failing Test I’m using PyVows to test my code. One of my tests is as follows (I think this is clear even if you’re unfamiliar with PyVows; let me know if it isn’t): def test_multiline_command_ends(self, topic): output = parsed_input('multiline command ends\n\n',topic) expect(output).to_equal( r'''['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - statement: ['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - terminator: ['\n', '\n'] - terminator: ['\n', '\n']''') But when I run the test, I get the following in the terminal: Failed Test Results Expected topic("['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline") to equal "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Note: Since the output is to a Terminal, the expected output (the second one) has extra backslashes. This is normal. The test ran without issue before this piece of refactoring began. Expected Behavior The first line of output should match the second, but it doesn’t. Specifically, it’s not including the two newline characters in that first list object. So I’m getting this: "['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline" When I should be getting this: "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Earlier in the code, there is also this statement: pyparsing.ParserElement.setDefaultWhitespaceChars(' \t') …Which I think should prevent exactly this kind of error. But I’m not sure. Even if the problem can’t be identified with certainty, simply narrowing down where the problem is would be a HUGE help. Please let me know how I might take a step or two towards fixing this.

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  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

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  • Shelving &ndash; What is it &ndash; and more importantly, can it help me?

    - by Chris Skardon
    Since we shifted to TFS we’ve had the ability to perform what is known as ‘shelving’. Shelving (whilst not a wholly new topic in the world of SCC) is new to us, and didn’t exist in our previous SCC solution – SVN. Soo… what is it? What? Shelving is a way to check-in but not check-in your code. By shelving you submit a copy of your ‘pending changes’ to the SCC server, (which maintains a list of the shelvesets) and once that is done you can either continue working, or undo your changes, safe in the knowledge that a backup copy exists on the server. You can unshelve your code at any time and get back to the state you were when you shelved. Yer, that is great but why not just check it in?? Shelvesets don’t have to build. The shelveset you put in there could be entirely broken, or it might solve every bug in the system – shelves aren’t continuously integrated so you can shelve anything. Hmmmm… What else? Shelving allows us to do some pretty cool stuff that beforehand was quite frankly a pain. For instance – Gated Check-ins are implemented via the shelving mechanism, when code is checked-in, what you’re actually doing is shelving it, the Build Controller will build the shelveset with the original code and if it succeeds, the code will be committed, if it fails – well – it’s only you that has to fix the code :) Other nice features are things like the ability to share code you are working on… For example, if I was having trouble with a particular piece of code, I could shelve it, and then you (yes you) could then get that shelveset and check out the problem for yourself, and if you fix it?? Well – you could check-it in! Nice, but day-to-day shizzle? Let’s say you’ve been working on your project and your project manager comes over to you and says: “Hey, errr, bad times, there is an urgent bug we need you to fix, it needs to go out now!” (also for this to play out – we’ll need to assume you’re currently working in the 'release’ branch for another bug fix (maybe))… You could undo all your current changes (obviously you’ll probably backup your code using zip or something I imagine) fix the bug, then re-copy your backup over the top, or you could shelve and unshelve. Perhaps some other uses will awaken the shelver in you… :) Before each checkin – if you shelve, you no longer need to worry (if indeed you do) about resolving conflicts and mysteriously losing your code… Going home at night? Not checking in straight away? Why not shelve, this way – should the worst come to the worst and your local pc gives up, you can just get the shelveset onto another machine and be up and running in literally seconds minutes…

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  • Stencil buffer appears to not be decrementing values correctly

    - by Alex Ames
    I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the stencil clipper functions, which will increment the stencil buffer values that it covers. Then it will draw its children, which will only get drawn in the stencilled area (so that if they extend outside they'll be clipped). After a widget is done drawing its children, it pops that rectangle from the stack and in the process decrements the values in the stencil buffer that it has previously incremented. The slightly simplified code is below: static void drawStencil(Rect& rect, unsigned int ref) { // Save previous values of the color and depth masks GLboolean colorMask[4]; GLboolean depthMask; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); // Turn off drawing glColorMask(0, 0, 0, 0); glDepthMask(0); // Draw vertices here ... // Turn everything back on glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDepthMask(depthMask); // Only render pixels in areas where the stencil buffer value == ref glStencilFunc(GL_EQUAL, ref, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void pushScissor(Rect rect) { // increment things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); s_scissorStack.push_back(rect); drawStencil(rect, states, s_ScissorStack.size()); } void popScissor() { // undo what was done in the previous push, // decrement things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_DECR, GL_DECR); Rect rect = s_scissorStack.back(); s_scissorStack.pop_back(); drawStencil(rect, states, s_scissorStack.size()); } And this is how it's being used by the Widgets if (m_clip) pushScissor(m_rect); drawInternal(target, states); for (auto child : m_children) target.draw(*child, states); if (m_clip) popScissor(); This is the result of the above code: There are two things on the screen, a giant test button, and a window with some buttons and text areas on it. The text area scroll box is set to clip its children (so that the text doesn't extend outside the scroll box). The button is drawn after the window and should be on top of it completely. However, for some reason the text area is appearing on top of the button. The only reason I can think of that this would happen is if the stencil values were not getting decremented in the pop, and when it comes time to render the button, since those pixels don't have the right stencil value it doesn't draw over. But I can't figure out whats wrong with my code that would cause that to happen.

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  • ArchBeat Link-o-Rama for 2012-10-11

    - by Bob Rhubart
    Whiteboards, not red carpets. OTN Architect Day Los Angeles. Oct 25. Free event. Yes, it's TinselTown, but the stars at this event are experts in the use of Oracle technologies in today's architectures. This free event includes a full slate of technical sessions and peer interaction covering cloud computing, SOA, and engineered systems—and lunch is on us. Register now. Thursday October 25, 2012, 8:00 a.m. – 5:00 p.m. Sofitel Los Angeles, 8555 Beverly Boulevard, Los Angeles, CA 90048 JDeveloper extensions where? | Peter Paul van de Beek "Where does the downloaded stuff go after you installed JDeveloper extensions, like SOA Composite Editor, Oracle BPM Studio, or AIA Service Constructor?" Peter Paul van de Beek has the answer. Using Apache Derby Database with WebLogic (the express way) | Frank Munz Another technical how-to video from Dr. Frank Munz. Compensation Hello World | Ronald van Luttikhuizen Oracle ACE Director Ronald van Luttikhuizen's post addresses several question that came up during the "Effective Fault Handling in SOA Suite 11g" session that he and fellow Oracle ACE Guido Schmutz presented at Oracle OpenWorld. Oracle Fusion Middleware Security: OAM and OIM 11g Academies Looking for technical how-to content covering Oracle Access Manager and Oracle Identity Manager? The people behind the Oracle Middleware Security blog have indexed relevant blog posts into what they call "Academies." "These indexes," the blog explains, "contain the articles we've written that we believe provide long lasting guidance on OAM and OIM. Posts covered in these series include articles on key aspects of OAM and OIM 11g, best practice architectural guidance, integrations, and customizations." Maximum Availability Whitepaper for IDM 11gR2 | Oracle Fusion Middleware Security The Oracle Fusion Middelware A-Team shares an overview of and a link to a new white paper: "Identity Management 11.1.2 Enterprise Deployment Blueprint." Thought for the Day "The trouble with the world is that the stupid are sure and the intelligent are full of doubt." — Bertrand Russell (May 18, 1872 – February 2, 1970) Source: SoftwareQuotes.com

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  • Default values - are they good or evil?

    - by Andrew
    The question about default values in general - default return function values, default parameter values, default logic for when something is missing, default logic for handling exceptions, default logic for handling the edge conditions etc. For a long time I considered default values to be a "pure evil" thing, something that "cloaks the catastrophe" and results in a very hard do find bugs. But recently I started to think about default values as some sort of a technical debt ... which is not a straight bad thing but something that could provide some "short term financing" get us to survive the project (how many of us could afford to buy a house without taking out the mortgage?). When I say a "short term" - I don't mean - "do something quickly first and do refactor it out later before it hits the production". No - I am talking about relying on a hardcoded default values in a production software. Granted - it could cause some issues, but what if it only going to cause a single trouble in a whole year. Again - I am talking about the "average" mainstream software here (not a software for a nuclear power station) - the average web site or a UI application for the accounting software, meaning that people lives are not at stake, nor millions of dollars. Again, from my experience, business users would rather live with the software which "works somehow", rather then wait for a perfect one. And the use of default values helps a lot if you develop a software in a RAD style. But again - the longest debug sessions I have spent were because of the bugs introduced by a default value which either stopped being "a default" along the way or because a small subsystem has recently been upgraded and as a result of this upgrade it does not handle the default correctly (e.g. empty list vs null, or null string vs empty string). So my question is - are the default values good or evil. And if they are a technical debt - how do measure up how much you can borrow so you can afford the repayments? Would really appreciate any input. Cheers. EDIT: If I am using the default values as a way to cut the corners during the development - and if the corners cutting results in a bugs and issues - what is the methodology to recover from these issues?

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  • Visual studio Real Dark mode (2010,2012,2013)

    - by Anirudha
    Originally posted on: http://geekswithblogs.net/anirugu/archive/2013/11/02/visual-studio-real-dark-mode-201020122013.aspxWhen Visual studio 2010 released back in 3 year ago I soon show a demo to some people that how Dark mode of Visual studio will be great idea. Soon we got some theme plugin  which make us able to modify the look of visual studio.   http://studiostyl.es/ already provide lots of wonderful color scheme that make you able to modify the theme. These themes are also work in webmatrix 2.  Webmatrix 2 have a plugin for themes that is made by Yishai Galatzer that is awesome for webmatrix 2.   In Visual studio 2012 we got a native dark mode. This means we can configure it without any plugin or requirement of anything. In this post I have a demo to show you how to use Dark mode that is part of Windows 7 (and windows 8 too).   Few months ago I show a problem that webmatrix 2 run slow. it’s run better in windows 7 dark mode. Windows 7 dark mode simply refer to right click > personalize > High contrast theme in bottom of windows. This setting make thing a little bit faster.   When you have set this you have seen that Visual studio doesn’t react good anymore because it’s color scheme is broken now. What you need now is import any theme from http://studiostyl.es/ When you import this this will look good as this.   This is the demo look of Windows 7 phone Express 2010. It will react same for future version as 2012, 2013. Now see your VS react look dark. Everything is dark now. Your Firefox and IE will not run totally in blackish mode but you can use chrome. Chrome have less effect of dark. Now if you benchmark it then you will feel that everything that take a long time in loading now run fast.   Note :- This is experiments. Remember to have settings backup before apply new theme. All thing I do is make my VS run faster. If you have any trouble or idea please comment it.   Thanks for read my post

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  • need advice for small css issue [migrated]

    - by JaPerk14
    I have a small design problem in my css, and I'd like to know if someone could check it out for me. The design problem is in the rollover effect of my horizontal navigation. There seems to be some sort of added margin or padding, but I'm having trouble finding the problem in the css. I will paste the code I'm using below, so you can see for yourself. You won't be able to see the problem until you rollover the navigation list items. HTML: <div class="Horiznav"> <ul> <li id="active"><a href="#">Link #1</a></li> <li><a href="#">Link #2</a></li> <li><a href="#">Link #3</a></li> <li><a href="#">Link #4</a></li> <li><a href="#">Link #5</a></li> </ul> </div> CSS: .Horiznav { background: #1F00CA; border-top: solid 1px #fff; border-bottom: solid 1px #fff; } .Horiznav ul { font-family: Arial, Helvetica, sans-serif; font-weight: bold; color: #fff; text-Align: center; margin: 0; padding-top: 5px; padding-bottom: 5px; } .Horiznav ul li { display: inline; } .Horiznav ul li a { padding-top: 5px; padding-bottom: 5px; color: #fff; text-decoration: none; border-right: 1px solid #fff; } .Horiznav ul li a:hover { background: #16008D; color: #fff; } #active a { border-left: 1px solid #fff; }

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • Calling home, receiving calls and smartphone data from the US

    - by Rob Farley
    I got asked about calling home from the US, by someone going to the PASS Summit. I found myself thinking “there should be a blog post about this”... The easiest way to phone home is Skype - no question. Use WiFi, and if you’re calling someone who has Skype on their phone at the other end, it’s free. Even if they don’t, it’s still pretty good price-wise. The PASS Summit conference centre has good WiFI, as do the hotels, and plenty of other places (like Starbucks). But if you’re used to having data all the time, particularly when you’re walking from one place to another, then you’ll want a sim card. This also lets you receive calls more easily, not just solving your data problem. You’ll need to make sure your phone isn’t locked to your local network – get that sorted before you leave. It’s no trouble to drop by a T-mobile or AT&T store and getting a prepaid sim. You can’t get one from the airport, but if the PASS Summit is your first stop, there’s a T-mobile store on 6th in Seattle between Pine & Pike, so you can see it from the Sheraton hotel if that’s where you’re staying. AT&T isn’t far away either. But – there’s an extra step that you should be aware of. If you talk to one of these US telcos, you’ll probably (hopefully I’m wrong, but this is how it was for me recently) be told that their prepaid sims don’t work in smartphones. And they’re right – the APN gets detected and stops the data from working. But luckily, Apple (and others) have provided information about how to change the APN, which has been used by a company based in New Zealand to let you get your phone working. Basically, you send your phone browser to http://unlockit.co.nz and follow the prompts. But do this from a WiFi place somewhere, because you won’t have data access until after you’ve sorted this out... Oh, and if you get a prepaid sim with “unlimited data”, you will still need to get a Data Feature for it. And just for the record – this is WAY easier if you’re going to the UK. I dropped into a T-mobile shop there, and bought a prepaid sim card for five quid, which gave me 250MB data and some (but not much) call credit. In Australia it’s even easier, because you can buy data-enabled sim cards that work in smartphones from the airport when you arrive. I think having access to data really helps you feel at home in a different place. It means you can pull up maps, see what your friends are doing, and more. Hopefully this post helps, but feel free to post comments with extra information if you have it. @rob_farley

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  • Questions about identifying the components in MVC

    - by luiscubal
    I'm currently developing an client-server application in node.js, Express, mustache and MySQL. However, I believe this question should be mostly language and framework agnostic. This is the first time I'm doing a real MVC application and I'm having trouble deciding exactly what means each component. (I've done web applications that could perhaps be called MVC before, but I wouldn't confidently refer to them as such) I have a server.js that ties the whole application together. It does initialization of all other components (including the database connection, and what I think are the "models" and the "views"), receiving HTTP requests and deciding which "views" to use. Does this mean that my server.js file is the controller? Or am I mixing code that doesn't belong there? What components should I break the server.js file into? Some examples of code that's in the server.js file: var connection = mysql.createConnection({ host : 'localhost', user : 'root', password : 'sqlrevenge', database : 'blog' }); //... app.get("/login", function (req, res) { //Function handles a GET request for login forms if (process.env.NODE_ENV == 'DEVELOPMENT') { mu.clearCache(); } session.session_from_request(connection, req, function (err, session) { if (err) { console.log('index.js session error', err); session = null; } login_view.html(res, user_model, post_model, session, mu); //I named my view functions "html" for the case I might want to add other output types (such as a JSON API), or should I opt for completely separate views then? }); }); I have another file that belongs named session.js. It receives a cookies object, reads the stored data to decide if it's a valid user session or not. It also includes a function named login that does change the value of cookies. First, I thought it would be part of the controller, since it kind of dealt with user input and supplied data to the models. Then, I thought that maybe it was a model since it dealt with the application data/database and the data it supplies is used by views. Now, I'm even wondering if it could be considered a View, since it outputs data (cookies are part of HTTP headers, which are output)

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • As a tooling/automation developer, can I be making better use of OOP?

    - by Tom Pickles
    My time as a developer (~8 yrs) has been spent creating tooling/automation of one sort or another. The tools I develop usually interface with one or more API's. These API's could be win32, WMI, VMWare, a help-desk application, LDAP, you get the picture. The apps I develop could be just to pull back data and store/report. It could be to provision groups of VM's to create live like mock environments, update a trouble ticket etc. I've been developing in .Net and I'm currently reading into design patterns and trying to think about how I can improve my skills to make better use of and increase my understanding of OOP. For example, I've never used an interface of my own making in anger (which is probably not a good thing), because I honestly cannot identify where using one would benefit later on when modifying my code. My classes are usually very specific and I don't create similar classes with similar properties/methods which could use a common interface (like perhaps a car dealership or shop application might). I generally use an n-tier approach to my apps, having a presentation layer, a business logic/manager layer which interfaces with layer(s) that make calls to the API's I'm working with. My business entities are always just method-less container objects, which I populate with data and pass back and forth between my API interfacing layer using static methods to proxy/validate between the front and the back end. My code by nature of my work, has few common components, at least from what I can see. So I'm struggling to see how I can better make use of OOP design and perhaps reusable patterns. Am I right to be concerned that I could be being smarter about how I work, or is what I'm doing now right for my line of work? Or, am I missing something fundamental in OOP? EDIT: Here is some basic code to show how my mgr and api facing layers work. I use static classes as they do not persist any data, only facilitate moving it between layers. public static class MgrClass { public static bool PowerOnVM(string VMName) { // Perform logic to validate or apply biz logic // call APIClass to do the work return APIClass.PowerOnVM(VMName); } } public static class APIClass { public static bool PowerOnVM(string VMName) { // Calls to 3rd party API to power on a virtual machine // returns true or false if was successful for example } }

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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