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  • Claims-based Identity in .NET 4.5 and Windows 8

    - by Your DisplayName here!
    There was not a ton of new information about WIF and related technologies at Build, but Samuel Devasahayam did a great talk about claims-based access control that contained some very interesting bits of information with regards to future directions. From his slides: Windows 8 Bring existing identity claims model into the Windows platform Domain controller issues groups & claims Claims (user and device) sourced from identity attributes in AD Claims delivered in Kerberos PAC NT Token has a new claims section Enhanced SDDL API’s to work with claims Enhanced user mode CheckAccess API’s to work with claims New ACL-UX Target audits with claims-based expressions WIF & .NET 4.5 WIF is in the box with .NET Framework 4.5 Every principal in .NET 4.5 is a ClaimsPrincipal ADFS 2.1 ADFS 2.1 is available now as a in-box server role in Windows 8 Adds support for issuing device claims from Kerberos ticket

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  • Programatically clicking a HTML button by vb.net [closed]

    - by Chauhdry King
    I have to click a HTML button programatically which is on the 3rd page of the website. The button is without id. It has just name type and value. The HTML code of the button is given below <FORM NAME='form1' METHOD='post' action='/dflogin.php'> <INPUT TYPE='hidden' NAME='txtId' value='E712050-15'><INPUT TYPE='hidden' NAME='txtassId' value='1'><INPUT TYPE='hidden' NAME='txtPsw' value='HH29'><INPUT TYPE='hidden' NAME='txtLog' value='0'><h6 align='right'><INPUT TYPE='SUBMIT' NAME='btnSub' value='Next' style='background-color:#009900; color:#fff;'></h6></FORM> I am using the following code to click it Dim i As Integer Dim allButtons As HtmlElementCollection allButtons = WebBrowser1.Document.GetElementsByTagName("input") i = 0 For Each webpageelement As HtmlElement In allButtons i += 1 If i = 5 Then webpageelement.InvokeMember("click") End If Next But I am not able to click it. I am using the vb.net 2008 platform. Can anyone tell me the solution to click it?

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  • Windows Desktop Virtualization Gets Easier

    - by andrewbrust
    This past Thursday, Microsoft announced that Windows (7) Virtual PC (WVPC) and its XP Mode feature would no longer require hardware assisted virtualization (HAV).  That means any PC running Windows 7 Pro, or higher, can now run this software.  And that’s a great thing because, as I noted in a post almost five month ago, determining whether a given PC you might be planning to buy actually offers HAV can be extremely difficult.  That meant even dedicated, sophisticated PC users, with a budget for new hardware, might be blocked from using this technology.  And that was just plain silly. One of the features offered by WVPC, and utilized heavily by XP Mode, is the concept of virtual applications: apps within a guest VM that can actually run within the host’s desktop environment.  I find this feature so powerful that my February Redmond Review column entertained the notion of a future version of Windows that runs all applications in this manner. The elimination of the HAV requirement for XP Mode and WVPC was just one of many virtualization-related announcements Microsoft made on Thursday.  And, interestingly, most of the others were also desktop-related, rather than server-related.  This is a welcome change from the multi-year period in which Microsoft enhanced its server virtualization lineup (in Hyper-V) and let the desktop platform fester.  Microsoft now seems to understand desktop virtualization is in high-demand and strengthens the Windows franchise.  As I explained in the column, even cloud computing can have a desktop spin if desktop virtualization is part of the equation. One company that knows this well is Citrix, and a closer alliance between Microsoft and Citrix was one of the many announcements from Thursday.  In fact, there’s a whole Web site dedicated to the alliance at http://www.citrixandmicrosoft.com/. I’d love to see virtual applications and entire virtual desktops offered as Azure-branded services.  This could allow me to run, for example, the full Office client on a variety of desktops I might use, and for large organizations it could easily reduce the expense, burden and duration of the deployment cycle for new versions of Office.  Business Intelligence providers, including my own firm, twentysix New York, would find great relief in enabling their customers to run the newest version of Excel, with the latest BI capabilities, instead of having to wait the requisite two to three years it takes for many Fortune 500 customers to upgrade. Microsoft should do more, and faster.  WVPC still does not support 64-bit guest images, even on 64-bit hosts.  That needs to be fixed.  File access from the guest to the host needs to be improved (right now, it’s done through Terminal Services/Remote Desktop file sharing, and it’s slow) and VM load times need to be significantly reduced before virtualized apps can become the norm.  (I suppose the advance of solid state drive technology will help there.) I do think these improvements will come, because Microsoft is focused on the virtual desktop now.  And that’s a smart focus to have.

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  • Message Buffers in cloud

    - by kaleidoscope
    Message Buffer is WCF queue in the cloud (although currently it does not provide all features of WCF queue). With on-premise WCF, you can take advantage of MSMQ, so that a message is sent to MSMQ by one endpoint, and another endpoint can get the message in a later time. The message is usually a SOAP message so that you can generate a client proxy and invoke the service operations just as invoking a normal WCF operation. Message Buffer is similar, but it also provides a REST API for you to work with the messages. Use it when you need a reliable WCF service. Message buffers can be consumed by non-azure components, "Message  buffers are accessible to applications using HTTP and do not require the Windows Azure platform AppFabric SDK"              How to: Configure an AppFabric Service Bus Message Buffer :    please find below link for more details: http://msdn.microsoft.com/en-us/library/ee794877.aspx http://msdn.microsoft.com/en-us/library/ee794877.aspx   Chandraprakash, S

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • Benchmark Against 160 Identity and Access Programs Worldwide

    - by Naresh Persaud
    Aberdeen documented the results of taking a "platform approach" to Identity and Access Management in a recent study - you can read the complete report here. Aberdeen has created an assessment tool that allows organizations to take a similar survey and compare their performance to companies surveyed in the original report. The assessment takes 5 minutes to complete and provides a complete printable report with a statistical comparison for each performance indicator. In addition, the assessment report provides guidance on improvements that organizations can take to achieve better results based on the benchmark. Take the assessment by clicking here.  You can also attend one of the physical events and discuss the results of the survey with Derek Brink the author. In the events, Derek discusses how organizations take advantage of the report. Register here. 

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  • Virtual Developer Day: Oracle Fusion Developmen

    - by kellsey.ruppel
    Virtual Developer Day: Oracle Fusion Development Register now for this FREE hands-on online workshop Get up to date and learn everything you wanted to know about Oracle ADF & Fusion Development plus live Q&A chats with Oracle technical staffOracle Application Development Framework (ADF) is the standards based, strategic framework for Oracle Fusion Applications and Oracle Fusion Middleware.  Oracle ADF’s integration with the Oracle SOA Suite, Oracle WebCenter and Oracle BI creates a complete productive development platform for your custom applications. Join us at this FREE virtual event and learn the latest in Fusion Development including: Is Oracle ADF development faster and simpler than Forms, Apex or .Net? Mobile Application Development with ADF Mobile Oracle ADF development with Eclipse Oracle WebCenter Portal and ADF Development Application Lifecycle Management with ADF Building Process Centric Applications with ADF and BPM Oracle Business Intelligence and ADF Integration Live Q&A chats with Oracle technical staff Developer lead, manager or architect – this event has something for everyone. Don’t miss this opportunity.  Tuesday, July 10, 20129:00 a.m. PT. – 1:00 p.m. PT11:00 a.m. CT – 3:00 p.m. CT12:00 p.m. ET – 4:00 p.m. ET1:00 p.m. BRT – 5:00 p.m. BRT Register online now! for this FREE event Agenda 9:00 a.m. Opening 9:30 a.m. Keynote: Oracle Fusion Development Track 1Introduction to Fusion Development Track 2What's New in Fusion Development Track 3Fusion Development in the Enterprise 10:00 a.m. Is Oracle ADF Development Faster and Simpler than Oracle Forms, APEX or .Net? Mobile Application Development with ADF Mobile Oracle WebCenter Portal and ADF Development 11:00 a.m. Rich Web UI made simple – an ADF Faces Overview Oracle Enterprise Pack for Eclipse - ADF Development Building Process Centric Applications with ADF and BPM 12:00 noon Next Generation Controller for JSF Application Lifecycle Management for ADF Oracle Business Intelligence and ADF Integration *Hands On Lab – WebCenter and ADF Lab w/ JDeveloper – Lab materials will be provided ahead of the event to give you ample time to work through the lab and increase the productivity of the live chat sessions the day of the event. Sessions abstractsRegister online now! for this FREE event Copyright © 2012, Oracle Corporation and/or its affiliates.All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement

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  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

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  • Can WinRT really be used at just the boundaries?

    - by Bret Kuhns
    Microsoft (chiefly, Herb Sutter) recommends when using WinRT with C++/CX to keep WinRT at the boundaries of the application and keep the core of the application written in standard ISO C++. I've been writing an application which I would like to leave portable, so my core functionality was written in standard C++, and I am now attempting to write a Metro-style front end for it using C++/CX. I've had a bit of a problem with this approach, however. For example, if I want to push a vector of user-defined C++ types to a XAML ListView control, I have to wrap my user-defined type in a WinRT ref/value type for it to be stored in a Vector^. With this approach, I'm inevitably left with wrapping a large portion of my C++ classes with WinRT classes. This is the first time I've tried to write a portable native application in C++. Is it really practical to keep WinRT along the boundaries like this? How else could this type of portable core with a platform-specific boundary be handled?

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  • Organizing code for iOS app development

    - by KronoS
    I've been developing an app for the iOS platform, and as I've been going along, I've noticed that I've done a terrible job of keeping my files (.h, .m, .mm) organized. Is there any industry standards or best practices when it comes to organizing files for an iOS project? My files include custom classes (beside the view controllers), customized View Controllers, third-party content, code that works only on iOS 5.0+ and code that works on previous versions. What I'm looking for is a solution to keep things organized in a manner that others (or myself in years to come) can look at this and understand the basic structure of the application and not get lost in the multiple files found therein.

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  • Reverse rendering of Urdu fonts

    - by Syed Muhammad Umair
    I am working on a project that is based on Urdu language in Ubuntu platform. I'm using Python language and have almost achieved my task. The problem is that, the Urdu text is rendered in reverse order. For example, consider the word ??? (which means work) consisting of the three letters: ? , ? , and ? The output is rendered in reverse order as ??? consisting of the three letters: ?, ?, and ? When copying this text to Open Office or opening the generated XML file in Firefox, the generated result is absolutely desired. How can this problem be solved?

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  • Customer Webcast: Alcatel-Lucent Creates a Modern User Experience

    - by [email protected]
    Today, customer satisfaction is critical to a company's long-term success. With customers searching the internet to find new solutions and offerings, it's more important than ever to deliver a modern and engaging user experience that's both interactive and community-based. Join us on June 30th for this exclusive LIVE Webcast with Saeed Hosseiniyar, CIO of Alcatel-Lucent's Enterprise Products Group, and Andy MacMillan, Vice President of Product Management for Oracle's Enterprise 2.0 Solutions. You'll learn how a modern customer service portal with integrated Web 2.0 and social media features can: Improve customer satisfaction by delivering rich, personalized and interactive content Speed product development by facilitating participation and feedback from customers through online communities Improve ROI with a unified platform that delivers content to employees, partners and customers You'll walk away with concrete strategies, best practices and real-world insights on how to transform your company's brand with a next-generation customer service and support site. Register today for this complimentary live Webcast!

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  • IPSec Offload support in 82576GB controller for Linux

    - by Rodrigo Leal
    Due to migration of servers to cloud computing, we bought several NICs that support mechanisms like SRIOV and VMDQ. Furthermore, as security risk was also a concern and we did not want to create more overhead on the processor, IPSec Offload support was essential. The model chosen was: Intel Gigabit ET2 Quad Port Svr Adptr. (With 82576GB controller): http://ark.intel.com/products/49187/intel-gigabit-et2-quad-port-server-adapter However, we were unable to configure IPSec Offload on Linux. We tried to test on another server we have, a Windows Server 2012 R2, but again without success. It seems that the driver for this controller is not available for windows server 2012 R2, and Linux. The test on windows would be only for verification purposes, we will not use this platform. Could someone confirm this lack of support for Linux?

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • Silverlight Has a Bright Future

    The first positive sign for the platform's developers is the fact that Microsoft made Silverlight 5's release candidate stage available at the beginning of this month. This points to an official final release in the near future. While Silverlight 5's upcoming release is good news, Microsoft put a damper on it when it recently debuted Windows 8 and noted that it would favor HTML5 instead. In addition, the company said that plugins would not be supported on Windows 8's Metro version of Internet Explorer, leaving plugins such as Silverlight and Adobe Flash out in the cold. Add in a strategy o...

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  • HTML5 &lt;VIDEO/&gt; + IE9

    Yesterday at MIX Dean (general manager of the IE team) announced the availability of the first IE9 Platform Preview for developers. Dean also committed to updating the preview approximately every eight weeks. There is a good article on Beta News covering some of the technical details of the release. A key part of the announcements was the support for hardware accelerated HTML5 including supporting the video tag with the H.264 codec. What Im going to write next is based on a number of years of observations...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • HTML5 &lt;VIDEO/&gt; + IE9

    Yesterday at MIX Dean (general manager of the IE team) announced the availability of the first IE9 Platform Preview for developers. Dean also committed to updating the preview approximately every eight weeks. There is a good article on Beta News covering some of the technical details of the release. A key part of the announcements was the support for hardware accelerated HTML5 including supporting the video tag with the H.264 codec. What Im going to write next is based on a number of years of observations...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • X technology is dead

    - by Daniel Moth
    Every so often, technology pundits (i.e. people not involved in the game, but who like commenting about it) throw out big controversial statements (typically to increase their readership), with a common one being that "Technology/platform X is dead". My former colleague (who I guess is now my distant colleague) uses the same trick with his blog post: "iPhone 4 is dead". But, his motivation is to set the record straight (and I believe him) by sharing his opinion on recent commentary around Silverlight, WPF etc. I enjoyed his post and the comments, so I hope you do too :-) Comments about this post welcome at the original blog.

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  • On technical talent

    - by Rob Farley
    In honour of the regular T-SQL Tuesday blogging, the UnSQL theme started, looking at topics that were not directly SQL related, but nevertheless quite interesting. This is the brainchild of Jen McCown, who posted the second of these recently. I’m actually a bit late in responding, as I haven’t got it in my head to look for these posts yet. Still, Jen says I can still contribute now, hence this post. The theme this time is on Tech Giants. I could list people all day for those I admire in the SQL Server space, and go on even longer if I branch out to other areas. But I actually want to highlight four guys that I admire so much for their skills, integrity and general awesomeness that I hired them. Yes – the guys that work for me at LobsterPot Solutions, being Ben McNamara, David Gardiner, Roger Noble and Ashley Sewell. I admire them all, and they present the company with a platform on which to grow.

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  • Is Ubuntu Touch a separate distribution or the same one?

    - by Nickolai Leschov
    I would like to install the latest Ubuntu Touch on a 2013 Nexus 7 tablet. Which version should I be looking for: the regular Ubuntu (for ARM platform) or a separate Ubuntu Touch? I understand that after Ubuntu Touch is in frantic development, but I would like to be able to keep track which one is which. I can see the following images: Ubuntu 14.09 RTM, daily-preinstalled Ubuntu Touch 14.10 (Utopic Unicorn) Daily Build Ubuntu 14.10 (Utopic Unicorn) Daily Build, but only i386 and amd64; no ARM. Does it mean that ARM variant has moved to one of the first two links?

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • New Oracle Information Rights Management release (11.1.1.3)

    - by Simon Thorpe
    Just released is the latest version of the market leading document security technology from Oracle. Oracle IRM 11g is the result of over 12 years of development and innovation to allow customers to provide persistent security to their most confidential documents and emails. This latest release continues our refinement of the technology and features the following; Continued improvements to the web based Oracle IRM Management Website New features in the out of the box classification model New Java APIs improving application integration support Support for DB2 as the IRM database. Over the coming months we will see more releases from this technology as we improve format support, platform support and continue the strategy to for Oracle IRM as the most secure, scalable and usable document security solution in the market. Want to learn more about Oracle IRM? View our video presentation and demonstration or try using it for your self via our simple online self service demo. Keep up to date on Oracle via this blog or on our Twitter, YouTube and Facebook pages.

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  • Oracle 11g RAC 11.1.0.7 on OEL 5.4 templates for Oracle VM released!

    - by wim.coekaerts
    We just released 2 new template packs for Oracle VM on our e-delivery website. The RAC team spent a lot of time building these fine templates for Oracle VM including elaborate documentation for both test and production usage. The documentation is included in the tar/zip files. Have fun ! you can go to http://edelivery.oracle.com/oraclevm Product Pack : Oracle VM templates Platform : x86 32 bit or x86 64 bit Oracle VM Templates for Oracle RAC Media Pack for x86 (32 bit) Oracle VM Templates for Oracle RAC Media Pack for x86_64 (64 bit) Freely downloadable OEL (+OEL/JeOS) and Oracle VM and free download of the trial version of Oracle 11g RAC.

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  • Archbeat Link-O-Rama Top 10 Facebook Faves for October 13-19, 2013

    - by OTN ArchBeat
    The list below represents that Top 10 most popular items shared on the OTN ArchBeat Facebook Page for the week of October 13-19, 2013, as determined by the clicks, likes, and other activities among the 4,425 fans of that page. Going Mobile with ADF – Implementing Data Caching and Syncing for Working Offline | Steven Davelaar Oracle Fusion Middleware A-Team solution architect Steven Davelaar takes you on a deep dive into how to use ADF Mobile to create an on-device application that supports working in offline mode. OOW 2013 Summary for Fusion Middleware Architects & Administrators | Simon Haslam Oracle ACE Director Simon Haslam shares a very thorough and detailed summary of the most interesting news coming out of Oracle OpenWorld 2013 for Fusion Middleware architects and administrators. Coherence Special Interest Group (SIG) – Sydney, October 24th If you're in the neighborhood... The Coherence Special Interest Group (SIG) in Sydney, Australia will be held on Thursday October 24th at the Park Hyatt Sydney, in The Rocks, between 9am and 5pm. The event will include presentations from customers, partners, and Coherence engineering team members and product managers. Click the link for more info. Free eBook: Oracle Multitenant for Dummies Oracle Multitenant for Dummies is a new e-book that provides a clear overview of the Oracle Database 12c multitenant architecture. It's free (registration required). Oracle BI Apps 11.1.1.7.1 – GoldenGate Integration - Part 1: Introduction | Michael Rainey Michael Rainey launches a series of posts that guide you through "the architecture and setup for using GoldenGate with OBIA 11.1.1.7.1." Enriching XMLType data using relational data – XQuery and fn:collection in action | Lucas Jellema Another detailed technical post from the always prolific Oracle ACE Director Lucas Jellema. Webgate Reverse Proxy Farm | Vinay Kalra Vinay Kalra's blog post discusses architecture and recommendations for centralizing Webgate deployments onto a server farm. Free Poster: Adaptive Case Management in Practice Thanks to Masons of SOA member Danilo Schmiedel for providing a hi-res copy of the Adaptive Case Management poster, now available for download from the OTN ArchBeat Blog. Should your team use a framework? | Sten Vesterli "Some developers have an aversion to frameworks, feeling that it will be faster to just write everything themselves," observes Oracle ACE Director Sten Vesterli. He explains why that's a very bad idea in this short post. Integrating Custom BPM Worklist into WebCenter Portal | Andrejus Baranovskis Oracle ACE Director Andrejus Baranovskis shares a sample application configured to run a custom BPM Worklist, and shares steps describing how to configure and access it from the WebCenter Portal. Thought for the Day "Morning comes whether you set the alarm or not." — Ursula K. Le Guin (Born October 21, 1929) Source: brainyquote.com

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