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  • Inconsistent results in R with RNetCDF - why?

    - by sarcozona
    I am having trouble extracting data from NetCDF data files using RNetCDF. The data files each have 3 dimensions (longitude, latitude, and a date) and 3 variables (latitude, longitude, and a climate variable). There are four datasets, each with a different climate variable. Here is some of the output from print.nc(p8m.tmax) for clarity. The other datasets are identical except for the specific climate variable. dimensions: month = UNLIMITED ; // (1368 currently) lat = 3105 ; lon = 7025 ; variables: float lat(lat) ; lat:long_name = "latitude" ; lat:standard_name = "latitude" ; lat:units = "degrees_north" ; float lon(lon) ; lon:long_name = "longitude" ; lon:standard_name = "longitude" ; lon:units = "degrees_east" ; short tmax(lon, lat, month) ; tmax:missing_value = -9999 ; tmax:_FillValue = -9999 ; tmax:units = "degree_celsius" ; tmax:scale_factor = 0.01 ; tmax:valid_min = -5000 ; tmax:valid_max = 6000 ; I am getting behavior I don't understand when I use the var.get.nc function from the RNetCDF package. For example, when I attempt to extract 82 values beginning at stval from the maximum temperature data (p8m.tmax <- open.nc(tmaxdataset.nc)) with > var.get.nc(p8m.tmax,'tmax', start=c(lon_val, lat_val, stval),count=c(1,1,82)) (where lon_val and lat_val specify the location in the dataset of the coordinates I'm interested in and stval is stval is set to which(time_vec==200201), which in this case equaled 1285.) I get Error: Invalid argument But after successfully extracting 80 and 81 values > var.get.nc(p8m.tmax,'tmax', start=c(lon_val, lat_val, stval),count=c(1,1,80)) > var.get.nc(p8m.tmax,'tmax', start=c(lon_val, lat_val, stval),count=c(1,1,81)) the command with 82 works: > var.get.nc(p8m.tmax,'tmax', start=c(lon_val, lat_val, stval),count=c(1,1,82)) [1] 444 866 1063 ... [output snipped] The same problem occurs in the identically structured tmin file, but at 36 instead of 82: > var.get.nc(p8m.tmin,'tmin', start=c(lon_val, lat_val, stval),count=c(1,1,36)) produces Error: Invalid argument But after repeating with counts of 30, 31, etc > var.get.nc(p8m.tmin,'tmin', start=c(lon_val, lat_val, stval), count=c(1,1,36)) works. These examples make it seem like the function is failing at the last count, but that actually isn't the case. In the first example, var.get.nc gave Error: Invalid argument after I asked for 84 values. I then narrowed the failure down to the 82nd count by varying the starting point in the dataset and asking for only 1 value at a time. The particular number the problem occurs at also varies. I can close and reopen the dataset and have the problem occur at a different location. In the particular examples above, lon_val and lat_val are 1595 and 1751, respectively, identifying the location in the dataset along the lat and lon dimensions for the latitude and longitude I'm interested in. The 1595th latitude and 1751th longitude are not the problem, however. The problem occurs with all other latitude and longitudes I've tried. Varying the starting location in the dataset along the climate variable dimension (stval) and/or specifying it different (as a number in the command instead of the object stval) also does not fix the problem. This problem doesn't always occur. I can run identical code three times in a row (clearing all objects in between runs) and get a different outcome each time. The first run may choke on the 7th entry I'm trying to get, the second might work fine, and the third run might choke on the 83rd entry. I'm absolutely baffled by such inconsistent behavior. The open.nc function has also started to fail with the same Error: Invalid argument. Like the var.get.nc problems, it also occurs inconsistently. Does anyone know what causes the initial failure to extract the variable? And how I might prevent it? Could have to do with the size of the data files (~60GB each) and/or the fact that I'm accessing them through networked drives? This was also asked here: https://stat.ethz.ch/pipermail/r-help/2011-June/281233.html > sessionInfo() R version 2.13.0 (2011-04-13) Platform: i386-pc-mingw32/i386 (32-bit) locale: [1] LC_COLLATE=English_United States.1252 LC_CTYPE=English_United States.1252 [3] LC_MONETARY=English_United States.1252 LC_NUMERIC=C [5] LC_TIME=English_United States.1252 attached base packages: [1] stats graphics grDevices utils datasets methods base other attached packages: [1] reshape_0.8.4 plyr_1.5.2 RNetCDF_1.5.2-2 loaded via a namespace (and not attached): [1] tools_2.13.0

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  • Python Continue Loop

    - by Rob B.
    I am using the following code from this tutorial (http://jeriwieringa.com/blog/2012/11/04/beautiful-soup-tutorial-part-1/). from bs4 import BeautifulSoup soup = BeautifulSoup (open("43rd-congress.html")) final_link = soup.p.a final_link.decompose() trs = soup.find_all('tr') for tr in trs: for link in tr.find_all('a'): fulllink = link.get ('href') print fulllink #print in terminal to verify results tds = tr.find_all("td") try: #we are using "try" because the table is not well formatted. This allows the program to continue after encountering an error. names = str(tds[0].get_text()) # This structure isolate the item by its column in the table and converts it into a string. years = str(tds[1].get_text()) positions = str(tds[2].get_text()) parties = str(tds[3].get_text()) states = str(tds[4].get_text()) congress = tds[5].get_text() except: print "bad tr string" continue #This tells the computer to move on to the next item after it encounters an error print names, years, positions, parties, states, congress However, I get an error saying that 'continue' is not properly in the loop on line 27. I am using notepad++ and windows powershell. How do I make this code work?

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  • LINQ query to navigate an object hierachy

    - by TesterTurnedDeveloper
    Let's say I have an object graph of Countries / States / Cities, like below: public class City { public string Name { get; set; } } public class State { public List<City> Cities { get; set; } } public class Country { public List<State> States { get; set; } } Is there a simple way to query a List<Country> to get all the cities?

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  • We are hiring (take a minute to read this, is not another BS talk ;) )

    - by gsusx
    I really wanted to wait until our new website was out to blog about this but I hope you can put up with the ugly website for a few more days J. Tellago keeps growing and, after a quick break at the beginning of the year, we are back in hiring mode J. We are currently expanding our teams in the United States and Argentina and have various positions open in the following categories. .NET developers: If you are an exceptional .NET programmer with a passion for creating great software solutions working...(read more)

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  • Adidas by Jeremy Scott is the famous ‘wings’

    - by WoolrichParka
    The higher on this design activities the United states banner layover all over the shoes with red lines on one remaining feet and Adidas by Jeremy Scott the famous 5 celebrity agreement in white-colored and red on the other feet.Out of the many couples of JS Pizza 2.0 silhouettes we’ve gotten a look at, one of the more latest and awesome couples features a glow-in-the-dark higher.One of those Adidas Wing Shoes comes with opera create and bone fragments along the shoelaces place.Expect these to fall this fall, along with more from this years’ selection.wufengfengmaple36

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  • Energy Dashboard Web Portal

    UC San Diego researchers launch an Internet portal to showcase the real-time measurement and visualization of energy use on the campus University of California-San Diego - United States - SAN DIEGO - California - Counties

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  • CEO Is the New CRM

    - by andrea.mulder
    Danny Rippon launched his blogging career last week with The Marketer outlining how CRM has evolved from managing customer data to 'CEM' - Customer Experience Management, and for true market leaders it is moving towards 'CEO' - Customer Experience Optimisation. Or as we like to say here in the states Customer Experience Optimization (with a "z"). Click here to hear Danny's thought on why CEO Is the New CRM.

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  • How to boot with Intel GMA500 Poulsbo graphics

    - by Seyed Mohammad
    I have a Sony VAIO netbook with Intel GMA-500 Poulsbo Graphics and I'm trying to boot the latest Ubuntu-12.04 Beta-2 using a bootable USB. According to this Ubuntu-Wiki, support for Intel GMA-500 Poulsbo graphics is promising in Precise-Beta2 and should work out of the box. Of course the wiki talks about a problem when booting from USB and states that restarting X using: sudo service lightdm restart will bring a functional graphical desktop, but nothing happens for me! Any help is highly appreciated.

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  • Upgrading Apache to 2.2.23 on ubuntu 12.04 LTS

    - by Salil P
    We had done a PCI scan on one of our servers running Ubuntu 12.04 LTS with apache 2.2.22. The scan reported a vulnerability in apache 2.2.22 (Apache HTTP Server Zero-Length Directory Name in LD_LIBRARY_PATH Vulnerability).The report states to upgrade the version to the latest stable release of either 2.2.23 or 2.2.24. How do I upgrade to the 2.2.23 to fix the vulnerability or is there a patch available that can fix this and if yes can you let me know how that can be patched.

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  • Problem booting 12.04-Beta2 with Intel GMA500 Poulsbo graphics

    - by Seyed Mohammad
    I have a Sony VAIO netbook with Intel GMA-500 Poulsbo Graphics and I'm trying to boot the latest Ubuntu-12.04 Beta-2 using a bootable USB. According to this Ubuntu-Wiki, support for Intel GMA-500 Poulsbo graphics is promising in Precise-Beta2 and should work out of the box. Of course the wiki talks about a problem when booting from USB and states that restarting X using: sudo service lightdm restart will bring a functional graphical desktop, but nothing happens for me! Any help is highly appreciated.

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  • SQL Server 2008 R2 Cumulative Updates are available

    - by AaronBertrand
    Microsoft has released cumulative updates for SQL Server 2008 R2. SQL Server 2008 R2 SP1 Cumulative Update #8 KB article is http://support.microsoft.com/kb/2723743 Build number is 10.50.2822.0 There are 20 fixes published as of 2012-08-31 This update is relevant for builds between 10.50.2500 and 10.50.2820 Note that the page that lists builds and updates for SP1 seems confused; it currently states that the build is 10.50.2822, while the KB article shows 10.50.2821. The file from the hotfix is 10.50.2822,...(read more)

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  • MVPs and the Community

    - by andyleonard
    Introduction Earlier this month, David Woods decided to drop his MVP award . The move inspired some interesting comments and discussion among MVPs. David's points are: MVP Expertise Microsoft Technology Products Microsoft "Listens" Cost-Benefits for an MVP MVP Expertise After mentioning he's encountered MVPs who are not experts, David states: "The way you get in is by contributing to the community." Honestly, I don't know the specifics of how someone becomes a Microsoft MVP . And I'm ok with that....(read more)

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  • You do not need a separate SQL Server license for a Standby or Passive server - this Microsoft White Paper explains all

    - by tonyrogerson
    If you were in any doubt at all that you need to license Standby / Passive Failover servers then the White Paper “Do Not Pay Too Much for Your Database Licensing” will settle those doubts. I’ve had debate before people thinking you can only have a single instance as a standby machine, that’s just wrong; it would mean you could have a scenario where you had a 2 node active/passive cluster with database mirroring and log shipping (a total of 4 SQL Server instances) – in that set up you only need to buy one physical license so long as the standby nodes have the same or less physical processors (cores are irrelevant). So next time your supplier suggests you need a license for your standby box tell them you don’t and educate them by pointing them to the white paper. For clarity I’ve copied the extract below from the White Paper. Extract from “Do Not Pay Too Much for Your Database Licensing” Standby Server Customers often implement standby server to make sure the application continues to function in case primary server fails. Standby server continuously receives updates from the primary server and will take over the role of primary server in case of failure in the primary server. Following are comparisons of how each vendor supports standby server licensing. SQL Server Customers does not need to license standby (or passive) server provided that the number of processors in the standby server is equal or less than those in the active server. Oracle DB Oracle requires customer to fully license both active and standby servers even though the standby server is essentially idle most of the time. IBM DB2 IBM licensing on standby server is quite complicated and is different for every editions of DB2. For Enterprise Edition, a minimum of 100 PVUs or 25 Authorized User is needed to license standby server.   The following graph compares prices based on a database application with two processors (dual-core) and 25 users with one standby server. [chart snipped]  Note   All prices are based on newest Intel Xeon Nehalem processor database pricing for purchases within the United States and are in United States dollars. Pricing is based on information available on vendor Web sites for Enterprise Edition. Microsoft SQL Server Enterprise Edition 25 users (CALs) x $164 / CAL + $8,592 / Server = $12,692 (no need to license standby server) Oracle Enterprise Edition (base license without options) Named User Plus minimum (25 Named Users Plus per Core) = 25 x 2 = 50 Named Users Plus x $950 / Named Users Plus x 2 servers = $95,000 IBM DB2 Enterprise Edition (base license without feature pack) Need to purchase 125 Authorized User (400 PVUs/100 PVUs = 4 X 25 = 100 Authorized User + 25 Authorized Users for standby server) = 125 Authorized Users x $1,040 / Authorized Users = $130,000  

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  • Feature pack for SQL Server 2005 SP4 - collection of standalone packages

    - by ssqa.net
    With the release of SQL2005Sp4 an additional task is essential for DBAs & Developers to avoid any compatibility issues with existing code agains SP4 instance. Feature pack for SQL Server 2005 SP4 is available to download which contains the standalone packages such as SQLNative Client, ADOMD, OLAPDM etc.... as it states the feature pack are built on latest versions of add-on and backward compatibility contents for SQL Server 2005. The above link provides individual file to download for each environment...(read more)

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  • Silverlight Cream for April 05, 2010 -- #831

    - by Dave Campbell
    In this Issue: Rénald Nollet, Davide Zordan(-2-, -3-), Scott Barnes, Kirupa, Christian Schormann, Tim Heuer, Yavor Georgiev, and Bea Stollnitz. Shoutouts: Yavor Georgiev posted the material for his MIX 2010 talk: what’s new in WCF in Silverlight 4 Erik Mork and crew posted their This Week in Silverlight 4.1.2010 Tim Huckaby and MSDN Bytes interviewed Erik Mork: Silverlight Consulting Life – MSDN Bytes Interview From SilverlightCream.com: Home Loan Application for Windows Phone Rénald Nollet has a WP7 app up, with source, for calculating Home Loan application information. He also discusses some control issues he had with the emulator. Experiments with Multi-touch: A Windows Phone Manipulation sample Davide Zordan has updated the multi-touch project on CodePlex, and added a WP7 sample using multi-touch. Silverlight 4, MEF and MVVM: EventAggregator, ImportingConstructor and Unit Tests Davide Zordan has a second post up on MEF, MVVM, and Prism, oh yeah, and also Unit Testing... the code is available, so take a look at what he's all done with this. Silverlight 4, MEF and MVVM: MEFModules, Dynamic XAP Loading and Navigation Applications Davide Zordan then builds on the previous post and partitions the app into several XAPs put together at runtime with MEF. Silverlight Installation/Preloader Experience - BarnesStyle Scott Barnes talks about the install experience he wanted to get put into place... definitely a good read and lots of information. Changing States using GoToStateAction Kirupa has a quick run-through of Visual States, and then demonstrates using GoToStateAction and a note for a Blend 4 addition. Blend 4: About Path Layout, Part IV Christian Schormann has the next tutorial up in his series on Path Layout, and he's explaining Motion Path and Text on a Path. Managing service references and endpoint configurations for Silverlight applications Helping solve a common and much reported problem of managing service references, Tim Heuer details his method of resolving it and additional tips and tricks to boot. Some known WCF issues in Silverlight 4 Yavor Georgiev, a Program Manager for WCF blogged about the issues that they were not able to fix due to scheduling of the release How can I update LabeledPieChart to use the latest toolkit? Bea Stollnitz revisits some of her charting posts to take advantage of the unsealing of toolkit classes in labeling the Chart and PieSeries Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • Tellago keeps hiring

    - by gsusx
    Tellago keeps growing and hiring very aggressively. We were recently received the American Business Award to the best company in the United States, under a 100 people, in the computer services industry ( More details about that in a future post J ) We are currently looking for architects to join our SOA and SharePoint practices. If you are a brilliant developer or architect with expertise on technologies such as WCF, WF or BizTalk Server, you are passionate about technologies and crazy enough to...(read more)

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Penguins Converge on Austin Texas

    <b>Blog of Helios:</b> "While several cities and states across the US have hosted Linux events, Texas has yet to be home to efforts such as the Ohio LinuxFest SCALE or The Atlanta Linux Fest That is until now."

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  • Lightning is not compatible with Thunderbird 7.0.1

    - by Fredrik
    I reinstalled Ubuntu 11.10 the other day and now when I try to install the Lightning extension in Thunderbird it states: Lightning is not compatible with Thunderbird 7.0.1. As extra information lightning is not comming up automaticly when searching for it within Thunderbird. You need to download it manually. And also I had it installed before I reformated the computer. Anybody has a solution to this issue?

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  • WebCenter Customer Spotlight: Los Angeles Department of Water and Power

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution Summary Los Angeles Department of Water and Power (LADWP) is the largest public utility company in the United States with over 1.6 million customers. LADWP provides water and power for millions of residential & commercial customers in Southern California. The goal of the project was to implement a newly designed web portal to increase customer self-service while reducing transactions via IVR and automate many of the paper based processes to web based workflows for their 1.6 million customers. LADWP implemented a Self Service Portal using Oracle WebCenter Portal & Oracle WebCenter Content and Oracle SOA Suite for the integration of their complex back-end systems infrastructure. The new portal has received extremely positive feedback from not only the customers and users of the portal, but also other utilities. At Oracle OpenWorld 2012, LADWP won the prestigious WebCenter innovation award for their innovative solution. Company OverviewLos Angeles Department of Water and Power (LADWP) is the largest public utility company in the United States with over 1.6 million customers. LADWP provides water and power for millions of residential & commercial customers in Southern California. LADWP also bills most of these customers for sanitation services provided by another department in the city of Los Angeles.  Business ChallengesThe goal of the project was to implement a newly designed web portal that is easy to navigate from a web browser and mobile devices, as well as be the platform for surfacing internet and intranet applications at LADWP. The primary objective of the new portal was to increase customer self-service while reducing the transactions via IVR and walk-up and to automate many of the paper based processes to web based workflows for customers. This includes automation of Self Service implemented through My Account (Bill Pay, Payment History, Bill History, Usage analysis, Service Request Management) Financial Assistance Programs Customer Rebate Programs Turn Off/Turn On/Transfer of Services Outage Reporting eNotification (SMS, email) Solution DeployedLADWP implemented a Self Service Portal using Oracle WebCenter Portal & Oracle WebCenter Content. Using Oracle SOA Suite they integrated various back-end systems including Oracle Siebel CRM IBM Mainframe based CIS FILENET for document management EBP Eletronic Bill Payment System HP Imprint System for BillXML data Other systems including outage reporting systems, SMS service, etc. The new portal’s features include: Complete Graphical redesign based on best practices in UI Design for high usability Customer Self Service implemented through MyAccount (Bill Pay, Payment History, Bill History, Usage Analysis, Service Request Management) Financial Assistance Programs (CRM, WebCenter) Customer Rebate Programs (CRM, WebCenter) Turn On/Off/Transfer of services (Commercial & Residential) Outage Reporting eNotification (SMS, email) Multilingual (English & Spanish) – using WebCenter multi-language support Section 508 (ADA) Compliant Search – Using WebCenter SES (Secured Enterprise Search) Distributed Authorship in WebCenter Content Mobile Access (any Mobile Browser) Business ResultsThe new portal has received extremely positive feedback from not only customers and users of the portal, but also other utilities. At Oracle OpenWorld 2012, LADWP won the prestigious WebCenter innovation award for their innovative solution. Additional Information LADWP OpenWorld presentation Oracle WebCenter Portal Oracle WebCenter Content Oracle SOA Suite

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  • Dependency injection in constructor, method or just use a static class instead?

    - by gaetanm
    What is the best between: $dispatcher = new Dispatcher($request); $dispatcher->dispatch(); and $dispatcher = new Dispatcher(); $dispatcher->dispatch($request); or even Dispatcher::dispatch($request); Knowing that only one method of this class uses the $request instance. I naturally tend to the last solution because the class have no other states, but by I feel that it may not be the best OOP solution.

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  • When reversing a Google Analytics e-commerce transaction is the per-unit price positive or negative?

    - by Michael Glenn
    Google's own instructions for reversing an e-commerce transaction seem to contradict themselves regarding the unit price. In the instructions it states The item field has a positive per-unit price and a negative quantity. yet, the code sample has a negative per-unit price and negative quantity. _gaq.push(['_addItem', '1234', // order ID - necessary to associate item with transaction 'DD44', // SKU/code - required 'T-Shirt', // product name 'Olive Medium', // category or variation '-11.99', // unit price - required '-1' // quantity - required ]); Which is correct?

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