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  • Nginx routing script for NodeJS and Wordpress

    - by Nilay Parikh
    We are moving blogs and site from wordpress to nodejs and ready to move into production. However I'm not able to figure it out how to implement routing from front server (Nginx) to NodeJS (prefered web instance) and if data not synced yet into NodeJS website than (404 will throw by NodeJS) fall back to (using reverse proxy) to Wordpress and serve page, during the transformation period. Q1. Is the approach good for the scenario, or anyone can suggest better approach? Q2. Should NodeJS treat itself as Reverse proxy (using bouncy : https://github.com/substack/bouncy or similar package) in event of fall back or shoud stick with Nginx to do so using fastcgi approch. Both NodeJS and Wordpress are on single server only, In first scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then reverse query wordpress and serve content second scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then 404 to Nginx and Nginx script fallback to Wordpress (FastCGI PHP) Later we have plan to phase out Wordpress and PHP from the server environment completely. I'd like to see any examples of Nginx or Varnish scripts and/or NodeJS scripts if you have for me to refer. Thanks.

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  • How to use "Join Clip" in iMovie'09?

    - by deddebme
    I have been using iMovie'09 for two days only. I need to edit some videos and make a DVD for a friend. It happens to me that I want to join two clips together to form one continuous clip, so when I export the video to iDVD, they won't be treat as two different chapters. The most obvious way to do so is to choose Edit-Join Clip, but that menu item was always gray out when I chose two adjacent clips. I tried to highlight two/three adjacent clips, two apart clips etc, but it is still grayed out. I googled for a while but it seems no one knows, anyone knows how to use the "Join Clip"?

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  • Apache can't access /assets directory (OS X 10.6 Snow Leaopard)

    - by Doug Kaye
    I know this will turn out to be something really stoopid, but I can't find it. Everything was great until I upgraded to OS X 10.6.2 (Snow Leopard) and the supplied Apache 2.2.13. I've replaced all the httpd conf files with my own that were previously working just fine. Everything is great except for one thing: Apache returns a 404 error for any requests to /assets/*. If I rename the directory from 'assets' to anything else, it works fine. I'm going crazy trying to find out why it's sensitive to the string 'assets'. I have no .htaccess files. All permissions have been checked. I've scoured all conf files (including vhosts) for what might cause this and haven't found it. Is there any reason why Apache would treat 'assets' different from anything else? Is there anywhere to check other than conf and .htaccess files?

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  • Just one client bound to address and port: does it make a difference broadcast versus unicast in terms of overhead?

    - by chrisapotek
    Scenario: I am implementing failed over for a network node, so my idea is to make the master node listens on a broadcast ip address and port. If the master node fails, another failover node will start listening on this broadcast address (and port) and take over. Question: My concern is that I will be using a broadcast IP address just for a single node: the master. The failover node only binds if the master fails, in other words, almost never. In terms of network/traffic overhead, is it bad to talk to a single node through a broadcast address or the network somehow is smart enough to know that nobody else is listening to this broadcast address and kind of treat it as a unicast in terms of overhead? My concern is that I will be flooding my network with packets from this broadcast address even thought I am just really talking to a single node (the master). But I can't use unicast because the failover node has to be able to pick up the master stream quickly and transparently in case it fails.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • Is there any research out there on geographic differences in work environments (e.g., respect) for programmers?

    - by Ethel Evans
    One thing I've learned from this website is that software developers are not treated the same as what I've seen in the companies I've worked at, and some of the differences seem to be related to the culture or other factors of the geographical location where the programmer works. In some areas, it seems like programmers can expect many perks and a great deal of professional respect, but in others it sounds like programmers are seen as laborers who are told what to do and then should go do it without question. Even in just the USA, there seem to be major differences in "the norm" between the various regions of this country. I'm wondering how much of this is just my perception, and how much is real differences about how programmers are perceived in their different locations. Is there any research out there discussing major differences in programmer work environments or attitudes about how to treat or respect programmers by geography? I'd be interested in multiple articles tackling different ways of looking at this. Edit: Research, specifically, doesn't seem to be available, so I'm making the question broader. Any good, thoughtful writing on the topic of any kind available?

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  • Connecting OS X MacBook Pro to DirecTV DVR

    - by user14293
    I have a DirecTV DVR which soon will be replaced. The local phone carrier has wired fiber-to-the-door and that DirecTV sat service will soon be history. I have irreplaceable video recordings on the DVR's disk I would like to salvage. I'd like to connect my MacBook Pro (OS X 10.5.3) to the DVR (male HDMI to male Thunderbolt) and treat the MAC as a TV monitor. I'd like to capture the video stream to a file and then burn it to DVD. This is for my use only, not for distribution. Still researching video capture. Don't yet have a solution. Maybe there isn't one. Any ideas?

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • Script/tool to import series of snapshots, each being a new revision, into Subversion, populating source tree?

    - by Rob
    I've developed code locally and taken a fairly regular snapshot whenever I reach a significant point in development, e.g. a working build. So I have a long-ish list of about 40 folders, each folder being a snapshot e.g. in ascending date YYYYMMDD order, e.g.:- 20100523 20100614 20100721 20100722 20100809 20100901 20101001 20101003 20101104 20101119 20101203 20101218 20110102 I'm looking for a script to import each of these snapshots as a new subversion revision to the source tree. The end result being that the HEAD revision is the same as the last snapshot, and other revisions are as numbered. Some other requirements: that the HEAD revision is not cumulative of the previous snapshots, i.e., files that appeared in older snapshots but which don't appear in later ones (e.g. due to refactoring etc.) should not appear in the HEAD revision. meanwhile, there should be continuity between files that do persist between snapshots. Subversion should know that there are previous versions of these files and not treat them as brand new files within each revision. Some background about my aim: I need to formally revision control this work rather than keep local private snapshot copies. I plan to release this work as open source, so version controlling would be highly recommended I am evaluating some of the current popular version control systems (Subversion and GIT) BUT I definitely need a working solution in Subversion. I'm not looking to be persuaded to use one particular tool, I need a solution for each tool I am considering as I would also like a solution in GIT (I will post an answer separately for GIT so separate camps of folks who have expertise in GIT and Subversion will be able to give focused answers on one or the other). The same question but for GIT: Script/tool to import series of snapshots, each being a new edition, into GIT, populating source tree? An outline answer for Subversion in stackoverflow.com but not enough specifics about the script: what commands to use, code to check valid scenarios if necessary - i.e. a working script basically. http://stackoverflow.com/questions/2203818/is-there-anyway-to-import-xcode-snapshots-into-a-new-svn-repository

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  • Logic that can traverse all possible layouts, but not checking every combination of identical pieces?

    - by George Bailey
    Suppose we have a grid of arbitrary size, which is filled by blocks of various widths and heights. There are many 2x2 blocks (meaning they take a total of 4 cells in the grid) and many 3x3 blocks, as well as some 5x4, 4x5, 2x3, etc. I was hoping I could set up a program that would look at all possible layouts, and rank them, and find the best one. Simply it would look at all possible positions of these blocks, and see what setup is the best rank. (the rank based on how many of these can be connected by a roadway system of 1x1 road blocks, and how many squares can be left empty after this is done. - wanting to fit the most blocks as possible with the least roads.) My question, is how should I traverse all the possibilities? I could take all the blocks and try them one at a time, but since all 2x2 blocks are equal, and there are a couple dozen of them, there is no point in trying every combination there, as in the following AA BBB AA BBB CCBBB CCEEE DD EEE DD EEE is exactly the same as CC EEE CC EEE AAEEE AABBB DD BBB DD BBB You notice that there are 2 3x3 blocks and 3 2x2 blocks in my two examples. Based on the model I have now, the computer would try both of these combinations, as well as many others. The problem is that it is going to try every single possible variation of my couple dozen 2x2 blocks. And that is sorely inefficient. Is there a reasonable way to take out this duplicated work, somehow getting the computer program to treat all 2x2 blocks as equal/identical, instead of one requiring rearranging/swapping of these identical blocks? Can this be done?

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  • What's your most controversial programming opinion?

    - by Jon Skeet
    This is definitely subjective, but I'd like to try to avoid it becoming argumentative. I think it could be an interesting question if people treat it appropriately. The idea for this question came from the comment thread from my answer to the "What are five things you hate about your favorite language?" question. I contended that classes in C# should be sealed by default - I won't put my reasoning in the question, but I might write a fuller explanation as an answer to this question. I was surprised at the heat of the discussion in the comments (25 comments currently). So, what contentious opinions do you hold? I'd rather avoid the kind of thing which ends up being pretty religious with relatively little basis (e.g. brace placing) but examples might include things like "unit testing isn't actually terribly helpful" or "public fields are okay really". The important thing (to me, anyway) is that you've got reasons behind your opinions. Please present your opinion and reasoning - I would encourage people to vote for opinions which are well-argued and interesting, whether or not you happen to agree with them.

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  • Packaging python software with custom dependencies

    - by viraptor
    Hi, I'm looking for a good way to package a Python application that is going to be deployed on a Debian server. The application itself depends on some modules which are not included in base Debian repository, although they might be in the future. This creates some problems... I depend on some patches to those modules. If the original module gets installed one day, the application will break. However if I install everything I need in a virtualenv just for that application, I lose the ability to upgrade Python itself (in case of security updates). The third option would be to rename my fork of the upstream module and just treat it as a completely separate one. But that would mean changing the code (not much work, but it wouldn't be that clean / universal anymore). Are there any other options that I missed? Are there any pros / cons I didn't see in the solutions above?

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Script/tool to import series of snapshots, each being a new edition, into GIT, populating source tree?

    - by Rob
    I've developed code locally and taken a fairly regular snapshot whenever I reach a significant point in development, e.g. a working build. So I have a long-ish list of about 40 folders, each folder being a snapshot e.g. in ascending date YYYYMMDD order, e.g.:- 20100523 20100614 20100721 20100722 20100809 20100901 20101001 20101003 20101104 20101119 20101203 20101218 20110102 I'm looking for a script to import each of these snapshots into GIT. The end result being that the latest code is the same as the last snapshot, and other editions are accessible and are as numbered. Some other requirements: that the latest edition is not cumulative of the previous snapshots, i.e., files that appeared in older snapshots but which don't appear in later ones (e.g. due to refactoring etc.) should not appear in the latest edition of the code. meanwhile, there should be continuity between files that do persist between snapshots. I would like GIT to know that there are previous editions of these files and not treat them as brand new files within each edition. Some background about my aim: I need to formally revision control this work rather than keep local private snapshot copies. I plan to release this work as open source, so version controlling would be highly recommended I am evaluating some of the current popular version control systems (Subversion and GIT) BUT I definitely need a working solution in GIT as well as subversion. I'm not looking to be persuaded to use one particular tool, I need a solution for each tool I am considering. (I haved posted an answer separately for each tool so separate camps of folks who have expertise in GIT and Subversion will be able to give focused answers on one or the other). The same but separate question for Subversion: Script/tool to import series of snapshots, each being a new revision, into Subversion, populating source tree?

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  • Music Art Food Drink: Oracle Social Plaza - Tues 10/2

    - by Bob Rhubart
    Join Oracle's social media mavens plus hundreds of your closest friends at this all-social social… What: Oracle Social Plaza When: Tuesday, October 2, 2012Noon to 8:00 pm Where: Mint Plaza Fifth Street between Mission and Market San Francisco It's a full-on treat for all your senses, featuring music, art, food, and fashion. Music will be provided by indy favs Golden State and dance-rageous local DJ Brandon Arnovick. Watch as artists, including Melanie Alveres, create works of art live, then bid on their creations. Want to do a little creating on your own? Try mugging in the Social PhotoBooth. If you're into fashion, 20 local fashion designers will be on hand with their latest creations. And if you like t-shirts, there'll be live screen printing, with free t-shirts for the first 300 guests. Food and drink? Starting at 4:30 pm there will be two bars, along with munchies from one of those outrageous San Francisco food trucks. And don't worry about missing Larry Ellison's keynote. You can watch if from here.

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  • Unix tool for splitting archives

    - by Richo
    I'm dumping an svn repository to a giant USB disk that is formatted FAT due to necessity (treat this as unchangeable). It conks out when you try to create a file larger than 4 gb. I need a tool that I can pipe data to that will create files of arbitrary size that when catted together will be the original file. I can write a tool to do this, but if one already exists I'd rather use it. Cheers EDIT: A second look at the split man page looks like it might work.

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  • How to automatically resume php-fpm?

    - by alfish
    I am using nginx+php-fpm on Debian Squeeze for a busy server and have had great difficulty to deal with maximum connections being reached. Here the problem is that php processes sometimes just die randomly under high load and leave the server with no php process. Then I need to manually restart php5-fpm service to bring back the server to life. I am wondering how to avoid this to happen, or at least treat the symptoms by restarting the php5-fpm automatically whenever there is not php process left to listen to incoming requests. My relevant configs are: pm = dynamic pm.max_children = 1400 pm.start_servers = 10 pm.max_spare_servers = 20 pm.process_idle_timeout = 1s; #not sure it will be useful when pm=dynamic pm.max_requests = 100000 request_terminate_timeout = 30 I appreciate your suggestions to cope with this nasty problem.

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  • Why isn't there a typeclass for functions?

    - by Steve314
    I already tried this on Reddit, but there's no sign of a response - maybe it's the wrong place, maybe I'm too impatient. Anyway... In a learning problem I've been messing around with, I realised I needed a typeclass for functions with operations for applying, composing etc. Reasons... It can be convenient to treat a representation of a function as if it were the function itself, so that applying the function implicitly uses an interpreter, and composing functions derives a new description. Once you have a typeclass for functions, you can have derived typeclasses for special kinds of functions - in my case, I want invertible functions. For example, functions that apply integer offsets could be represented by an ADT containing an integer. Applying those functions just means adding the integer. Composition is implemented by adding the wrapped integers. The inverse function has the integer negated. The identity function wraps zero. The constant function cannot be provided because there's no suitable representation for it. Of course it doesn't need to spell things as if it the values were genuine Haskell functions, but once I had the idea, I thought a library like that must already exist and maybe even using the standard spellings. But I can't find such a typeclass in the Haskell library. I found the Data.Function module, but there's no typeclass - just some common functions that are also available from the Prelude. So - why isn't there a typeclass for functions? Is it "just because there isn't" or "because it's not so useful as you think"? Or maybe there's a fundamental problem with the idea? The biggest possible problem I've thought of so far is that function application on actual functions would probably have to be special-cased by the compiler to avoid a looping problem - in order to apply this function I need to apply the function application function, and to do that I need to call the function application function, and to do that...

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  • Happy Day! VS2010 SP1, Project Server Integration, Load Test Feature Pack

    - by Aaron Kowall
    Microsoft released a PILE of Visual Studio goodness today: Visual Studio 2010 SP1(Including TFS SP1) Finally done with remembering which GDR packs, KB Patches, etc need to be installed with a new VS/TFS 2010 deployment.  Just grab the SP1.  It’s available today for MSDN Subscribers and March 10th for public download. TFS-Project Server Integration Feature Pack MSDN Subscribers got another little treat today with the TFS-Project Server integration feature pack.  We can now get project rollups and portfolio level management with Project Server yet still have the tight developer interaction with TFS.  Finally we can make the PMO happy without duplicate entry or MS Project gymnastics. Visual Studio Load Test Feature Pack This is a new benefit for Visual Studio 2010 Ultimate subscribers.  Previously there was a limit to Ultimate Load Testing of 250 virtual users. If you needed more, you had to buy virtual user license packs.  No more.  Now your Visual Studio Ultimate license allows you to simulate as many virtual users as you need!!  This is HUGE in improving adoption of regular load testing for development projects. All the Details are available from Soma’s blog. Technorati Tags: VS2010,TFS,Load Test

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Converting a bounded knapsack problem to 0/1 knapsack problem

    - by Ants
    I ran across a problem where goal was to use dynamic programming (instead of other approaches). There is a distance to be spanned, and a set of cables of different lengths. What is the minimum number of cables needed to span the distance exactly? To me this looked like a knapsack problem, but since there could be multiples of a particular length, it was a bounded knapsack problem, rather than a 0/1 knapsack problem. (Treat the value of each item to be its weight.) Taking the naive approach (and not caring about the expansion of the search space), the method I used to convert the bounded knapsack problem into a 0/1 knapsack problem, was simply break up the multiples into singles and apply the well-known dynamic programming algorithm. Unfortunately, this leads to sub-optimal results. For example, given cables: 1 x 10ft, 1 x 7ft, 1 x 6ft, 5 x 3ft, 6 x 2ft, 7 x 1ft If the target span is 13ft, the DP algorithm picks 7+6 to span the distance. A greedy algorithm would have picked 10+3, but it's a tie for minimum number of cables. The problem arises, when trying to span 15ft. The DP algorithm ended up picking 6+3+3+3 to get 4 cables, while the greedy algorithm correctly picks 10+3+2 for only 3 cables. Anyway, doing some light scanning of converting bounded to 0/1, it seems like the well-known approach to convert multiple items to { p, 2p, 4p ... }. My question is how does this conversion work if p+2p+4p does not add up to the number of multiple items. For example: I have 5 3ft cables. I can't very well add { 3, 2x3, 4x3 } because 3+2x3+4x3 5x3. Should I add { 3, 4x3 } instead? [I'm currently trying to grok the "Oregon Trail Knapsack Problem" paper, but it currently looks like the approach used there is not dynamic programming.]

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  • Any good reason open files in text mode?

    - by Tinctorius
    (Almost-)POSIX-compliant operating systems and Windows are known to distinguish between 'binary mode' and 'text mode' file I/O. While the former mode doesn't transform any data between the actual file or stream and the application, the latter 'translates' the contents to some standard format in a platform-specific manner: line endings are transparently translated to '\n' in C, and some platforms (CP/M, DOS and Windows) cut off a file when a byte with value 0x1A is found. These transformations seem a little useless to me. People share files between computers with different operating systems. Text mode would cause some data to be handled differently across some platforms, so when this matters, one would probably use binary mode instead. As an example: while Windows uses the sequence CR LF to end a line in text mode, UNIX text mode will not treat CR as part of the line ending sequence. Applications would have to filter that noise themselves. Older Mac versions only use CR in text mode as line endings, so neither UNIX nor Windows would understand its files. If this matters, a portable application would probably implement the parsing by itself instead of using text mode. Implementing newline interpretation in the parser might also remove some overhead of using text mode, as buffers would need to be rewritten (and possibly resized) before returning to the application, while this may be less efficient than when it would happen in the application instead. So, my question is: is there any good reason to still rely on the host OS to translate line endings and file truncation?

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  • what can I do with an old but working PC [closed]

    - by fskreuz
    I have an old Dell optiplex GX240 on Pentium 4 1.8Ghz and 256MB Ram (or was it 512MB). It's still in working condition but it's getting slow for me and i wanted to optimize it. I just want that old box to be usable even for simple desktop use (email, surfing, chat). I also have to note that my parents prefer use it over a laptop for some reason. Treat it as a "box-type netbook". unlike the other threads that they all prefer sending away or use as file server, firewall and that, i am looking for suggestions on how to keep it usable as the main PC. any suggestions? OS perhaps?

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  • Oracle Cloud and Oracle Platinum Services Announcements

    - by kellsey.ruppel
    Live Webcast - Oracle Cloud and Oracle Platinum Services Announcements Wednesday, June 06, 2012 1:00 p.m. PT – 2:30 p.m. PT View your local time Live Webcast Register to watch at your desk! Don't have an Oracle account? Sign up now!  Why do I need an account? Register Now! Please join Larry Ellison and Mark Hurd for important Oracle announcements. Be among the first to learn about new developments in Oracle’s cloud strategy and game-changing advances in Oracle Support.  Register Now! Are you based in the San Francisco Bay Area? Register to attend the live event in Redwood Shores. Oracle values your privacy, and will treat the information we collect from you as a result of your registration and participation in this activity in accordance with the Oracle Privacy Policy. Event Details: Wednesday, June 06, 2012 1:00 p.m. PT – 2:30 p.m. PT Live Webcast Stay Connected:     Join the conversation: #oraclecloud #oraclesupport

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