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  • Jesse Liberty at the Montreal User Group, take 3

    - by pluginbaby
    This is our last attempt to get Jesse Liberty at the Montreal User Group (and there won’t be any take 4 as this is the very last meeting of the season), so we cross fingers that everything will be fine this time! RunAtServer Consulting is the proud sponsor of this event. What: Silverlight 4, MVVM and Test-Driven Development When: June 16, 2010 at 6:15pm. Where: Microsoft Montreal office at 2000 McGill College, 4th floor, Montreal, QC, H3A 3H3. Price: Free for members of the User Group, 5$ for anyone else.

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  • Upcoming User Group Events in 2011

    - by john.orourke(at)oracle.com
    At a recent customer event, someone asked me if Oracle had any plans to re-create the Hyperion Solutions Conference.  Unfortunately the answer is no.  With so many different product lines it would be challenging and costly for Oracle to run separate user conferences for every product line, and it would create too many events for customers with multiple products to attend.  So Oracle Open World is the company's main event for showcasing what's new and what's coming across all product lines.  If customers find Oracle OpenWorld too overwhelming or if the timing is bad, there are a number of other conferences, which are run by Oracle user groups and include a number of sessions focused on Oracle Hyperion EPM and BI products.  Here's a sneak preview of what's coming up for conferences in 2011 where you can network with other Hyperion users and learn what's new and what's coming in our products. Alliance 2011:  This conference is run by the Oracle Higher Education User Group (HEUG).  It's being held March 27 - 30th in lovely Denver, Colorado.  (a great location and time for skiers!)  This event is targeted at customers in Higher Education and Public Sector organizations and is expecting to draw over 3,500 attendees.  There will be a number of sessions focusing on Oracle Hyperion EPM and BI products in the Budgeting track, as well as the Reporting & BI track.  This includes product-focused sessions delivered by Oracle and partners, as well as case studies delivered by customers.  Here's a link to the registration page where you can get more information: http://www.heug.org/p/cm/ld/fid=255 Collaborate 2011:  This conference is run by three different user groups;  OAUG, IOUG and Quest.  It's being held April 10 - 14th in sunny Orlando, Florida.  (yes, sunshine and warmth!)  This event is targeted to customers with Oracle E-Business Suite, PeopleSoft, JD Edwards, Hyperion, Primavera and other products and is expected to draw over 5,000 attendees.  You'll find a number of sessions focused on Oracle Hyperion EPM and BI products in the BI/Data Warehousing/EPM track.  This includes product-focused sessions delivered by Oracle, our partners, and customers as well as a number of customer case studies.  There will also be an exhibit area with a number of demo pods focused on EPM and BI products.  Here's a link to the conference web site where you can get more information: http://collaborate.oaug.org/ Also, please note that the OAUG has a Hyperion SIG that runs focused EPM/Hyperion events throughout the year.  Here's a link to their web site where you can get more information: http://hyperionsig.oaug.org/ Kscope 2011:  Formerly the Kaleidoscope conference, this one is run by the Oracle Developer Tools User Group (ODTUG).  This conference is being held June 26 - 30th in Long Beach, CA. (surf's up!)  Historically, this event has focused on Oracle Development tools, but over the past few years the EPM and BI content has grown with over 100 sessions planned this year.  So this event is becoming a great venue for existing Hyperion customers to learn about the latest developments with Oracle Essbase, Hyperion Planning, Hyperion Financial Management, Oracle BI and other products.   You'll also find hands-on workshops, product demonstrations as well as EPM and BI Symposiums run by Oracle Development staff.  Here's a link to the web site where you can get more details.  http://www.kscope11.com/biepm UKOUG Conference Series:  EPM and Hyperion 2011:  For Hyperion customers in the UK, the UKOUG has a Hyperion SIG that runs a focused conference for EPM and Hyperion products.  The 2011 event is planned for June in London.  Here's a link to the web site for this event where you can get more information: http://hyperion.ukoug.org/default.asp?p=8461 In addition to these conferences, you can also find Oracle EPM and BI content at regional user group meetings globally as well as Marketing events run by Oracle.  Check the events page at www.oracle.com for the details on upcoming Marketing and regional User Group events.  So while Oracle will not be trying to replicate the Hyperion Solutions conference, the good news is that there are a number of other events available where customers can find out what's new and what's coming with Oracle EPM and BI products.  And these events are running at different times of the year in different locations - so you can pick the event that makes the most sense for your company from a timing and location standpoint. I'll be delivering a number of sessions at the Alliance and Collaborate conferences and hope to see many of our loyal customers and partners at these events.  And there's always Oracle OpenWorld coming up in October, for which the planning has already started.  I look forward to seeing you in 2011.

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  • Great Discussion of ETL and ELT Tooling in TDWI Linkedin Group

    - by antonio romero
    All, There’s a great discussion of ETL and ELT tooling going on in the official TDWI Linkedin group, under the heading “How Sustainable is SQL for ETL?” It delves into a wide range of topics: The pros and cons of handcoding vs. using tools to design ETL ETL (with separate transformation engines) vs. ELT (transforms in the database) and push-down solutions The future of ETL and data warehousing products A number of community members (of varying affiliations) have kept this conversation going for many months, and are learning from each other as they go. So check it out… Also, while you’re on Linkedin, join the Oracle ETL/Data Integration Linkedin group (for both OWB and ODI users), which recently passed the 2000 member mark.

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  • SharePointBeginners: A new group for a global noob community

    - by PeterBrunone
    Recently, a discussion broke out (go figure) on a SharePoint list that I frequent.  It had grown in size to the point where the more advanced members were sometimes turned off by the volume of questions that appeared TOO simple.  This happens all the time, as something becomes larger and specialization is necessary.Anyhoo, my response was to create the SharePoint Beginners group.  Come out and join us at http://groups.google.com/group/sharepointbeginners , where no question is too simple; all we ask is to show us that you tried to find the answer.

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • AI control for a ship with physics model

    - by Petteri Hietavirta
    I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and momentum. Also, external forces might affect it (explosions etc). The player can set a target for the ship at any time and it should reach that spot and stop. Without physics this would be simple, just point to the direction and go. But how to deal with existing momentum and then stopping on the spot? I don't want to modify ship's placement directly. edit: Just to make clear, the physics related math of the ship itself is not the problem.

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • The Silverlight Group's First Blog Post

    - by TheSilverlightGroup
    Welcome to The Silverlight Group's first blog post! First of all, we just want to introduce ourselves. The Silverlight Group is a new Microsoft vendor company whose primary officers are David Silverlight himself as Chief Software Architect & Kim Schmidt as "Connection String", a form of CEO. So, for a simple introduction, there you have it We will be updating this blog on a regular basis, so please visit us often & share your thoughts with us, as we will with you. Thanks for visiting us while we get set up!

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  • Unity-Animation parameters are not being set

    - by user1814893
    I have the following animation controller: with two parameters of walkingSpeed and Jump. I have the following code which should change the values: animator.SetFloat("walkingSpeed",0.9f); animator.SetBool("Jump",true); and animator is the correctly referenced animator object. However the values that the parameters are set to do not appear to change in the animator window, nor do they appear to impact what is happening on the screen. However they do seem to impact the values obtained when doing the following: animator.GetFloat("walkingSpeed"); The animator consists of the shown blend tree, which works correctly and is always active, however due to the values not being changed it does not blends, and always acts as if the value with which it blends (walkingSpeed is 0). What is going on?

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  • Highlights From Interact '12 - Healthcare Industry User Group

    - by John Webb
    Last week the Oracle team traveled to Orlando for the 18th annual Healthcare Industry User Group (HIUG) conference, Interact '12.   HIUG has over 3,000 members representing 180 organizations.  While we now know the result on the SCOTUS ruling yesterday, the consensus at the conference last week was summed up well in the welcome note from HIUG President, Chris Ryzewski:    "Regardless of the legal ruling on this administration's  Patient Protection and Affordable Care Act we will undoubtedly be called upon to further reduce costs and be more efficient in every aspect of our business processes."    Well put!   Attendance exceeded previous years with several hundred attendees, over 100 sessions, and a trade show that numbered 40 booths.    Most of the HIUG members use PeopleSoft applications and they tend to be full suite customers who use PeopleSoft broadly from HCM to Financials and Supply Chain. For many customers who have licensed PeopleSoft in the last year, it was their first experience with a very strong and collaborative user group.   I had dinner with a provider who is rolling out PeopleSoft HCM and ERP to a nationwide system of forty hospitals.  A key driver for this organization and others is how to leverage PeopleSoft applications to meet the cost reduction goals mentioned above.   In the area of procurement, the topic of Supplier Contract Management attracted a lot of attention.  Contract pricing and adherence to contracts throughout the procure to pay life cycle are key to meeting cost containment objectives.  Customers were excited to see the new faceted search capabilities and usability of  the upcoming PeopleSoft eProcurement release.     The new Work Center concept was discussed in several areas including the Cost Reconciliation Work Center and the Supply Demand Work Center which enables healthcare specific functions around PAR counts and related replenishment activities.  The latest Feature Pack of HCM 9.1 was demonstrated with the Talent Summary and Manager Dashboard.   Customers were excited to see the major advances in self service available today.    The Grants Special Interest Group focused quite a bit on the usage of PeopleSoft's Project Costing "Funds Distribution" feature, which can be used to manage capital projects funded by multiple agencies and sources.  Along with the latest release of the Mobile Inventory solution that several hospitals have now implemented, a preview of new mobile applications for expenses and approvals drew a lot of attention.   The PeopleSoft focus on assisting these companies in their goals to contain costs and create new efficiencies continues forward.   We look foward to Interact '13!     

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • Increasing speed of circle over time as linear with Box2d

    - by Whispered
    Assume that there is a circle and it can be moved by using keyboard arrows.Is required that increasing speed over time like increasing car speed. For example; max speed is 25 and time to reach max speed shall be 5 sec. Over 5 sec the speed will reach to max speed. Does Box2d handle that situation?. I tried setting linear valocity but it seems to make the circle have constant speed instead of increased speed over time. Thank You! Note: I'm using Box2DWeb Javascript port of Box2D.

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • UK Oracle User Group Event: Trends in Identity Management

    - by B Shashikumar
    As threat levels rise and new technologies such as cloud and mobile computing gain widespread acceptance, security is occupying more and more mindshare among IT executives. To help prepare for the rapidly changing security landscape, the Oracle UK User Group community and our partners at Enline/SENA have put together an User Group event in London on Apr 19 where you can learn more from your industry peers about upcoming trends in identity management. Here are some of the key trends in identity management and security that we predicted at the beginning of last year and look how they have turned out so far. You have to admit that we have a pretty good track record when it comes to forecasting trends in identity management and security. Threat levels will grow—and there will be more serious breaches:   We have since witnessed breaches of high value targets like RSA and Epsilon. Most organizations have not done enough to protect against insider threats. Organizations need to look for security solutions to stop user access to applications based on real-time patterns of fraud and for situations in which employees change roles or employment status within a company. Cloud computing will continue to grow—and require new security solutions: Cloud computing has since exploded into a dominant secular trend in the industry. Cloud computing continues to present many opportunities like low upfront costs, rapid deployment etc. But Cloud computing also increases policy fragmentation and reduces visibility and control. So organizations require solutions that bridge the security gap between the enterprise and cloud applications to reduce fragmentation and increase control. Mobile devices will challenge traditional security solutions: Since that time, we have witnessed proliferation of mobile devices—combined with increasing numbers of employees bringing their own devices to work (BYOD) — these trends continue to dissolve the traditional boundaries of the enterprise. This in turn, requires a holistic approach within an organization that combines strong authentication and fraud protection, externalization of entitlements, and centralized management across multiple applications—and open standards to make all that possible.  Security platforms will continue to converge: As organizations move increasingly toward vendor consolidation, security solutions are also evolving. Next-generation identity management platforms have best-of-breed features, and must also remain open and flexible to remain viable. As a result, developers need products such as the Oracle Access Management Suite in order to efficiently and reliably build identity and access management into applications—without requiring security experts. Organizations will increasingly pursue "business-centric compliance.": Privacy and security regulations have continued to increase. So businesses are increasingly look for solutions that combine strong security and compliance management tools with business ready experience for faster, lower-cost implementations.  If you'd like to hear more about the top trends in identity management and learn how to empower yourself, then join us for the Oracle UK User Group on Thu Apr 19 in London where Oracle and Enline/SENA product experts will come together to share security trends, best practices, and solutions for your business. Register Here.

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  • udev rule group ownership not working

    - by Tirithen
    I have added a udev rule for my Arduino, but the symlink gets the ownership "root root" instead of "root dialout". $ cat /etc/udev/rules.d/47-Arduino.rules SUBSYSTEM=="usb", ATTR{idVendor}=="2341", ATTR{idProduct}=="0001", MODE="0666", SYMLINK+="arduino", GROUP="dialout" $ ls -la /dev/ar* lrwxrwxrwx 1 root root 15 sep 8 11:02 /dev/arduino -> bus/usb/003/007 $ ls -la /dev/bus/usb/003/007 crw-rw-r-- 1 root dialout 189, 262 sep 8 11:12 /dev/bus/usb/003/007 My user is a member of the group "dialout" but I still get permission denied error when I'm trying to communicate with the device. There are no problems when I'm using the "default" device "/etc/ttyACM3". $ ls -la /dev/ttyACM3 crw-rw---- 1 root dialout 166, 3 sep 8 11:12 /dev/ttyACM3 I have tried to restart both the udev service and reboot my computer. How can I fix this?

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  • Updating sprite location with controls

    - by iQue
    So ive got a character in a 2D game using surfaceView that I want to be able to move using a button(eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } and if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does any1 know why this is or how to fix it? I cannot figure it out. Im using MotionEvent.ACTION_DOWN to check if the user if pressing the screen. }

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  • udev rule gives wrong group ownership

    - by Tirithen
    I have added a udev rule for my Arduino, but the symlink gets the ownership "root root" instead of "root dialout". $ cat /etc/udev/rules.d/47-Arduino.rules SUBSYSTEM=="usb", ATTR{idVendor}=="2341", ATTR{idProduct}=="0001", MODE="0666", SYMLINK+="arduino", GROUP="dialout" $ ls -la /dev/ar* lrwxrwxrwx 1 root root 15 sep 8 11:02 /dev/arduino -> bus/usb/003/007 $ ls -la /dev/bus/usb/003/007 crw-rw-r-- 1 root dialout 189, 262 sep 8 11:12 /dev/bus/usb/003/007 My user is a member of the group "dialout" but I still get "Permission Denied" error when I'm trying to communicate with the device. There are also no problems when I'm using the "default" device "/etc/ttyACM3". $ ls -la /dev/ttyACM3 crw-rw---- 1 root dialout 166, 3 sep 8 11:12 /dev/ttyACM3 I have tried to restart both the udev service and reboot my computer. How can I fix this?

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • How to move an object using X and Y coordinates in JavaScript

    - by Geroy290
    I am making a 2d game with JavaScript and HTML5 and am trying to move an image that I have drawn with JavaScript like so: //canvas var c = document.getElementById("gameCanvas"); var ctx = c.getContext("2d"); //baseball var baseball = new Image(); baseball.onload = function() { ctx.drawImage(baseball, 400, 425); }; baseball.src = "baseball2.png"; I'm not sure how I would move it though, I have seen many people seem to just type something like ballX and ballY but I don't understand where the actual x and y definition comes from. Here is my code so far: http://jsfiddle.net/xRfua/ I have a different image source but it is a local source so I couldn't include it. Thanks in a dvance for any help!

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