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  • Oracle Endeca User Interface Design Pattern Library Available

    - by ultan o'broin
    Yes! The Oracle Endeca User Interface Design Pattern Library is now available for all fans of great UI design solutions for search, discovery, and navigation! The patterns explain and show some great UI realizations and include consumer world examples we can relate to. Thanks to the Oracle Endeca team and Applications UX who worked closely together to bring this great user experience resource back out to customers and partners who want to build cutting edge apps, sites, and integrations. Some great insights into how these UI design patterns can bring magical information discovery and more to users, as well as what makes Endeca people tick, are available from the Usable Apps blog Oracle Endeca User Experience: From Putting the E in E-Commerce to Magical Information Discovery.

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  • Observer Pattern Implementation

    - by user17028
    To teach myself basic game programming, I am going to program a clone of Pong. I will use the Observer design pattern, with an interface between the input and the game engine. However, I'm not sure what the interface should do. One idea I had was for the input interface to tell the game engine that (e.g.) the screen was clicked, then to let the game engine decide what to do with that information (shoot a bullet, for example). Another idea I had was for the input interface, having caught the mouse click, to tell the game engine to shoot a bullet. Which method would be better for me to use?

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  • How is this "interface"-like structure/pattern called?

    - by Sebastian Negraszus
    Let's assume we have an XmlDoc class that contains basic functionality for dealing with an XML data structure and saving/loading data to/from a file. Now we have several subclasses, A, B and C. They all inherit from XmlDoc and add component-specific methods for setting and getting lots of data. They are like "interfaces" but also add an implementation for the signatures. Finally, we have an ABCDoc class that joins all the "interfaces" via virtual multiple inheritence and adds some ABCDoc-specific stuff, such as using XMLDoc-methods to set an appropriate doc type. We may also have an ADoc class for only saving A data. How is this pattern called? "Interface" is not really the right word since interfaces usually do not contain an implementation. Bonus points for C++ code conventions.

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  • Guidelines or Design pattern to develop configurable software

    - by Rumit Parakhiya
    I want to develop an application which would have it's own framework, using which developer can implement functionality very easily. Developer shouldn't have to code for each and every page or report. But, he can do it very easily by just configuring it using the framework provided. Some nice examples of it is SAP and Tally. They have got their own framework, using which anybody having knowledge of it can customize or extend functionality of the product. But, as I am beginner in this direction, I don't have any idea about where to start. Can anybody point me to some design pattern which I can follow or some similar open source software which I can refer?

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  • How would you tackle a pattern-finding program?

    - by Neil
    Just to be clear, I don't think this should be question better suited for stackoverflow.com simply because there's not a single answer but a wide range of possible solutions, making this question far more subjective in nature. I was curious how you guys would tackle a pattern-finding program, which is to say I'd do the following operations: I enter in some input. Program predicts my next input based on all previous inputs. Rinse. Repeat. Since the amount of input I could provide is so varied, including empty strings, conventional means such as switches or regular expressions are out, since it would require you to have an inkling of information about what to expect. I was thinking about some form of genetic algorithm, yet even then I don't have a clue as to how to approach a problem of this caliber. I think some feedback mechanism would be necessary as well as to let the program know how close it was. Anyone had to do a similar type program before?

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  • Settings object with singleton pattern

    - by axis
    I need to build an object that will have only one instance because this Object is dedicated to the storage of vital settings for my application and I would like to avoid a misuse of this type or a conflict at run-time. The most popular solution for this, according to the internet, is the Singleton pattern. But I would like to know about other ideas or solutions for this; also I would like to know if other solutions can be much more easy to grasp for an user of this hypothetical library. Thanks.

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  • Simulating a sine wave/oscillating pattern for enemies

    - by Sun
    I'm creating a simple top down shooter, right now I have an enemy which simply follows the player. I'd like to change things up and have the enemies move towards the player but in a wave like motion. I have looked at some similar questions like this but they don't take into account for the Y changing. How can I simulate a wave like pattern for my enemies whilst they are homing into their target. Edit: Sample code In my update method I have the following: Vector2 trackingPos = position - target; trackingPos.Normalize(); position -= trackingPos * elaspedTime * speed;

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  • Asp.NET ReportViewer “report execution has expired or cannot be found” error when using session state service or SQL Server session state

    - by dotneteer
    We encountered an error like: ReportServerException: The report execution x5pl2245iwvvq055khsxzlj5 has expired or cannot be found. (rsExecutionNotFound)]    Microsoft.Reporting.WebForms.ServerReportSoapProxy.OnSoapException(SoapException e) +72    Microsoft.Reporting.WebForms.Internal.Soap.ReportingServices2005.Execution.ProxyMethodInvocation.Execute(RSExecutionConnection connection, ProxyMethod`1 initialMethod, ProxyMethod`1 retryMethod) +428    Microsoft.Reporting.WebForms.Internal.Soap.ReportingServices2005.Execution.RSExecutionConnection.GetExecutionInfo() +133    Microsoft.Reporting.WebForms.ServerReport.EnsureExecutionSession() +197    Microsoft.Reporting.WebForms.ServerReport.LoadViewState(Object viewStateObj) +256    Microsoft.Reporting.WebForms.ServerReport..ctor(SerializationInfo info, StreamingContext context) +355 [TargetInvocationException: Exception has been thrown by the target of an invocation.]    System.RuntimeMethodHandle._SerializationInvoke(Object target, SignatureStruct&amp; declaringTypeSig, SerializationInfo info, StreamingContext context) +0    System.Reflection.RuntimeConstructorInfo.SerializationInvoke(Object target, SerializationInfo info, StreamingContext context) +108    System.Runtime.Serialization.ObjectManager.CompleteISerializableObject(Object obj, SerializationInfo info, StreamingContext context) +273    System.Runtime.Serialization.ObjectManager.FixupSpecialObject(ObjectHolder holder) +49    System.Runtime.Serialization.ObjectManager.DoFixups() +223    System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize(HeaderHandler handler, __BinaryParser serParser, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage) +188    System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream, HeaderHandler handler, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage) +203    System.Web.Util.AltSerialization.ReadValueFromStream(BinaryReader reader) +788    System.Web.SessionState.SessionStateItemCollection.ReadValueFromStreamWithAssert() +55    System.Web.SessionState.SessionStateItemCollection.DeserializeItem(String name, Boolean check) +281    System.Web.SessionState.SessionStateItemCollection.DeserializeItem(Int32 index) +110    System.Web.SessionState.SessionStateItemCollection.get_Item(Int32 index) +17    System.Web.SessionState.HttpSessionStateContainer.get_Item(Int32 index) +13    System.Web.Util.AspCompatApplicationStep.OnPageStartSessionObjects() +71    System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +2065 This error occurs long after the report viewer page has closed. It occurs to any asp.net page in the application, rendering the entire application unusable until the user gets a new session. The cause of the problem is that the ReportViewer uses session state. When a page retrieves session from any out-of-state session, the session variable of type Microsoft.Reporting.WebForms.ReportHierarchy is deserialized from the session storage. The deserialization could cause the object to connect to the report server when the report is no longer available. The solution is simple but not pretty. We need to clean up the session variable when the report viewer page is closed. One way is to add some Javascript to the page to handle the window.onunload event. In the event handler, call a web service to clean up the session variable. The name of the session variable appears to be randomly generated. So we need to loop through the session variable to find a variable of the type Microsoft.Reporting.WebForms.ReportHierarchy. Microsoft has implemented pinging between the report viewer and the report server to keep the report alive on the server when the report viewer is up; I hope they will go one step further to take care of this problem.

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  • What do these remote addresses, local addresses, and states in TCPview mean?

    - by Joe
    I have been using TCPview lately to see what connections are made by different processes on my PC. Would somebody please explain what the following situations mean? Thanks. TCP Local Address: PC1234567890:3883 Remote Address: PC1234567890:0 State: LISTENING TCP Local Address: PC1234567890:4696 Remote Address: localhost:4697 State: ESTABLISHED Local Address: PC1234567890:4697 Remote Address: localhost:4696 State: ESTABLISHED UDP Local Address: PC1234567890:1234 Remote Address: . State:

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  • Compress session state in ASP.Net 4.0

    - by nikolaosk
    Hello folks, In this post I would like to talk about a new feature of ASP.NET 4.0 - easy state compression . When we create web-asp.net applications the user must feel that whenever he interacts with the website, he actually interacts with something that can be safely described as an application. What I mean by this is that is that during a postback the whole page is re-created and is sent back to the client in a fraction of a second. The server has no idea what the user does with the page. If we...(read more)

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  • CIO Magazine's State of the CIO and its Impact on Your EA

    - by david.olivencia(at)oracle.com
    CIO Magazine today released its State of the CIO report.  As most Enterpise Architects report to (or report very close to) the CIO, the report provides interesting insights as to where most CIOs minds and priorities are.  The information will allow Enterprise Architects  to better align plans, approaches, models, and stratagies. The report's summary can be found here:  http://assets.cio.com/documents/cache/pdfs/2011/dec15_gatefold.pdf   Specifically the article highlights: * How IT Makes A Difference * Critical Leadership Skills * Business Focused CIOs * Areas of Increasing Responsibility * Plans for 2015   Enterprise Architects what insights from this report will alter they way you successfully lead in 2011?   David Olivencia | Solution Director, Enterprise Architecture & Exa ServicesOracle Consulting Latin America and Caribbean

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • Printer State: Idle - /usr/lib/cups/backend/dnssd failed

    - by bilbo88
    A printer was installed and worked but does not now. A job is successfully submitted, but keeps waiting there for printing (as seen from lpq command). Ping to printer works fine. (The printer is on and works as it prints from Windows.) But on the Printer Property, it shows Printer State: Idle - /usr/lib/cups/backend/dnssd failed. The following command does not help either. sudo service avahi-daemon restart Does any one has a solution? Thank you for help.

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  • Why does my application hang in interruptible state?

    - by Greg
    Hello, I am running on Ubuntu 10.04 LTS Server an GTK application that used to work fine. It suddenly started to hang in interruptible state (Sl+) without any apparent reason. Here is a snippet of the strace: poll([{fd=3, events=POLLIN}, {fd=5, events=POLLIN}], 2, 0) = 0 (Timeout) poll([{fd=5, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=5, revents=POLLOUT}]) writev(5, [{"\2\30\4\0\224\4\240\0\0@\0\0\37\0\240\0\2\4\4\0\224\4\240\0\0@\0\0\37\0\240\0"..., 192}, {NULL, 0}, {"", 0}], 3) = 192 read(5, 0x2ba9ac4, 4096) = -1 EAGAIN (Resource temporarily unavailable) I googled that line read(5, 0x2ba9ac4, 4096), which seems to be more significant, and it seems that many other applications tend to have the same problem. I tried to restart my X server, but it didn't help. Do you have an idea how to solve this problem?

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  • Can't upgrade 11.04: flashplugin-nonfree: Package is in very bad, inconsistent state

    - by Ondra Žižka
    I can't upgrade from 11.04. I've disabled all apt sources, but still I get: http://img715.imageshack.us/img715/6680/snmekobrazovkyg.png The only option I am capable doing is to format and reinstall whole system, which I don't prefer as I have tuned a lot of apps settings, etc. How can I fix this? Update: After restart, when trying to update all packages, I get this error: installArchives() failed: dpkg: error processing flashplugin-nonfree (--remove): Package is in very bad, inconsistent state - before trying to remove rather reinstall it. Reinstalling it results in the same error.

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • Visitor pattern and compiler code generation, how to get children attributes?

    - by LeleDumbo
    I'd like to modify my compiler's code generator to use visitor pattern since the current approach must use multiple conditional statement to check the real type of a child before generating the corresponding code. However, I have problems to get children attributes after they're visited. For instance, in binary expression I use this: LHSCode := GenerateExpressionCode(LHSNode); RHSCode := GenerateExpressionCode(RHSNode); CreateBinaryExpression(Self,LHS,RHS); In visitor pattern the visit method is usually void, so I can't get the expression code from LHS and RHS. Keeping shared global variables isn't an option since expression code generation is recursive thus could erase previous values kept in the variables. I'll just show the binary expression as this is the most complicated part (for now): function TLLVMCodeGenerator.GenerateExpressionCode( Expr: TASTExpression): TLLVMValue; var BinExpr: TASTBinaryExpression; UnExpr: TASTUnaryExpression; LHSCode, RHSCode, ExprCode: TLLVMValue; VarExpr: TASTVariableExpression; begin if Expr is TASTBinaryExpression then begin BinExpr := Expr as TASTBinaryExpression; LHSCode := GenerateExpressionCode(BinExpr.LHS); RHSCode := GenerateExpressionCode(BinExpr.RHS); case BinExpr.Op of '<': Result := FBuilder.CreateICmp(ccSLT, LHSCode, RHSCode); '<=': Result := FBuilder.CreateICmp(ccSLE, LHSCode, RHSCode); '>': Result := FBuilder.CreateICmp(ccSGT, LHSCode, RHSCode); '>=': Result := FBuilder.CreateICmp(ccSGE, LHSCode, RHSCode); '==': Result := FBuilder.CreateICmp(ccEQ, LHSCode, RHSCode); '<>': Result := FBuilder.CreateICmp(ccNE, LHSCode, RHSCode); '/\': Result := FBuilder.CreateAnd(LHSCode, RHSCode); '\/': Result := FBuilder.CreateOr(LHSCode, RHSCode); '+': Result := FBuilder.CreateAdd(LHSCode, RHSCode); '-': Result := FBuilder.CreateSub(LHSCode, RHSCode); '*': Result := FBuilder.CreateMul(LHSCode, RHSCode); '/': Result := FBuilder.CreateSDiv(LHSCode, RHSCode); end; end else if Expr is TASTPrimaryExpression then if Expr is TASTBooleanConstant then with Expr as TASTBooleanConstant do Result := FBuilder.CreateConstant(Ord(Value), ltI1) else if Expr is TASTIntegerConstant then with Expr as TASTIntegerConstant do Result := FBuilder.CreateConstant(Value, ltI32) else if Expr is TASTUnaryExpression then begin UnExpr := Expr as TASTUnaryExpression; ExprCode := GenerateExpressionCode(UnExpr.Expr); case UnExpr.Op of '~': Result := FBuilder.CreateXor( FBuilder.CreateConstant(1, ltI1), ExprCode); '-': Result := FBuilder.CreateSub( FBuilder.CreateConstant(0, ltI32), ExprCode); end; end else if Expr is TASTVariableExpression then begin VarExpr := Expr as TASTVariableExpression; with VarExpr.VarDecl do Result := FBuilder.CreateVar(Ident, BaseTypeLLVMTypeMap[BaseType]); end; end; Hope you understand it :)

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  • Find all ways to insert zeroes into a bit pattern

    - by James
    I've been struggling to wrap my head around this for some reason. I have 15 bits that represent a number. The bits must match a pattern. The pattern is defined in the way the bits start out: they are in the most flush-right representation of that pattern. So say the pattern is 1 4 1. The bits will be: 000000010111101 So the general rule is, take each number in the pattern, create that many bits (1, 4 or 1 in this case) and then have at least one space separating them. So if it's 1 2 6 1 (it will be random): 001011011111101 Starting with the flush-right version, I want to generate every single possible number that meets that pattern. The # of bits will be stored in a variable. So for a simple case, assume it's 5 bits and the initial bit pattern is: 00101. I want to generate: 00101 01001 01010 10001 10010 10100 I'm trying to do this in Objective-C, but anything resembling C would be fine. I just can't seem to come up with a good recursive algorithm for this. It makes sense in the above example, but when I start getting into 12431 and having to keep track of everything it breaks down.

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