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  • Oracle Spatial and Graph – A year in review

    - by Mandy Ho
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} What a great year for Oracle Spatial! Or shall I now say, Oracle Spatial and Graph, with our official name change this summer. There were so many exciting events and updates we had this year, and this blog will review and link to some of the events you may have missed over the year. We kicked off 2012 with our webinar: Situational Analysis at OnStar with Oracle Spatial and Graph. We collaborated with OnStar’s Emergency Strategy and Outreach expert, Jeff Joyner ,on how Onstar uses Google Earth Visualization, NAVTEQ data and Oracle Database to deliver fast, accurate emergency services to its customers. In the next webinar in our 2012 series, Oracle partner TARGUSinfo showcased how to build a robust, scalable and secure customer relationship management systems – with built-in mapping and spatial analysis, and deployed in the cloud. This is a very cool system using all Oracle technologies including Oracle Database and Fusion Middleware MapViewer. Attendees learned how to gather market insight, score prospects and customers and perform location analysis. The replay is available here. Our final webinar of the year focused on using Oracle Business Intelligence tools, along with Oracle Spatial and Graph to perform location-aware predictive analysis. Watch the webcast here: In June, we joined up with the Location Intelligence conference in Washington, DC, and had a very successful 2012 Oracle Spatial User Conference. Customers and partners from the US, as well as from EMEA and Asia, flew in to share experiences and ideas, and get technical updates from Oracle experts. Users were excited to hear about spatial-Exadata performance, and advances in MapViewer and BI. Peter Doolan of Oracle Public Sector kicked off the event with a great keynote, and US Census, NOAA, and Ordnance Survey Great Britain were just a few of the presenters. Presentation archive here. We recognized some of the most exceptional partners and customers for their contributions to advancing mainstream solutions using geospatial technologies. Planning for 2013’s conference has already started. Please contribute your papers for consideration here. http://www.locationintelligence.net/ We also launched a new Oracle PartnerNetwork Spatial Specialization – to enable partners to get validated in the marketplace for their expertise in taking solutions to market. Individuals can also get individual certifications. Learn more here. Oracle Open World was not to disappoint, with news regarding our next Oracle Spatial and Graph release, as well as the announcement of our new Oracle Spatial and Graph SIG board! Join the SIG today. One more exciting event as we look to 2013. Spatial and location technologies have a dedicated track at the January BIWA SIG Summit – on January 9-10 in Redwood Shores, CA. View the agenda and register here: www.biwasummit.org. We thank you for all your support during the year of 2012 and look towards an even more exciting 2013! Wishing you and your family a prosperous New Year and Happy Holidays!

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  • Tetris Movement - Implementation

    - by James Brauman
    Hi gamedev, I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the movement is a bit more complex. When a directional key is pressed, the shape moves one space in that direction. After a short interval, if the key is still held down, the shape starts moving in the direction continuously until the key is released. In the case of the down key being pressed, there is no pause between the initial movement and the subsequent continuous movement. I've come up with a solution, and it works well, but it's totally over-engineered. Hey, at least I can recognize when things are getting silly, right? :) public class TetrisMover { List registeredKeys; Dictionary continuousPressedTime; Dictionary totalPressedTime; Dictionary initialIntervals; Dictionary continousIntervals; Dictionary keyActions; Dictionary initialActionDone; KeyboardState currentKeyboardState; public TetrisMover() { *snip* } public void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); foreach (Keys currentKey in registeredKeys) { if (currentKeyboardState.IsKeyUp(currentKey)) { continuousPressedTime[currentKey] = TimeSpan.Zero; totalPressedTime[currentKey] = TimeSpan.Zero; initialActionDone[currentKey] = false; } else { if (initialActionDone[currentKey] == false) { keyActions[currentKey](); initialActionDone[currentKey] = true; } totalPressedTime[currentKey] += gameTime.ElapsedGameTime; if (totalPressedTime[currentKey] = initialIntervals[currentKey]) { continuousPressedTime[currentKey] += gameTime.ElapsedGameTime; if (continuousPressedTime[currentKey] = continousIntervals[currentKey]) { keyActions[currentKey](); continuousPressedTime[currentKey] = TimeSpan.Zero; } } } } } public void RegisterKey(Keys key, TimeSpan initialInterval, TimeSpan continuousInterval, Action keyAction) { if (registeredKeys.Contains(key)) throw new InvalidOperationException( string.Format("The key %s is already registered.", key)); registeredKeys.Add(key); continuousPressedTime.Add(key, TimeSpan.Zero); totalPressedTime.Add(key, TimeSpan.Zero); initialIntervals.Add(key, initialInterval); continousIntervals.Add(key, continuousInterval); keyActions.Add(key, keyAction); initialActionDone.Add(key, false); } public void UnregisterKey(Keys key) { *snip* } } I'm updating it every frame, and this is how I'm registering keys for movement: tetrisMover.RegisterKey( Keys.Left, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Left); }); tetrisMover.RegisterKey( Keys.Right, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Right); }); tetrisMover.RegisterKey( Keys.Down, TimeSpan.Zero, keyHoldMovementInterval, () = { PerformGravity(); }); Issues that this doesn't address: If both left and right are held down, the shape moves back and forth really quick. If a directional key is held down and the turn finishes and the shape is replaced by a new one, the new one will move quickly in that direction instead of the little pause it is supposed to have. I could fix the issues, but I think it will make the solution even worse. How would you implement this?

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Virtualized data centre&ndash;Part three: Architecture

    - by marc dekeyser
    Having the basics (like discussed in the previous articles) is all good and well, but how do we get started on this?! It can be quite daunting after all!   From my own point of view I can absolutely confirm your worries and concerns, but also tell you that it is not as hard as it seems! Deciding on what kind of motherboard to buy, processor and how much memory is an activity you will spend quite some time doing research on. And that is not even mentioning storage! All in all it comes down to setting you expectations and your budget. Probably adjusting your expectations according to your budget :). Processors As a rule of thumb you want VT-D (virtualization) technology built in to the processor allowing you to have 64 bit machines running on your host. Memory The more the better! If you are building a home lab don’t bother with ECC unless you are going to run machines that absolutely should be on all the time and your comfort depends on it! Motherboard Depends on what you are going to do with storage: If you are going the NAS way then the number of SATA port/RAID capabilities do not really matter. If you decide to have a single server with lots of dedicated storage it obviously matters how much SATA ports you will have, alternatively you could use a RAID controller (but these set you back a pretty penny if you want one. DELL 6i’s are usually available for a good bargain if you can find one!). Easiest is to get one with a built-in graphics card (on-board) as you are just adding more heat, power usage and possible points of failure. Networking Just like your choice of motherboard the networking side tends to depend on how you want to go. A single virtualization  host with local storage can usually get away with having a single network card, a cluster or server which uses iSCSI storage tends to have more than one teamed up :). Storage The dreaded beast from the dark! The horror which lives in the forest! The most difficult decision you are going to make in the building of your lab. Why you might ask? Simple my friend, having the right choice of storage can make or break your virtualization solution. The performance of you storage choice will have an important impact on the responsiveness of your virtual machines and the deployment of new machines. It also makes a run with your budget! If you decide to go the NAS route you will be dropping a lot more money than if you would be having just a bunch of disks sitting in a server and manually distributing the virtual machines over the disks. Platform I’m a Microsoftee so Hyper-V is a dead giveaway for me. If you are interested in using VMware I won’t stop you but the rest of my posts will be oriented on Server 2012 Hyper-V (aka 3.0)! What did I use? Before someone asks me this in the comments I’ll give you a quick run down of what I am using. - Intel 2.4 quad core processors (i something something) - 24 GB DDR3 Memory - Single disk in each server (might look at this as I move the servers to 2012) - Synology DS1812+ NAS - 3 network interfaces where possible - HP1800 procurve managed switch I decided to spring for the NAS as I will also be using it for backups and media storage (which is working out quite nicely with my Xbox 360 I must say). At the time of building my 2 boxes (over a year and a half ago) these set me back about 900 euros each so I can image you can build the same or better for a lower price. Next article will be diagramming what I want to achieve and starting a build on the Hyper V 3.0 cluster!

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  • Call For Papers Tips and Tricks

    - by speakjava
    This year's JavaOne session review has just been completed and by now everyone who submitted papers should know whether they were successful or not.  I had the pleasure again this year of leading the review of the 'JavaFX and Rich User Experiences' track.  I thought it would be useful to write up a few comments to help people in future when submitting session proposals, not just for JavaOne, but for any of the many developer conferences that run around the world throughout the year.  This also draws on conversations I recently had with various Java User Group leaders at the Oracle User Group summit in Riga.  Many of these leaders run some of the biggest and most successful Java conferences in Europe. Try to think of a title which will sound interesting.  For example, "Experiences of performance tuning embedded Java for an ARM architecture based single board computer" probably isn't going to get as much attention as "Do you like coffee with your dessert? Java on the Raspberry Pi".  When thinking of the subject and title for your talk try to steer clear of sessions that might be too generic (and so get lost in a group of similar sessions).  Introductory talks are great when the audience is new to a subject, but beware of providing sessions that are too basic when the technology has been around for a while and there are lots of tutorials already available on the web. JavaOne, like many other conferences has a number of fields that need to be filled in when submitting a paper.  Many of these are selected from pull-down lists (like which track the session is applicable to).  Check these lists carefully.  A number of sessions we had needed to be shuffled between tracks when it was thought that the one selected was not appropriate.  We didn't count this against any sessions, but it's always a good idea to try and get the right one from the start, just in case. JavaOne, again like many other conferences, has two fields that describe the session being submitted: abstract and summary.  These are the most critical to a successful submission.  The two fields have different names and that is significant; a frequent mistake people make is to write an abstract for a session and then duplicate it for the summary.  The abstract (at least in the case of JavaOne) is what gets printed in the show guide and is typically what will be used by attendees when deciding what sessions to attend.  This is where you need to sell your session, not just to the reviewers, but also the people who you want in your audience.  Submitting a one line abstract (unless it's a really good one line) is not usually enough to decide whether this is worth investing an hour of conference time.  The abstract typically has a limit of a few hundred characters.  Try to use as many of them as possible to get as much information about your session across.  The summary should be different from the abstract (and don't leave it blank as some people do).  This field is where you can give the reviewers more detail about things like the structure of the talk, possible demonstrations and so on.  As a reviewer I look to this section to help me decide whether the hard-sell of the title and abstract will actually be reflected in the final content.  Try to make this comprehensive, but don't make it excessively long.  When you have to review possibly hundreds of sessions a certain level of conciseness can make life easier for reviewers and help the cause of your session. If you've not made many submissions for talks in the past, or if this is your first, try to give reviewers places to find background on you as a presenter.  Having an active blog and Twitter handle can also help reviewers if they're not sure what your level of expertise is.  Many call-for-papers have places for you to include this type of information.  It's always good to have new and original presenters and presentations for conferences.  Hopefully these tips will help you be successful when you answer the next call-for-papers.

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  • Move on and look elsewhere, or confront the boss?

    - by Meister
    Background: I have my Associates in Applied Science (Comp/Info Tech) with a strong focus in programming, and I'm taking University classes to get my Bachelors. I was recently hired at a local company to be a Software Engineer I on a team of about 8, and I've been told they're looking to hire more. This is my first job, and I was offered what I feel to be an extremely generous starting salary ($30/hr essentially + benefits and yearly bonus). What got me hired was my passion for programming and a strong set of personal projects. Problem: I had no prior experience when I interviewed, so I didn't know exactly what to ask them about the company when I was hired. I've spotted a number of warning signs and annoyances since then, such as: Four developers when I started, with everyone talking about "Ben" or "Ryan" leaving. One engineer hired thirty days before me, one hired two weeks after me. Most of the department has been hiring a large number of people since I started. Extremely limited internet access. I understand the idea from an IT point of view, but not only is Facebook blocked, but so it Youtube, Twitter, and Pandora. I've also figured out that they block all access to non-DNS websites (http://xxx.xxx.xxx.xxx/) and strangely enough Miranda-IM. Low cubicles. Which is fine because I like my immediate coworkers, but they put the developers with the customer service, customer training, and QA department in a huge open room. Noise, noise, noise, and people stop to chitchat all day long. Headphones only go so far. Several emails have been sent out by my boss since I started telling us programmers to not talk about non-work-related-things like Video Games at our cubicles, despite us only spending maybe five minutes every few hours doing so. Further digging tells me that this is because someone keeps complaining that the programmers are "slacking off". People are looking over my shoulder all day. I was in the Freenode webchat to get help with a programming issue, and within minutes I had an email from my boss (to all the developers) telling us that we should NOT be connected to any outside chat servers at work. Version control system from 2005 that we must access with IE and keep the Java 1.4 JRE installed to be able to use. I accidentally updated to Java 6 one day and spent the next two days fighting with my PC to undo this "problem". No source control, no comments on anything, no standards, no code review, no unit testing, no common sense. I literally found a problem in how they handle string resource translations that stems from the simple fact that they don't trim excess white spaces, leading to developers doing: getResource("Date: ") instead of: getResource("Date") + ": ", and I was told to just add the excess white spaces back to the database instead of dealing with the issue directly. Some of these things I'd like to try to understand, but I like having IRC open to talk in a few different rooms during the day and keep in touch with friends/family over IM. They don't break my concentration (not NEARLY as much as the lady from QA stopping by to talk about her son), but because people are looking over my shoulder all day as they walk by they complain when they see something that's not "programmer-looking work". I've been told by my boss and QA that I do good, fast work. I should be judged on my work output and quality, not what I have up on my screen for the five seconds you're walking by So, my question is, even though I'm just barely at my 90 days: How do you decide to move on from a job and looking elsewhere, or when you should start working with your boss to resolve these issues? Is it even possible to get the boss to work with me in many of these things? This is the only place I heard back from even though I sent out several resume's a day for several months, and this place does pay well for putting up with their many flaws, but I'm just starting to get so miserable working here already. Should I just put up with it?

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  • Get Fanatical About Your Followers

    - by Mike Stiles
    In the fourth of our series of discussions with Aberdeen’s Trip Kucera, we touch on what fans of your brand have come to expect in exchange for their fandom. Spotlight: Around the Oracle Social office, we live for football. So when we think of a true “fan” of a brand, something on the level of a football fan is what comes to mind. But are brands trying to invest fans on that same level? Trip: Yeah, if you’re a football fan, this is definitely your time of year. And if you’ve been to any NFL games recently, especially if you hadn’t been for a few years previously, you may have noticed that from the cup holders to in-stadium Wi-Fi, there’s an increasing emphasis being placed on “fan-focused” accommodations. That’s what they’re known as in the stadium business. Spotlight: How are brands doing in that fan-focused arena? Trip: Remember fan is short for “fanatical.” Brands can definitely learn from the way teams have become fanatical about their fans, or in the social media world, their followers. Many companies consider a segment of their addressable social audience as true fans; I’ve even heard the term “super-fans” used. So just as fans know and can tell you nearly everything about their favorite team, our research shows that there’s a lot value from getting to know your social audience—your followers—at a deeper level. Spotlight: So did your research show there’s a lot to be gained by making fandom a two-way street? Trip: Aberdeen’s new social relationship management research suggests that companies should develop capabilities to better analyze their social audience at a more granular level. Countless “ripped from the headlines” examples, from “United Breaks Guitars” to the most recent British Airways social fiasco we talked about a few weeks ago show how social can magnify the impact of a single customer voice. Spotlight: So how do the companies who are executing social most successfully do that? Trip: Leaders, which are the top-performing companies in Aberdeen’s study, are showing the value of identifying and categorizing your social audience. You should certainly treat every customer as if they have 10,000 followers, because they just might, but you can also proactively engage with high-value customer and high-value influencers. Getting back to the football analogy, it’s like how teams strive to give every guest a great experience, but they really roll out the red carpet for those season ticket and luxury box holders. Spotlight: I’m not allowed in luxury boxes, so you’ll have to tell me what that’s like. But what is the brand equivalent of rolling out the red carpet? Trip: Leaders are nearly three times more likely than Followers to have a process in place that identifies key social influencers for engagement, and more than twice as likely to identify customer advocates for social outreach. This is the kind of knowledge that gives companies the ability to better target social messaging and promotions like we talked about in our last discussion, as well as a basis for understanding how to measure the impact of their social media programs. I’ll give you an example. I hosted an event at one of my favorite restaurants recently. I had mentioned them in a Tweet several weeks before the event, and on the day of the event, they Tweeted out that they were looking forward to seeing me that evening for the event. It’s a small thing, but it had a big impact and I’d certainly go back as a result. Spotlight: So what specifically can brands use and look at to determine where their potential super-fans are? Trip: Social graph analysis, which looks at both the demographic/psychographic trends as well as the behavioral connections, can surface important brand value. Aberdeen’s PR and Brand Management research indicated that top-performing companies are more than three times more likely than Followers to both determine demographic trends through social listening (44% vs. 13%), and to identify meaningful customer segments through social (44% vs. 12%). This kind of brand-level insight can complement and enrich traditional market research. But perhaps even more importantly, it can serve as an early warning system for customer experience failures. @mikestilesPhoto: freedigitalphotos.net

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  • My shiny new gadget

    - by TechTwaddle
    About 3 months ago when I had tweeted (or twit?) that the HD7 could be my next phone I wasn’t a 100 percent sure, and when the HTC Mozart came out it was switch at first sight. I wanted to buy the Mozart mainly for three reasons; its unibody construction, smaller screen and the SLCD display. But now, holding a HD7 in my hand, I reminisce and think about how fate had its own plan. Too dramatic for a piece of gadget? Well, sort of, but seriously, this has been most exciting. So in short, I bought myself a HTC HD7 and am really loving it so far. Here are some pics (taken from my HD2 which now lies in a corner, crying),     Most of my day was spent setting up the device. Email accounts, Facebook, Marketplace etc. Since marketplace isn’t officially launched in India yet, my primary live id did not work. Whenever I tried launching marketplace it would say ‘marketplace is not currently supported in your country’. Searching the forums I found an easy work around. Just create a dummy live id with the country set to UK or US and log in to the device using this id. I was worried if the contacts and feeds from my primary live account would not be updated but that was not a problem. Adding another live account into the device does import your contacts, calendar and feeds from it. And that’s it, marketplace now works perfectly. I installed a few trial and free applications; haven’t checked if I can purchase apps though, will check that later and update this post. There is one issue I am still facing with the device, I can’t access the internet over GPRS. Windows Phone 7 only gives you the option to add an ‘APN’ and nothing else. Checking the connection settings on my HD2, I found out that there is also a proxy server I need to add to access GPRS, but so far I haven’t found a way to do that on WP7. Ideally HTC should have taken care of this, detect the operator and apply that operators settings on the device, but looks like that’s not happening. I also tried the ‘Connection Settings’ application that HTC bundled with the device, but it did nothing magical. If you’re reading this and know how to fix this problem please leave a comment. The next thing I did is install apps, a lot of apps. Read Engadget’s guide to essential apps for WP7. The apps and games I installed so far include Beezz (twitter app with push notifications), twitter (the official twitter app), Facebook, Youtube, NFS Undercover, Rocket Riot, Krashlander, Unite and the list goes on. All the apps run super smooth. The display looks fine indoors but I know it’s going to suck in bright sunlight. Anyhow, I am really impressed with what I’ve seen so far. I leave you with a few more photos. Have a great year ahead. Ciao!

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  • Snap App Windows to Pre-Defined Screen Sections with Acer GridVista

    - by Asian Angel
    The window snapping feature in Windows 7 and the ability to organize monitor(s) into specific gridded sections have both become popular lately. If you love the idea of having both combined in a single software then join us as we look at Acer GridVista. Note: Acer GridVista works with Windows XP, Vista, & 7. It will also work with dual monitors. Setup Acer GridVista comes in a zip file format and at first you might assume that it is portable in nature but it is not. Once you unzip the enclosed folder you will need to double click on “Setup.exe” to install the program. Acer GridVista in Action Once you have installed the program and started it up all that you will notice at first is the new “System Tray Icon”. Here you can see the “Context Menu”… The only menu command that you will likely use most of the time is the “Grid Configuration Command”. Notice that for our single monitor setup that it lists “Display 1”. The “Single Setting” is enabled by default and you can easily choose the layout that best suits your needs. The enabled layout style will always be highlighted in yellow for easy reference. For our example we chose the “Triple (primary at right)” layout style. Each section will be specifically numbered as shown here. Do not worry…the grid and numbers only appear for a moment and then become invisible again until you move an app window into that section/area of your screen. On every regular app window that you open you will notice three new buttons in the upper right corner. Here is what each of these new buttons do: Acer GridVista Extensions (Transparent, Send To Window Grid, About Acer GridVista): Viewable in a drop-down menu Lock To Grid (Enable/Disable): Enabled by default –> Note: Set to disable on a particular window to keep it free of the “grid locking function” Always On Top (Enable/Disable): Disabled by default A good look at the “Extensions Drop-Down Menu” where you can set an app window to be transparent or send it to a specific screen section on your monitor(s). If you open an app it will not automatically lock into a specific section. To lock the window into a specific section drag-and-drop the app window into the desired section. Notice the red outline and highlighted number on “Section 2” below. The red outline and highlighted number serves as an indicator that if you release the app window at that moment it will lock into the outlined/highlighted section. Now that Notepad is locked into “Section 2” you can see that it is maximized within that section. Continue to drag-and-drop your app windows into the appropriate sections as desired…apps can still be reduced to the “Taskbar” the same as before. Options These are the options available for Acer GridVista… Conclusion If you have been wanting the ability to “snap” windows and organize them into specific screen areas then Acer GridVista is definitely a program that you should try out. Links Download Acer GridVista at Softpedia View detailed information at the Acer GridVista Homepage Similar Articles Productive Geek Tips Multitask Like a Pro with AquaSnapHelp Troubleshoot the Blue Screen of Death by Preventing Automatic RebootAdd Windows 7’s AeroSnap Feature to Vista and XPResize Windows to Specific Dimensions Easily With SizerKeyboard Ninja: Assign a Hotkey to any Window TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Playing Games In Chrome Made Easier Stop In The Name Of Love (Firefox addon) Chitika iPad Labs Gives Live iPad Sale Stats Heaven & Hell Finder Icon Using TrueCrypt to Secure Your Data Quickly Schedule Meetings With NeedtoMeet

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  • Learn Many Languages

    - by Jeff Foster
    My previous blog, Deliberate Practice, discussed the need for developers to “sharpen their pencil” continually, by setting aside time to learn how to tackle problems in different ways. However, the Sapir-Whorf hypothesis, a contested and somewhat-controversial concept from language theory, seems to hold reasonably true when applied to programming languages. It states that: “The structure of a language affects the ways in which its speakers conceptualize their world.” If you’re constrained by a single programming language, the one that dominates your day job, then you only have the tools of that language at your disposal to think about and solve a problem. For example, if you’ve only ever worked with Java, you would never think of passing a function to a method. A good developer needs to learn many languages. You may never deploy them in production, you may never ship code with them, but by learning a new language, you’ll have new ideas that will transfer to your current “day-job” language. With the abundant choices in programming languages, how does one choose which to learn? Alan Perlis sums it up best. “A language that doesn‘t affect the way you think about programming is not worth knowing“ With that in mind, here’s a selection of languages that I think are worth learning and that have certainly changed the way I think about tackling programming problems. Clojure Clojure is a Lisp-based language running on the Java Virtual Machine. The unique property of Lisp is homoiconicity, which means that a Lisp program is a Lisp data structure, and vice-versa. Since we can treat Lisp programs as Lisp data structures, we can write our code generation in the same style as our code. This gives Lisp a uniquely powerful macro system, and makes it ideal for implementing domain specific languages. Clojure also makes software transactional memory a first-class citizen, giving us a new approach to concurrency and dealing with the problems of shared state. Haskell Haskell is a strongly typed, functional programming language. Haskell’s type system is far richer than C# or Java, and allows us to push more of our application logic to compile-time safety. If it compiles, it usually works! Haskell is also a lazy language – we can work with infinite data structures. For example, in a board game we can generate the complete game tree, even if there are billions of possibilities, because the values are computed only as they are needed. Erlang Erlang is a functional language with a strong emphasis on reliability. Erlang’s approach to concurrency uses message passing instead of shared variables, with strong support from both the language itself and the virtual machine. Processes are extremely lightweight, and garbage collection doesn’t require all processes to be paused at the same time, making it feasible for a single program to use millions of processes at once, all without the mental overhead of managing shared state. The Benefits of Multilingualism By studying new languages, even if you won’t ever get the chance to use them in production, you will find yourself open to new ideas and ways of coding in your main language. For example, studying Haskell has taught me that you can do so much more with types and has changed my programming style in C#. A type represents some state a program should have, and a type should not be able to represent an invalid state. I often find myself refactoring methods like this… void SomeMethod(bool doThis, bool doThat) { if (!(doThis ^ doThat)) throw new ArgumentException(“At least one arg should be true”); if (doThis) DoThis(); if (doThat) DoThat(); } …into a type-based solution, like this: enum Action { DoThis, DoThat, Both }; void SomeMethod(Action action) { if (action == Action.DoThis || action == Action.Both) DoThis(); if (action == Action.DoThat || action == Action.Both) DoThat(); } At this point, I’ve removed the runtime exception in favor of a compile-time check. This is a trivial example, but is just one of many ideas that I’ve taken from one language and implemented in another.

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • Olympics data available for all on Windows Azure SQL Database and Power View

    - by jamiet
    Are you looking around for some decent test data for your BI demos? Well, if so, Microsoft have provided some data about all medals won at the Olympics Games (1900 to 2008) at OlympicsData workbook - Excel, SSIS, Azure sample; it provides analysis over athletes, countries, medal type, sport, discipline and various other dimensions. The data has been provided in an Excel workbook along with instructions on how to load the data into a Windows Azure SQL Database using SQL Server Integration Services (SSIS). Frankly though, the rigmarole of standing up your own Windows Azure SQL Database ok, SQL Azure database, is both costly (SQL Azure isn’t free) and time consuming (the provided instructions aren’t exactly an idiot’s guide and getting SSIS to work properly with Excel isn’t a barrel of laughs either). To ease the pain for all you BI folks out there that simply want to party on the data I have loaded it all into the SQL Azure database that I use for hosting AdventureWorks on Azure. You can read more about AdventureWorks on Azure below however I’ll summarise here by saying it is a SQL Azure database provided for the use of the SQL Server community and which is supported by voluntary donations. To view the data the credentials you need are: Server mhknbn2kdz.database.windows.net  Database AdventureWorks2012 User sqlfamily Password sqlf@m1ly Type those into SSMS and away you go, the data is provided in four tables [olympics].[Sport], [olympics].[Discipline], [olympics].[Event] & [olympics].[Medalist]: I figured this would be a good candidate for a Power View report so I fired up Excel 2013 and built such a report to slice’n’dice through the data – here are some screenshots that should give you a flavour of what is available: A view of all the available data Where do all the gymastics medals go? Which countries do top ten all-time medal winners come from? You get the idea. There is masses of information here and if you have Excel 2013 handy Power View provides a quick and easy way of surfing through it. To save you the bother of setting up the Power View report yourself you can have the one that I took these screenshots from, it is available on my SkyDrive at OlympicsAnalysis.xlsx so just hit the link and download to play to your heart’s content. Party on, people! As I said above the data is hosted on a SQL Azure database that I use for hosting “AdventureWorks on Azure” which I first announced in March 2013 at AdventureWorks2012 now available for all on SQL Azure. I’ll repeat the pertinent parts of that blog post here: I am pleased to announce that as of today … [AdventureWorks2012] now resides on SQL Azure and is available for anyone, absolutely anyone, to connect to and use for their own means. This database is free for you to use but SQL Azure is of course not free so before I give you the credentials please lend me your ears eyes for a short while longer. AdventureWorks on Azure is being provided for the SQL Server community to use and so I am hoping that that same community will rally around to support this effort by making a voluntary donation to support the upkeep which, going on current pricing, is going to be $119.88 per year. If you would like to contribute to keep AdventureWorks on Azure up and running for that full year please donate via PayPal to [email protected] Any amount, no matter how small, will help. If those 50+ people that retweeted me beforehand all contributed $2 then that would just about be enough to keep this up for a year. If the community contributes more than we need then there are a number of additional things that could be done: Host additional databases (Northwind anyone??) Host in more datacentres (this first one is in Western Europe) Make a charitable donation That last one, a charitable donation, is something I would really like to do. The SQL Community have proved before that they can make a significant contribution to charitable orgnisations through purchasing the SQL Server MVP Deep Dives book and I harbour hopes that AdventureWorks on Azure can continue in that vein. So please, if you think AdventureWorks on Azure is something that is worth supporting please make a contribution. I’d like to emphasize that last point. If my hosting this Olympics data is useful to you please support this initiative by donating. Thanks in advance. @Jamiet

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  • About the K computer

    - by nospam(at)example.com (Joerg Moellenkamp)
    Okay ? after getting yet another mail because of the new #1 on the Top500 list, I want to add some comments from my side: Yes, the system is using SPARC processor. And that is great news for a SPARC fan like me. It is using the SPARC VIIIfx processor from Fujitsu clocked at 2 GHz. No, it isn't the only one. Most people are saying there are two in the Top500 list using SPARC (#77 JAXA and #1 K) but in fact there are three. The Tianhe-1 (#2 on the Top500 list) super computer contains 2048 Galaxy "FT-1000" 1 GHz 8-core processors. Don't know it? The FeiTeng-1000 ? this proc is a 8 core, 8 threads per core, 1 ghz processor made in China. And it's SPARC based. By the way ? this sounds really familiar to me ? perhaps the people just took the opensourced UltraSPARC-T2 design, because some of the parameters sound just to similar. However it looks like that Tianhe-1 is using the SPARCs as input nodes and not as compute notes. No, I don't see it as the next M-series processor. Simple reason: You can't create SMP systems out of them ? it simply hasn't the functionality to do so. Even when there are multiple CPUs on a single board, they are not connected like an SMP/NUMA machine to a shared memory machine ? they are connected with the cluster interconnect (in this case the Tofu interconnect) and work like a large cluster. Yes, it has a lot of oomph in Linpack ? however I assume a lot came from the extensions to the SPARCv9 standard. No, Linpack has no relevance for any commercial workload ? Linpack is such a special load, that even some HPC people are arguing that it isn't really a good benchmark for HPC. It's embarrassingly parallel, it can work with relatively small interconnects compared to the interconnects in SMP systems (however we get in spheres SMP interconnects where a few years ago). Amdahl isn't hitting that hard when running Linpack. Yes, it's a good move to use SPARC. At some time in the last 10 years, there was an interesting twist in perception: SPARC was considered as proprietary architecture and x86 was the open architecture. However it's vice versa ? try to create a x86 clone and you have a lot of intellectual property problems, create a SPARC clone and you have to spend 100 bucks or so to get the specification from the SPARC Foundation and develop your own SPARC processor. Fujitsu is doing this for a long time now. So they had their own processor, their own know-how. So why was SPARC a good choice? Well ? essentially Fujitsu can do what they want with their core as it is their core, for example adding the extensions to the SPARCv9 chipset ? getting Intel to create extensions to x86 to help you with your product is a little bit harder. So Fujitsu could do they needed to do with their processor in order to create such a supercomputer. No, the K is really using no FPGA or GPU as accelerators. The K is really using the CPU at doing this job. Yes, it has a significantly enhanced FPU capable to execute 8 instructions in parallel. No, it doesn't run Solaris. Yes, it uses Linux. No, it doesn't hurt me ... as my colleague Roland Rambau (he knows a lot about HPC) said once to me ... it doesn't matter which OS is staying out of the way of the workload in HPC.

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • how to keep display tick rate steady when using continuous collision detection?

    - by nas Ns
    (I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: I've implemented basic particles motion simulation with continuous collision detection. But there is small issue in display. Assume simple case of circles moving inside square. All elastic collisions. no firction. All motion is constant speed. No forces are involved, no gravity. So when a particle is moving, it is always moving at constant speed (in between collisions) What I do now is this: Let the simulation time step be 1 second (for example). This is the time step simulation is advanced before displaying the new state (unless there is a collision sooner than this). At start of each time step, time for the next collision between any particles or a particle with a wall is determined. Call this the TOC time; let’s say TOC was .5 seconds in this case. Since TOC is smaller than the standard time step, then the system is moved by TOC and the new system is displayed so that the new display shows any collisions as just taking place (say 2 circles just touched each other’s, or a circle just touched a wall) Next, the collision(s) are resolved (i.e. speeds updated, changed directions etc..). A new step is started. The same thing happens. Now assume there is no collision detected within the next 1 second (those 2 circles above will not be in collision any more, even though they are still touching, due to their speeds showing they are moving apart now), Hence, simulation time is advanced now by the full one second, the standard time step, and particles are moved on the screen using 1 second simulation time and new display is shown. You see what has just happened: One frame ran for .5 seconds, but the next frame runs for 1 second, may be the 3rd frame is displayed after 2 seconds, may be the 4th frame is displayed after 2.8 seconds (because TOC was .8 seconds then) and so on. What happens is that the motion of a particle on the screen appears to speed up or slow down, even though it is moving at constant speed and was not even involved in a collision. i.e. Looking at one particle on its own, I see it suddenly speeding up or slowing down, becuase another particle had hit a wall. This is because the display tick is not uniform. i.e. the frame rate update is changing, giving the false illusion that a particle is moving at non-constant speed while in fact it is moving at constant speed. The motion on the screen is not smooth, since the screen is not updating at constant rate. I am not able to figure how to fix this. If I want to show 2 particles at the moment of the collision, I must draw the screen at different times. Drawing the screen always at the same tick interval, results in seeing 2 particles before the collision, and then after the collision, and not just when they colliding, which looked bad when I tried it. So, how do real games handle this issue? How to display things in order to show collisions when it happen, yet keep the display tick constant? These 2 requirements seem to contradict each other’s.

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  • Applying for internship

    - by Margus
    At the moment I'm thinking about applying for internship at Eesti Energia. I seem to be eligible, but before contacting them I need to learn how to compile an informative and complete CV and cover letter. I do not consider myself as shallow minded, but also I'm not sure how to convincingly justify the stand of interest and how internship will help me in my future career. Course of life Tallinna Tehnikagümnaasium 2003 - 2006 Tallinna Tehnikaülikool 2006 – 2009 Military service at Signal Batallion Tallinna Tehnikaülikool 2010 – ... I started my academic career as Computer and Systems Engineer, but as I excelled in programming classes, I changed my major to Software Engineer and taken my specialty in web applications and logic. Nowadays I mainly use Java, Mathematica and C# to solve problems. For 2 times, I have taken part in ACM International Collegiate Programming Contest, where my team won the nationals and did pretty well in Europe. Also as part of notable thing in my academic career, my team wrote the Kalah game AI, that won in University's main programming class AI tournament. My hobbies are mind games and occasional problem solving. Few years ago I also competed in International Checkers EM (requires being in top 3 in nationals) as part of cadet and junior age group - I did not come close to winning, but I exceeded about half of the players each time. In high school and gymnasium I took part and later was the captain of team, that passes regionals and made it to top 3 of nationals (and later won) in (blitz) russian checkers. That was impressive because, it was a team effort as we only had (depending on year) 2-3 strong players. Although I started programming exactly 9,5 years ago I have no work experience. Well actually thats not true, as I completed my army duty, I was hired for a year (days still counting) to be apart of communicational (emergency) infrastructure action group where I'm the teams IT specialist (it's more complicated). So I consider myself to be aware of: rough conditions, teamwork, high stress tolerance, being on time and what responsibility means. As negative things I can mention: I do not have drivers licence. Although only Estonian and English are noted as requirements, then Russian is most likely required as well and I barely understand some of it. Reasons why I want to apply there, are: I need to do at least 4-6 week traineeship and it's in the right field I have the requirements and tasks seem easy enough Company is well known and has fairly good reputation Family and friend think, that it would be acceptable place to work Myriad of options to do final thesis about open up Work place is located in the same city I live atm. At moment, I see myself having a hard time explain why I would prefer it or where I see myself in 10 years if I was offered a job there. Question I have some idea how Curriculum Vitæ should look like, or I can google for template, but I'm not sure how to write informative one. Last I did one, it looked like: picture + contact information + education. Vaguely I only remember, that cover letter should be custom tailored for each place you apply containing ...

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • The best computer ever

    - by Jeff
    (This is a repost from my personal blog… wow… I need to write more technical stuff!) About three years and three months ago, I bought a 17" MacBook Pro, and it turned out to be the best computer I've ever owned. You might think that every computer with better specs is automatically better than the last, but that hasn't been my experience. My first one was a Sony, back in the Pentium III days, and it cost an astonishing $2,500. That was even more ridiculous in 1999 dollars. It had a dial-up modem, and a CD-ROM, built-in! It may have even played DVD's. A few years later I bought an HP, and it ended up being a pile of shit. The power connector inside came loose from the board, and on occasion would even short. In 2005, I bought a Dell, and it wasn't bad. It had a really high resolution screen (complete with dead pixels, a problem in those days), and it was the first laptop I felt I could do real work on. When 2006 rolled around, Apple started making computers with Intel CPU's, and I bought the very first one the week it came out. I used Boot Camp to run Windows. I still have it in its box somewhere, and I used it for three years. The current 17" was new in 2009. The goodness was largely rooted in having a big screen with lots of dots. This computer has been the source of hundreds of blog posts, tens of thousands of lines of code, video and photo editing, and of course, a whole lot of Web surfing. It connected to corpnet at Microsoft, WiFi in Hawaii and has presented many a deck. It has traveled with me tens of thousands of miles. Last year, I put a solid state drive in it, and it was like getting a new computer. I can boot up a Windows 7 VM in about 19 seconds. Having 8 gigs of RAM has always been fantastic. Everything about it has been fast and fun. When new, the battery (when not using VM's) could get as much as 10 hours. I can still do 7 without much trouble. After 460 charge cycles, the battery health is still between 85 and 90%. The only real negative has been the size and weight. It's only an inch thick, but naturally it's pretty big with a 17" screen. You don't get battery life like that without a huge battery, either, so it's heavy. It was never a deal breaker, but sometimes a long haul across a large airport, you know you're carrying it. Today, Apple announced a new, thinner and lighter 15" laptop, with twice the RAM and CPU cores, and four times the screen resolution. It basically handles my size and weight issues while retaining the resolution, and it still costs less than my 17" did. So I ordered one. Three years is an excellent run, but I kind of budgeted for a new workhorse this year anyway. So if you're interested in a 17" MacBook Pro with a Core 2 Duo 2.66 GHz CPU, 8 gigs of RAM and a 320 gig hard drive (sorry, I'm keeping the SSD), I have one to sell. They've apparently discontinued the 17", which is going to piss off the video community. It's in excellent condition, with a few minor scratches, but I take care of my stuff.

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  • Review: Windows 8 - Initial Experience

    - by Tim Murphy
    I originally started this post when I had the Windows 8 preview setup on VirtualBox image.  I have since put the RTM bits on a Dell E6530 that is my new work laptop.  It isn’t a table so I am not getting the touch experience, but as a developer this makes the most sense for the moment. This is the first Windows OS that I have had to spend much time exploring to even get started.  The first thing I ran into was when I clicked on the desktop icon I was lost.  Where is the Start menu? Where are my programs?  How do I get back to the Metro environment?  I finally tried hitting the Windows button and it popped back out to the Metro screen. Once I got past that I found that the look of the Metro interface is clean and well organized.  It should be familiar to anyone who is already using a Zune or Windows Phone 7.  In the Desktop, aside from the lack of the Start button to bring up programs the desktop is just like the Windows 7 environment we are all used to.  I do have to say though that I don’t like popping out to the Metro screen to find program.  I think installers for programs like ones that developers usually work in for a desktop mode will need to give an option for creating a desktop icon and pinning to the task bar of the desktop. One of the things I do really enjoy is having live tiles in the Metro environment.  It is a nice way of feeding my need for constant information.  The one drawback though is that the task bar at the bottom of my screen used to be where I got this information without leaving what I was working on.  It allowed me to see current temperatures and when there were messages waiting.  I have since found that these still work as expected in the Desktop and Toast message keep you up on what is going on in the Metro apps. Thankfully familiar functionality like Alt-Tab and Windows-Tab still work regardless of if apps are in the Metro or the Desktop environment.  Add to this the ability to find any application on the Metro screen by simply typing and things get very comfortable. I also started exploring some of the apps.  If you want see a ton of stats on your team at a glance check out the Sports app.  What games are coming up? Who are the leaders in a number of stats?  The Weather and Finance apps have good features as well and I am sure they will improve as users supply feedback. I have had to install Visual Studio 2010 side-by-side with VS2012 because the Windows Phone 7 SDK would only install on VS2010.  This isn’t a Windows 8 issue per se, but something that you need to be aware of if you are a developer moving to the new ecosystem. The overall experience is a joy despite a few hiccups.  For anyone moving to Windows 8 in on a non-touch laptop or desktop I do suggest this list of keyboard shortcuts.  Enjoy. del.icio.us Tags: Windows 8,Win8,Metro,Review

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Oracle Excellence Award

    - by Hartmut Wiese
    CALL FOR NOMINATIONS 2014 Oracle Excellence Award: Sustainability Innovation Is your organization using an Oracle product to help with a sustainability initiative while reducing costs? Saving energy? Saving gas? Saving paper? For example, you may use Oracle’s Agile Product Lifecycle Management to design more eco-friendly products, Oracle Transportation Management to reduce fleet emissions, Oracle Exadata Database Machine to decrease power and cooling needs while increasing database performance, Oracle Business Intelligence to measure environmental impacts, or one of many other Oracle products. Your organization may be eligible for the 2014 Oracle Excellence Award: Sustainability Innovation. Submit a nomination form located here by Friday June 20 if your company is using any Oracle product to take an environmental lead as well as to reduce costs and improve business efficiencies by using green business practices. These awards will be presented during Oracle OpenWorld 2014 (September 28-October 2) in San Francisco.  Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 About the Award • Winners will be selected from the customer and/or partner nominations. Either a customer, their partner, or Oracle representative can submit the nomination form on behalf of the customer.• There is a nomination form here to discuss your use of Oracle products and how they have helped your sustainability efforts and reduced costs. • Winners will be selected based on the extent of the environmental impact they have had as well as the business efficiencies they have achieved through their combined use of Oracle products. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Nomination Eligibility • Your company uses at least one component of Oracle products, whether it's the Oracle database, business applications, Fusion Middleware, or Sun servers/storage. • This solution should be in production or in active development. • Nomination deadline: Friday June 20, 2014. Benefits to Award Winners • Award presented to winners during Oracle OpenWorld by Jeff Henley, Oracle Chairman of the Board • Free Oracle OpenWorld registration pass for each winning customer • 2014 Oracle Excellence Award: Sustainability Innovation award logo for inclusion on your own website &/or press release • Possible placement in Oracle Profit Magazine &/or Oracle Magazine • ‘Enable the Eco-Enterprise’ podcast opportunity See last year's winners here Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 ______________________________________________________________________________________ Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Questions? Send an email to: [email protected] Follow Oracle’s Sustainability Solutions on Twitter, LinkedIn, YouTube, and the Sustainability Matters blog Web page with award details:  http://www.oracle.com/us/products/applications/green/call-for-nominations-185050.html  

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • Understanding the Value of SOA

    - by Mala Narasimharajan
    Written By: Debra Lilley, ACE Director, Fusion Applications Again I want to talk from my area of expertise of Fusion Applications and talk about their design fundamentals. If you look at the table below and start at the bottom Oracle have defined all of the business objects e.g. accounts, people, customers, invoices etc. used by Fusion Applications; each of these objects contain all of the information required and can be expanded if necessary.  That Oracle have created for each of these business objects every action that is needed for the applications e.g. all the actions to create a new customer, checking to see if it exists, credit checking with D&B (Dun & Bradstreet < http://www.dnb.co.uk/> ) , creating the record, notifying those required etc. Each of these actions is a stand-alone web service. Again you can create a new actions or subscribe to an external provided web service e.g. the D&B check. The diagram also shows that all of development of Fusion Applications is from their Fusion Middleware offerings. Then the Intelligent Business Process is the order in which you run these actions, this is Service Orientated Architecture, SOA. Not only is SOA used to orchestrate actions within Fusion Applications it is also used in the integration of Fusion Applications with the rest of the Oracle stable of applications such as EBS, PeopleSoft, JDE and Siebel. The other applications are written with propriety development tools so how do they work with SOA? It’s a very simple answer, with the introduction of the Oracle SOA platform each process within these applications was made available to be called as a web service. I won’t go into technically how that is done but what’s known as a wrapper to allow each of them to act in this way was added. Finally at the top of the diagram are the questions that each Fusion Application process must answer, and this is the ‘special’ sauce that makes them so good, the User Experience, but that is a topic for another day, or you can read about it in my blog http://debrasoracle.blogspot.co.uk/2014/04/going-on-record-about-fusion-apps-cloud.html or Oracle’s own UX blog https://blogs.oracle.com/usableapps/ The concept behind AppAdvantage is not new the idea that Oracle technology can add value to your Oracle applications investments is pretty fundamental. Nishit Rao who is in AppAdvantage team provided myself and other ACE Directors with demo kits so that we could demonstrate SOA running with the applications. The example I learnt to build was that of the EBS inventory open interface. The simple concept is that request records can be added to a table and an import run that creates these as transactions in inventory. What’s SOA allows you to do is to add to the table from any source and then run this process automatically whereas traditionally you had to run the process at regular intervals because you didn’t know if the table was empty or not. This may just sound like a different way of doing the same thing but if the process is critical for your business then the interval was very small and the process run potentially many times unnecessarily. Using SOA it only happened when necessary without any delay. So in my post today I’ve talked about how SOA is used with Fusion Applications and in the linking with more traditional applications but that is only the tip of the iceberg of potential, your applications are just part of your IT systems and SOA can orchestrate your data across all of them; the beauty of open standards.  Debra Lilley, Fusion Champion, UKOUG Board Member, Fusion User Experience Advocate and ACE Director.  Lilley has 18 years experience with Oracle Applications, with E Business Suite since 9.4.1, moving to Business Intelligence Team Lead and Oracle Alliance Director. She has spoken at over 100 conferences worldwide and posts at debrasoraclethoughts

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