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  • The Interaction between Three-Tier Client/Server Model and Three-Tier Application Architecture Model

    The three-tier client/server model is a network architectural approach currently used in modern networking. This approach divides a network in to three distinct components. Three-Tier Client/Server Model Components Client Component Server Component Database Component The Client Component of the network typically represents any device on the network. A basic example of this would be computer or another network/web enabled devices that are connected to a network. Network clients request resources on the network, and are usually equipped with a user interface for the presentation of the data returned from the Server Component. This process is done through the use of various software clients, and example of this can be seen through the use of a web browser client. The web browser request information from the Server Component located on the network and then renders the results for the user to process. The Server Components of the network return data based on specific client request back to the requesting client.  Server Components also inherit the attributes of a Client Component in that they are a device on the network and that they can also request information from other Server Components. However what differentiates a Client Component from a Server Component is that a Server Component response to requests from devices on the network. An example of a Server Component can be seen in a web server. A web server listens for new requests and then interprets the request, processes the web pages, and then returns the processed data back to the web browser client so that it may render the data for the user to interpret. The Database Component of the network returns unprocessed data from databases or other resources. This component also inherits attributes from the Server Component in that it is a device on a network, it can request information from other server components and database components, and it also listens for new requests so that it can return data when needed. The three-tier client/server model is very similar to the three-tier application architecture model, and in fact the layers can be mapped to one another. Three-Tier Application Architecture Model Presentation Layer/Logic Business Layer/Logic Data Layer/Logic The Presentation Layer including its underlying logic is very similar to the Client Component of the three-tiered model. The Presentation Layer focuses on interpreting the data returned by the Business Layer as well as presents the data back to the user.  Both the Presentation Layer and the Client Component focus primarily on the user and their experience. This allows for segments of the Business Layer to be distributable and interchangeable because the Presentation Layer is not directly integrated in with Business Layer. The Presentation Layer does not care where the data comes from as long as it is in the proper format. This allows for the Presentation Layer and Business Layer to be stored on one or more different servers so that it can provide a higher availability to clients requesting data. A good example of this is a web site that uses load balancing. When a web site decides to take on the task of load balancing they must obtain a network device that sits in front of a one or machines in order to distribute the request across multiple servers. When a user comes in through the load balanced device they are redirected to a specific server based on a few factors. Common Load Balancing Factors Current Server Availability Current Server Response Time Current Server Priority The Business Layer and corresponding logic are business rules applied to data prior to it being sent to the Presentation Layer. These rules are used to manipulate the data coming from the Data Access Layer, in addition to validating any data prior to being stored in the Data Access Layer. A good example of this would be when a user is trying to create multiple accounts under one email address. The Business Layer logic can prevent duplicate accounts by enforcing a unique email for every new account before the data is even stored in the Data Access Layer. The Server Component can be directly tied to this layer in that the server typically stores and process the Business Layer before it is returned to the end-user via the Presentation Layer. In addition the Server Component can also run automated process through the Business Layer on the data in the Data Access Layer so that additional business analysis can be derived from the data that has been already collected. The Data Layer and its logic are responsible for storing information so that it can be easily retrieved. Typical in most modern applications data is stored in a database management system however data can also be in the form of files stored on a file server. In addition a database can take on one of several forms. Common Database Formats XML File Pipe Delimited File Tab Delimited File Comma Delimited File (CSV) Plain Text File Microsoft Access Microsoft SQL Server MySql Oracle Sybase The Database component of the Networking model can be directly tied to the Data Layer because this is where the Data Layer obtains the data to return back the Business Layer. The Database Component basically allows for a place on the network to store data for future use. This enables applications to save data when they can and then quickly recall the saved data as needed so that the application does not have to worry about storing the data in memory. This prevents overhead that could be created when an application must retain all data in memory. As you can see the Three-Tier Client/Server Networking Model and the Three-Tiered Application Architecture Model rely very heavily on one another to function especially if different aspects of an application are distributed across an entire network. The use of various servers and database servers are wonderful when an application has a need to distribute work across the network. Network Components and Application Layers Interaction Database components will store all data needed for the Data Access Layer to manipulate and return to the Business Layer Server Component executes the Business Layer that manipulates data so that it can be returned to the Presentation Layer Client Component hosts the Presentation Layer that  interprets the data and present it to the user

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  • Real Life Pixar Lamp Can’t Get Enough Of Human Interaction

    - by Jason Fitzpatrick
    This curious lamp, powered by an Arduino board and servo motors, is just as playful as the on-screen counterpart that inspired its creation. The New Zealand Herald reports on the creation of the lamp, seen in action in the video above: The project is a collaborative effort by Victoria University students Shanshan Zhou, Adam Ben-Gur and Joss Doggett, who met in a Physical Computing class. The lamp’s movements are informed by a webcam with an algorithm working behind it. Robotics and facial recognition technology enable the lamp to search for faces in the images from its webcam. When it spots a face, it follows as if trying to maintain eye contact. How to Access Your Router If You Forget the Password Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • How does TDD address interaction between objects?

    - by Gigi
    TDD proponents claim that it results in better design and decoupled objects. I can understand that writing tests first enforces the use of things like dependency injection, resulting in loosely coupled objects. However, TDD is based on unit tests - which test individual methods and not the integration between objects. And yet, TDD expects design to evolve from the tests themselves. So how can TDD possibly result in a better design at the integration (i.e. inter-object) level when the granularity it addresses is finer than that (individual methods)?

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  • View/ViewModel Interaction - Bindings, Commands and Triggers

    It looks like I have a set of posts on ViewModel, aka MVVM, that have organically emerged into a series or story of sorts. Recently, I blogged about The Case for ViewModel, and another on View/ViewModel Association using Convention and Configuration, and a long while back now, I posted an Introduction to the ViewModel Pattern as I was myself picking up this pattern, which has since become the natural way for me to program client applications. This installment adds to this on-going series. I've...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • View/ViewModel Interaction - Bindings, Commands and Triggers

    It looks like I have a set of posts on ViewModel, aka MVVM, that have organically emerged into a series or story of sorts. Recently, I blogged about The Case for ViewModel, and another on View/ViewModel Association using Convention and Configuration, and a long while back now, I posted an Introduction to the ViewModel Pattern as I was myself picking up this pattern, which has since become the natural way for me to program client applications. This installment adds to this on-going series. I've...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • I need help with background interaction with foreground

    - by luther t
    So basicly my game design idea is to have a still back. In the foreground is a PNG format spirite that the user has controll over it is on the ground and the user jump over the oncoming from the right to left spirites. kinda like jumping over rock while running...So the problem...I don't where start. whether with the background or foreground...basicly i am a noob at this as a whole. I am sure if i explained well enough...

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  • Many ui panels needs interaction with same object

    - by user877329
    I am developing a tool for simulating systems like the Gray-Scott model (That is systems where spatial distribution depends on time). The actual model is loaded from a DLL or shared object and the simulation is performed by a Simulation object. There are at least two situations when the simulation needs to be destroyed: The user loads a new model The user changes the size of the domain To make sure nothing goes wrong, the current Model, Simulation, and rendering Thread are all managed by an ApplicationState object. But the two cases above are initiated from two different UI objects. Is it then ok to distribute a reference to the ApplicationState object to all panels that need to access at least one method on the ApplicationState object? Another solution would be to use aggregation so that the panel from which the user chooses model knows the simulation parameter panel. Also, the ApplicationState class seems somewhat clumsy, so I would like to have something else

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  • Framework for interaction between web-page and server-side script

    - by Carrier
    I want to make a web-page that will have several controls elements, among which there are elements like check-boxes, radio-buttons, "range selectors" (one can specify the min and max value, like it is done when you select range for prices in the online markets). The new values shall be sent to the "server-side", once changed (without any Submit buttons etc), and the "server-side" can return something (one or more numbers, etc). Does anyone know a good ajax-like framework that allows (with minimal adaptation / changes) to make such solution in an easy way? It will be good if the server-side of existing solution will be in Perl (not a big deal, but I know it much better than PHP or something else). Set of controls might change and depend on other parameter, so adding one extra element should not cause rewriting the whole thing. P.S.: I haven't working in this area for quite a while, so not aware of existing solutions in this area, and don't want to invent the wheel and write everything from scratch for something that already exist (at least, I hope so). Thanks in advance!

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  • OO vs Simplicity when it comes to user interaction

    - by Oetzi
    Firstly, sorry if this question is rather vague but it's something I'd really like an answer to. As a project over summer while I have some downtime from Uni I am going to build a monopoly game. This question is more about the general idea of the problem however, rather than the specific task I'm trying to carry out. I decided to build this with a bottom up approach, creating just movement around a forty space board and then moving on to interaction with spaces. I realised that I was quite unsure of the best way of proceeding with this and I am torn between two design ideas: Giving every space its own object, all sub-classes of a Space object so the interaction can be defined by the space object itself. I could do this by implementing different land() methods for each type of space. Only giving the Properties and Utilities (as each property has unique features) objects and creating methods for dealing with the buying/renting etc in the main class of the program (or Board as I'm calling it). Spaces like go and super tax could be implemented by a small set of conditionals checking to see if player is on a special space. Option 1 is obviously the OO (and I feel the correct) way of doing things but I'd like to only have to handle user interaction from the programs main class. In other words, I don't want the space objects to be interacting with the player. Why? Errr. A lot of the coding I've done thus far has had this simplicity but I'm not sure if this is a pipe dream or not for larger projects. Should I really be handling user interaction in an entirely separate class? As you can see I am quite confused about this situation. Is there some way round this? And, does anyone have any advice on practical OO design that could help in general?

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  • Looking for a web interaction layer for SmartList

    - by spot
    We run quite a few internal mailing lists with SmartList (procmail). I need to offer a web interaction ability (think Google Groups) to the mailing lists. Is there anything that will do this on top of SmartList? If not, is there anything that will do this in general on another linux mailing list manager?

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  • Design pattern for mouse interaction

    - by mike
    I need some opinions on what is the "ideal" design pattern for a general mouse interaction. Here the simplified problem. I have a small 3d program (QT and openGL) and I use the mouse for interaction. Every interaction is normally not only a single function call, it is mostly performed by up to 3 function calls (initiate, perform, finalize). For example, camera rotation: here the initial function call will deliver the current first mouse position, whereas the performing function calls will update the camera etc. However, for only a couple of interactions, hardcoding these (inside MousePressEvent, MouseReleaseEvent MouseMoveEvent or MouseWheelEvent etc) is not a big deal, but if I think about a more advanced program (e.g 20 or more interactions) then a proper design is needed. Therefore, how would you design such a interactions inside QT. I hope I made my problem clear enough, otherwise don't bother complain :-) Thanks

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  • How to test UI interaction of Silverlight dialogs?

    - by Bernard Vander Beken
    I am using Silverlight 3.0 Unit Testing, version Silverlight Toolkit November 2009. Apart from unit tests, it allows to do UI interaction tests, typically using AutomationPeer subclasses (eg ButtonAutomationPeer to interact with a Button). Are there AutomationPeer classes to test the interaction with the following: OpenFileDialog SaveFileDialog MessageBox In unit tests it would be possible to stub these, but for integration and browser testing it would be great to have this testable.

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  • How advanced are author-recognition methods?

    - by Nick Rtz
    From a written text by an author if a computer program analyses the text, how much can a computer program tell today about the author of some (long enough to be statistically significant) texts? Can the computer program even tell with "certainty" whether a man or a woman wrote this text based solely on the contents of the text and not an investigation such as ip numbers etc? I'm interested to know if there are algorithms in use for instance to automatically know whether an author was male or female or similar characteristics of an author that a computer program can decide based on analyses of the written text by an author. It could be useful to know before you read a message what a computer analyses says about the author, do you agree? If I for instance get a longer message from my wife that she has had an accident in Nigeria and the computer program says that with 99 % probability the message was written by a male author in his sixties of non-caucasian origin or likewise, or by somebody who is not my wife, then the computer program could help me investigate why a certain message differs in characteristics. There can also be other uses for instance just detecting outliers in a geographically or demographically bounded larger data set. Scam detection is the obvious use I'm thinking of but there could also be other uses. Are there already such programs that analyse a written text to tell something about the author based on word choice, use of pronouns, unusual language usage, or likewise?

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  • VNC unattended Server (No user Interaction)

    - by Louis van Tonder
    I worked on a proof on concept a while ago.... whereby I managed to get VNC going in full "unattended" mode... I.e. The VNC Server dials into the viewer... which is running in Listening mode. The same concept of how single click works, but without the user interaction. I cant seem to locate my source files for this concept I worked on... although I have found my shortcut that worked on the Viewer side to listen. "C:\Program Files\UltraVNC\vncviewer.exe" -listen 5007 /noauto /256colors I can not however remember/locate my demo of what the server is doing.... how to configure it. If I remember correctly, the server was also started with command line params that "dialed" into a remote IP/port, that the viewer is listening on. Any ideas? Thanks

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  • Pros and Cons of Session Replication

    - by techsjs2012
    Do I really need Session Replication? I am working on a number of web projects for a firm. Most of the projects are about one or two pages of input and then doing a save to a mysql database. Very Basic projects. My SA's are pushing to try to get session replication working in JBoss but I don't really see any need for it and all of its overhead. We need load balancing and clustering so if the server does go down we can move the new requests to the backup service but I am not to big in session replication. This is very low volume projects. In my eyes what is the odds of a user being in the project as the server goes down on the one or two pages. I need to convince the SAs that session replication is an un-necessary complication in this instance. I am looking for pros and cons of session replication so that I can better structure my argument.

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  • UITableView is getting interaction when changing rows with animation

    - by Tiago
    Hi, I have a tableview on a nib file with the interaction setting turned off. I'm animating a section change like this: [myTableView beginUpdates]; [myTableView deleteSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:YES]; [myTableView insertSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:YES]; [myTableView endUpdates]; The problem is that, when I do this, the rows become selectable. How do I keep the interaction disabled while keeping the animation?

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  • Interaction between two Clouds

    - by Snehal Masne
    I have setup the Cloud-A with 1 - [CLC+CC] and 2 - [NC] computers. I have another Cloud-B with same configuration. [using the Ubuntu Enterprise Cloud] Both of them working fine individually, in the same LAN. Now if I want to add the NC of Cloud-A to CC of Cloud-B, [in case the resources of Cloud-B are exhausted] how can I make it possible ? I guess this calls for the interoperability stuff... Could you please explain what happens exactly when we ask for instance, the direct interaction happens between the client and NC or it goes through the CLC and CC ? What I want to say is, say there are multiple cloud providers. A user is subscribed to any one of them, say Cloud-A for IaaS. As the requirements are dynamic, all the resources of Cloud-A may get exhausted. There may be another Cloud-B which can provide the services but that Cloud-A can't ask the client to go for Cloud-B. So if it is possible to have some co-ordination between this two providers to share resources mutually, making client fully unaware of whats going on in the background....? Please reply.. I am sorry if I'm doing mistake anywhere... Thanks in advance :) Regards, www.TechProceed.com

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