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  • ExaLogic 2.01 ppt & training & Installation check-list & tips & Web tier roadmap

    - by JuergenKress
    For partners with an ExaLogic opportunity or an ExaLogic demo center we plan to offer an hands-on ExaLogic bootcamp. If you want to attend, please make sure that you add your details to our wiki: ExaLogic checklist Exalogic Installation checklist 08.2012.pdf Exalogic Installation Tips and Tricks 08.2012.pdf Oracle FMW Web Tier Roadmap .pptx (Oracle and Partner confidential) ExaLogic Vision CVC 08.2012.pptx Online Launch Event: Introducing Oracle Exalogic Elastic Cloud Software 2.0 Webcast Replay For the complete ExaLogic partner kit, please visit the WebLogic Community Workspace (WebLogic Community membership required). Exalogic Distribution Rights Update Oracle have recently modified the criteria for obtaining Distribution Rights (resell rights) for Oracle Exadata Database Machine and Exalogic Elastic Cloud. Partners will NO longer be required to be specialized in these products or in their underlying product sets in order to attain Distribution Rights. There are, however, competency criteria that partners must meet, and partners must still apply for the respective Distributions Rights. Please note, there are no changes to the criteria to become EXADATA or EXALOGIC Specialized. List of Criteria is available on the Sell tab of the he Exalogic Elastic Cloud Knowledge Zone WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: ExaLogic,Exalogic training,education,training,Exalogic roadmap,exalogic installation,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Camunda BPM 7.0 on WebLogic 12c

    - by JuergenKress
    If we go on tour together with Oracle I think we have to have camunda BPM running on the Oracle WebLogic application server 12c (WLS in short). And one of our enterprise customers asked - so I invested a Sunday and got it running (okay - to be honest - I needed quite some help from our Java EE server guru Christian). In this blog post I give a step by step description how run camunda BPM on WLS. Please note that this is not an official distribution (which would include a sophisticated QA, a comprehensive documentation and a proper distribution) - it was my personal hobby. And I did not fire the whole test suite agains WLS - so there might be some issues. We will do the real productization as soon as we have a customer for it (let us know if this is interesting for you). Necessary steps After installing and starting up WLS (I used the zip distribution of WLS 12c by the way) you have to do: Add a datasource Add shared libraries Add a resource adapter (for the Job Executor using a proper WorkManager from WLS) Add an EAR starting up one process engine Add a WAR file containing the REST API Add other WAR files (e.g. cockpit) and your own process applications Actually that sounds more work to do than it is ;-) So let's get started: Add a datasource Add a datasource via the Administration Console (or any other convenient way on WLS - I should admit that personally I am not the WLS expert). Make sure that you target it on your server - this is not done by default: Read the full article here. For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Camunda,BPM,JavaEE7,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Mise à jour disponible de la tarification et des meilleures pratiques partenaire

    - by swalker
    Cliquez ici pour accéder à la mise à jour des meilleures pratiques partenaire du 25 octobre 2011 * (PDF) Que contient la mise à jour de la tarification et des meilleures pratiques partenaire du 25 octobre ? Tarification et licence Exalogic and SPARC SuperCluster Update Oracle Mise à jour concernant les technologies Mise à jour concernant Oracle Fusion Applications Mise à jour concernant le service Oracle Fusion Cloud Mise à jour concernant Oracle Application Integration Architecture Mise à jour concernant les applications Siebel CRM Mise à jour concernant Oracle CRM On Demand Mise à jour concernant Business Process Outsourcing Nonobstant toute disposition contraire des contrats de distribution des partenaires, les devis valides existants émis par des partenaires à l'intention d'utilisateurs finaux avant le 1er septembre 2011, et qui sont affectés par la mise à jour de la tarification et des conditions de licence du 25 octobre 2011 restent valables et les commandes passées par des partenaires en vertu de ces devis seront honorées jusqu'au 30 novembre 2011. Les devis émis par des partenaires à l'intention d'utilisateurs finaux en date du ou après le 1er septembre 2011 sont soumis aux conditions générales des contrats de distribution des partenaires. Que devez-vous faire ? Rendez-vous régulièrement sur la page des Mises à jour de la tarification et des meilleures pratiques partenaire du portail OPN pour en savoir plus sur ces mises à jour, connaître les derniers tarifs, conditions de licence et meilleures pratiques partenaire et accéder aux ressources applicables. Informations complémentaires Pour accéder aux mises à jour de la tarification et des meilleures pratiques partenaire et aux archives de toutes les mises à jour de la tarification et des meilleures pratiques partenaire, cliquez ici. * Oracle Confidentiel : Les informations contenues dans cette communication s'adressent aux membres du programme Oracle PartnerNetwork. Ces informations sont des informations confidentielles Oracle et ne peuvent être utilisées que dans le cadre de la distribution ou de l'implémentation par vos soins de produits ou services Oracle à des utilisateurs finaux ou à des partenaires Oracle agréés.

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  • Asset and Work Management in Utilities: An Integrated Enterprise Success Story

    - by stephen.slade(at)oracle.com
    Jan 11 '11 Webcast: Utilities are turning to Oracle to deliver an integrated EAM platform that manages all of their assets from fleet to facilities and distribution to generation. Hear from solutions experts and from Sunflower Electric Power Corporation about how an integrated enterprise asset and work management system helped them deliver bottom line results Do you have different work management systems for generation, distribution, and transmission? Fleet maintenance? Facilities? Are you on the latest release of these products? Have you considered your options when the product is no longer supported? Do you struggle with integration and keeping the various systems "in balance"? Do you have trouble retrieving data from these disparate systems and getting an enterprise view of asset and work management operations? Utilities are challenged to better manage information on generation, transmission and distribution assets. Point solutions for Enterprise Asset Management (EAM) and Computerized Maintenance Management Systems (CMMS) are often effective as departmental solutions but have limited ability to deliver an enterprise solution with accessible business intelligence. Date:  January 11, 2011 @ 10am PT/1pm ET EVITE:  http://www.oracle.com/us/dm/h2fy11/63025-wwmk10040611mpp054c003-se-197386.html Register: HERE

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  • Forking a GPL dual licensed software with business owned copyrights

    - by Eric
    After receiving some threats of the copyrights holder of a dual licensed software(GPL2 and commercial) to buy the commercial version for projects in production, I am thinking to make a fork. In a case of GPL2 and commercially dual licensed with business owned copyrights software, is forking the GPL2 version an option? Also, is forking a good way to deal with such cases? Background information The software is a web CMS released under 2 versions a GPL2 free open source edition and a commercial edition including technical support and extra functionality. The problem is that now, basing their argumentation on the "distribution" definition of the GPL2, the company holding the copyrights argue that delivering the software and some extensions to a client is considered as a "distribution". And that such a "distribution" falls under the GPL2 obligation to release the custom made extension code. Custom made extensions are mainly designs, templates and very specific functionality. Basically they give me 3 choices: Buying the commercial licensed edition for projects based on the GPL in production, Deleting all the projects in production based on GPL2 version, Releasing all the extensions as GPL2 code. The first 2 options are nothing realistic for finished projects. The third option could be fine, but as most of the extensions are very specific, cleaning the code to make it usable by other users means lot of works and also I am not sure the clients will appreciate to have their website designs and specific functionality released publicly. The copyrights holding company even contacted some clients directly, giving them the "choice". I know that this is a very corporate interpretation of GPL2, and a such action is nothing close to legal, but as an independent developer, I don't want to take the risk to get involved in some long and tiring legal procedures. PS. This question was first asked on Stack Overflow where it felt out of the scope and closed, after reading the present site FAQ, discussing about software licensing seems fine.

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  • Developing an iOS app for a single device - licensing issue

    - by bfavaretto
    I'm developing an iOS app for a museum as a freelancer. It's a very simple video player, to be installed on a single iPad that will be part of a permanent exhibition, basically acting as a kiosk. It turns out the iPad is the ideal device for that if you're looking for a small and affordable touchscreen. The problem is: as far as I can tell, none of the Apple Developer Program options available will allow me to distribute an app like that. The relevant options are (from the link above): iOS Developer Program ($99/year) Select this program if you would like to distribute apps on the App Store as an individual, sole proprietor, company, organization, government entity or educational institution. iOS Developer Enterprise Program ($299/year) Select this program if you would like to develop proprietary apps for internal distribution within your company, organization, government entity or educational institution. The regular program requires distribution through the App Store. The Enterprise version is for internal distribution within my own organization. Neither is the case here! It seems like I'm doomed to violate Apple's terms of service (and I can think of at least two ways of doing that: jailbreaking, or changing the iPad's date so it won't know the provisioning profile expired). Is that really so, or did I get the descriptions wrong? Has anyone here been in a similar situation?

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Exception error in Erlang

    - by Jim
    So I've been using Erlang for the last eight hours, and I've spent two of those banging my head against the keyboard trying to figure out the exception error my console keeps returning. I'm writing a dice program to learn erlang. I want it to be able to call from the console through the erlang interpreter. The program accepts a number of dice, and is supposed to generate a list of values. Each value is supposed to be between one and six. I won't bore you with the dozens of individual micro-changes I made to try and fix the problem (random engineering) but I'll post my code and the error. The Source: -module(dice2). -export([d6/1]). d6(1) - random:uniform(6); d6(Numdice) - Result = [], d6(Numdice, [Result]). d6(0, [Finalresult]) - {ok, [Finalresult]}; d6(Numdice, [Result]) - d6(Numdice - 1, [random:uniform(6) | Result]). When I run the program from my console like so... dice2:d6(1). ...I get a random number between one and six like expected. However when I run the same function with any number higher than one as an argument I get the following exception... **exception error: no function clause matching dice2:d6(1, [4|3]) ... I know I I don't have a function with matching arguments but I don't know how to write a function with variable arguments, and a variable number of arguments. I tried modifying the function in question like so.... d6(Numdice, [Result]) - Newresult = [random:uniform(6) | Result], d6(Numdice - 1, Newresult). ... but I got essentially the same error. Anyone know what is going on here?

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  • Threshold of blurry image - part 2

    - by 1''
    How can I threshold this blurry image to make the digits as clear as possible? In a previous post, I tried adaptively thresholding a blurry image (left), which resulted in distorted and disconnected digits (right): Since then, I've tried using a morphological closing operation as described in this post to make the brightness of the image uniform: If I adaptively threshold this image, I don't get significantly better results. However, because the brightness is approximately uniform, I can now use an ordinary threshold: This is a lot better than before, but I have two problems: I had to manually choose the threshold value. Although the closing operation results in uniform brightness, the level of brightness might be different for other images. Different parts of the image would do better with slight variations in the threshold level. For instance, the 9 and 7 in the top left come out partially faded and should have a lower threshold, while some of the 6s have fused into 8s and should have a higher threshold. I thought that going back to an adaptive threshold, but with a very large block size (1/9th of the image) would solve both problems. Instead, I end up with a weird "halo effect" where the centre of the image is a lot brighter, but the edges are about the same as the normally-thresholded image: Edit: remi suggested morphologically opening the thresholded image at the top right of this post. This doesn't work too well. Using elliptical kernels, only a 3x3 is small enough to avoid obliterating the image entirely, and even then there are significant breakages in the digits:

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  • Custom Font. Keeping the font width same.

    - by user338322
    I am trying to draw a string using quartz 2d. What i am doing is, i am drawing each letter of the string individually, because each letter has special attributes associated with it, by taking each letter into a new string. The string gets printed, but the space between the letters is not uniform. It looks very ugly to read . I read someting about using custom fonts. But i have no Idea, if I can do it!! my code is here. (void) drawRect : (CGRect)rect{ NSString *string=@"My Name Is Adam"; float j=0; const char *charStr=[string cStringUsingEncoding: NSASCIIStringEncoding]; for(int i=0;i { NSString *str=[NSString stringWithFormat:@"%c",charStr[i]]; const char *s=[str cStringUsingEncoding:NSASCIIStringEncoding]; NSLog(@"%s",s); CGContextRef context=[self getMeContextRef]; CGContextSetTextMatrix (context,CGAffineTransformMakeScale(1.0, -1.0)) ; CGContextSelectFont(context, "Arial", 24, kCGEncodingMacRoman); //CGContextSetCharacterSpacing (context, 10); CGContextSetRGBFillColor (context, 0,0,200, 1); CGContextSetTextDrawingMode(context,kCGTextFill); CGContextShowTextAtPoint(context, 80+j,80,s,1); j=j+15; } } In the output 'My Name is Adam' gets printed but the space between the letters is not uniform.!! is there any way to make the space uniform!!!

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  • Manipulating gl_LightSource[gl_MaxLights]

    - by pion
    The The OpenGL ® Shading Language Spec version 1.20 http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf shows the following: struct gl_LightSourceParameters { vec4 ambient; // Acli vec4 diffuse; // Dcli vec4 specular; // Scli vec4 position; // Ppli vec4 halfVector; // Derived: Hi vec3 spotDirection; // Sdli float spotExponent; // Srli float spotCutoff; // Crli // (range: [0.0,90.0], 180.0) float spotCosCutoff; // Derived: cos(Crli) // (range: [1.0,0.0],-1.0) float constantAttenuation; // K0 float linearAttenuation; // K1 float quadraticAttenuation;// K2 }; uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; Also, http://www.lighthouse3d.com/opengl/glsl/index.php?ogldir1 shows the following code snippets: lightDir = normalize(vec3(gl_LightSource[0].position)); https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/doc/spec/WebGL-spec.html#5.10 shows many uniform* functions but nothing seems to deal with an array of uniform variable like gl_LightSource[0]. How do we set the gl_LightSource[0] fields in WebGL using JavaScript? For example, gl_LightSource[0].position Thanks in advance for your help. Note: Cross post on http://www.khronos.org/message_boards/viewtopic.php?f=43&t=3373

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  • Is there a low carbon future for the retail industry?

    - by user801960
    Recently Oracle published a report in conjunction with The Future Laboratory and a global panel of experts to highlight the issue of energy use in modern industry and the serious need to reduce carbon emissions radically by 2050.  Emissions must be cut by 80-95% below the levels in 1990 – but what can the retail industry do to keep up with this? There are three key aspects to the retail industry where carbon emissions can be cut:  manufacturing, transport and IT.  Manufacturing Naturally, manufacturing is going to be a big area where businesses across all industries will be forced to make considerable savings in carbon emissions as well as other forms of pollution.  Many retailers of all sizes will use third party factories and will have little control over specific environmental impacts from the factory, but retailers can reduce environmental impact at the factories by managing orders more efficiently – better planning for stock requirements means economies of scale both in terms of finance and the environment. The John Lewis Partnership has made detailed commitments to reducing manufacturing and packaging waste on both its own-brand products and products it sources from third party suppliers. It aims to divert 95 percent of its operational waste from landfill by 2013, which is a huge logistics challenge.  The John Lewis Partnership’s website provides a large amount of information on its responsibilities towards the environment. Transport Similarly to manufacturing, tightening up on logistical planning for stock distribution will make savings on carbon emissions from haulage.  More accurate supply and demand analysis will mean less stock re-allocation after initial distribution, and better warehouse management will mean more efficient stock distribution.  UK grocery retailer Morrisons has introduced double-decked trailers to its haulage fleet and adjusted distribution logistics accordingly to reduce the number of kilometers travelled by the fleet.  Morrisons measures route planning efficiency in terms of cases moved per kilometre and has, over the last two years, increased the number of cases per kilometre by 12.7%.  See Morrisons Corporate Responsibility report for more information. IT IT infrastructure is often initially overlooked by businesses when considering environmental efficiency.  Datacentres and web servers often need to run 24/7 to handle both consumer orders and internal logistics, and this both requires a lot of energy and puts out a lot of heat.  Many businesses are lowering environmental impact by reducing IT system fragmentation in their offices, while an increasing number of businesses are outsourcing their datacenters to cloud-based services.  Using centralised datacenters reduces the power usage at smaller offices, while using cloud based services means the datacenters can be based in a more environmentally friendly location.  For example, Facebook is opening a massive datacentre in Sweden – close to the Arctic Circle – to reduce the need for artificial cooling methods.  In addition, moving to a cloud-based solution makes IT services more easily scaleable, reducing redundant IT systems that would still use energy.  In store, the UK’s Carbon Trust reports that on average, lighting accounts for 25% of a retailer’s electricity costs, and for grocery retailers, up to 50% of their electricity bill comes from refrigeration units.  On a smaller scale, retailers can invest in greener technologies in store and in their offices.  The report concludes that widely shared objectives of energy security, reduced emissions and continued economic growth are dependent on the development of a smart grid capable of delivering energy efficiency and demand response, as well as integrating renewable and variable sources of energy. The report is available to download from http://emeapressoffice.oracle.com/imagelibrary/detail.aspx?MediaDetailsID=1766I’d be interested to hear your thoughts on the report.   

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  • InfiniBand Enabled Diskless PXE Boot

    - by Neeraj Gupta
    When you want to bring up a compute server in your environment and need InfiniBand connectivity, usually you go through various installation steps. This could involve operating systems like Linux, followed by a compatible InfiniBand software distribution, associated dependencies and configurations. What if you just want to run some InfiniBand diagnostics or troubleshooting tools from a test machine ? What if something happened to your primary machine and while recovering in rescue mode, you also need access to your InfiniBand network ? Often times we use opensource community supported small Linux distributions but they don't come with required InfiniBand support and tools. In this weblog, I am going to provide instructions on how to add InfniBand support to a specific Linux image - Parted Magic.This is a free to use opensource Linux distro often used to recover or rescue machines. The distribution itself will not be changed at all. Yes, you heard it right ! I have built an InfiniBand Add-on package that will be passed to the default kernel and initrd to get this all working. Pr-requisites You will need to have have a PXE server ready on your ethernet based network. The compute server you are trying to PXE boot should have a compatible IB HCA and must be connected to an active IB network. Required Downloads Download the Parted Magic small distribution for PXE from Parted Magic website. Download InfiniBand PXE Add On package. Right Click and Download from here. Do not extract contents of this file. You need to use it as is. Prepare PXE Server Extract the contents of downloaded pmagic distribution into a temporary directory. Inside the directory structure, you will see pmagic directory containing two files - bzImage and initrd.img. Copy this directory in your TFTP server's root directory. This is usually /tftpboot unless you have a different setup. For Example: cp pmagic_pxe_2012_2_27_x86_64.zip /tmp cd /tmp unzip pmagic_pxe_2012_2_27_x86_64.zip cd pmagic_pxe_2012_2_27_x86_64 # ls -l total 12 drwxr-xr-x  3 root root 4096 Feb 27 15:48 boot drwxr-xr-x  2 root root 4096 Mar 17 22:19 pmagic cp -r pmagic /tftpboot As I mentioned earlier, we dont change anything to the default pmagic distro. Simply provide the add-on package via PXE append options. If you are using a menu based PXE server, then add an entry to your menu. For example /tftpboot/pxelinux.cfg/default can be appended with following section. LABEL Diskless Boot With InfiniBand Support MENU LABEL Diskless Boot With InfiniBand Support KERNEL pmagic/bzImage APPEND initrd=pmagic/initrd.img,pmagic/ib-pxe-addon.cgz edd=off load_ramdisk=1 prompt_ramdisk=0 rw vga=normal loglevel=9 max_loop=256 TEXT HELP * A Linux Image which can be used to PXE Boot w/ IB tools ENDTEXT Note: Keep the line starting with "APPEND" as a single line. If you use host specific files in pxelinux.cfg, then you can use that specific file to add the above mentioned entry. Boot Computer over PXE Now boot your desired compute machine over PXE. This does not have to be over InfiniBand. Just use your standard ethernet interface and network. If using menus, then pick the new entry that you created in previous section. Enable IPoIB After a few minutes, you will be booted into Parted Magic environment. Open a terminal session and see if InfiniBand is enabled. You can use commands like: ifconfig -a ibstat ibv_devices ibv_devinfo If you are connected to InfiniBand network with an active Subnet Manager, then your IB interfaces must have come online by now. You can proceed and assign IP address to them. This will enable you at IPoIB layer. Example InfiniBand Diagnostic Tools I have added several InfiniBand Diagnistic tools in this add-on. You can use from following list: ibstat, ibstatus, ibv_devinfo, ibv_devices perfquery, smpquery ibnetdiscover, iblinkinfo.pl ibhosts, ibswitches, ibnodes Wrap Up This concludes this weblog. Here we saw how to bring up a computer with IPoIB and InfiniBand diagnostic tools without installing anything on it. Its almost like running diskless !

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  • Problem when trying to update "Duplicate sources.list"

    - by Coca Akat
    I got this problem when trying to update using sudo apt-get update W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ saucy-backports/multiverse amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_saucy-backports_multiverse_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ saucy-backports/multiverse i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_saucy-backports_multiverse_binary-i386_Packages) W: You may want to run apt-get update to correct these problems This is my souces.list : # deb cdrom:[Ubuntu 13.10 _Saucy Salamander_ - Release amd64 (20131016.1)]/ saucy main restricted # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://archive.ubuntu.com/ubuntu saucy main restricted ## Major bug fix updates produced after the final release of the ## distribution. deb http://archive.ubuntu.com/ubuntu saucy-updates main restricted ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu saucy universe deb http://archive.ubuntu.com/ubuntu saucy-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://archive.ubuntu.com/ubuntu saucy multiverse deb http://archive.ubuntu.com/ubuntu saucy-updates multiverse ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu saucy-backports main restricted universe multiverse deb http://archive.ubuntu.com/ubuntu saucy-security main restricted deb http://archive.ubuntu.com/ubuntu saucy-security universe deb http://archive.ubuntu.com/ubuntu saucy-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # deb http://extras.ubuntu.com/ubuntu saucy main # deb-src http://extras.ubuntu.com/ubuntu saucy main # deb http://archive.canonical.com/ saucy partner # deb-src http://archive.canonical.com/ saucy partner # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. ## Major bug fix updates produced after the final release of the ## distribution. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu saucy-backports multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software.

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  • Mahout - Error when try out wikipedia exmaples

    - by Li'
    Note this post is similar to Caused by: java.lang.ClassNotFoundException: classpath but different error message. When I try to run Wikipedia Bayes Example from https://cwiki.apache.org/confluence/display/MAHOUT/Wikipedia+Bayes+Example When I ran the following command : lis-macbook-pro:mahout-distribution-0.8 Li$ mahout wikipediaXMLSplitter -d examples/temp/enwiki-latest-pages-articles10.xml -o wikipedia/chunks -c 64 I got error message: MAHOUT_LOCAL is set, so we don't add HADOOP_CONF_DIR to classpath. MAHOUT_LOCAL is set, running locally SLF4J: Class path contains multiple SLF4J bindings. SLF4J: Found binding in [jar:file:/Users/Li/File/Java/mahout-distribution-0.8/examples/target/mahout-examples-0.8-job.jar!/org/slf4j/impl/StaticLoggerBinder.class] SLF4J: Found binding in [jar:file:/Users/Li/File/Java/mahout-distribution-0.8/examples/target/dependency/slf4j-jcl-1.7.5.jar!/org/slf4j/impl/StaticLoggerBinder.class] SLF4J: See http://www.slf4j.org/codes.html#multiple_bindings for an explanation. SLF4J: Actual binding is of type [org.slf4j.impl.JCLLoggerFactory] Oct 21, 2013 4:25:47 PM org.slf4j.impl.JCLLoggerAdapter warn WARNING: Unable to add class: wikipediaXMLSplitter java.lang.ClassNotFoundException: wikipediaXMLSplitter at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:171) at org.apache.mahout.driver.MahoutDriver.addClass(MahoutDriver.java:236) at org.apache.mahout.driver.MahoutDriver.main(MahoutDriver.java:127) I am using Hadoop 1.2 and Mahout 0.8. mahout-distribution-0.8/bin has been added to $PATH. $MAHOUT_LOCAL is set to "True", so it runs locally. I dont know why I got "Unable to add class: wikipediaXMLSplitter"

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  • How to use multifieldquery and filters in Lucene.net

    - by Khotu Nam
    I want to perform a multi field search on a lucene.net index but filter the results based on one of the fields. Here's what I'm currently doing: To index the fields the definitions are: doc.Add(new Field("id", id.ToString(), Field.Store.YES, Field.Index.UN_TOKENIZED)); doc.Add(new Field("title", title, Field.Store.NO, Field.Index.TOKENIZED)); doc.Add(new Field("summary", summary, Field.Store.NO, Field.Index.TOKENIZED, Field.TermVector.YES)); doc.Add(new Field("description", description, Field.Store.NO, Field.Index.TOKENIZED, Field.TermVector.YES)); doc.Add(new Field("distribution", distribution, Field.Store.NO, Field.Index.UN_TOKENIZED)); When I perform the search I do the following: MultiFieldQueryParser parser = new MultiFieldQueryParser(new string[]{"title", "summary", "description"}, analyzer); parser.SetDefaultOperator(QueryParser.Operator.AND); Query query = parser.Parse(text); BooleanQuery bq = new BooleanQuery(); TermQuery tq = new TermQuery(new Term("distribution", distribution)); bq.Add(tq, BooleanClause.Occur.MUST); Filter filter = new QueryFilter(bq); Hits hits = searcher.Search(query, filter); However, the result is always 0 hits. What am I doing wrong?

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  • Need opinions on LaTeX and ever upgrading

    - by yCalleecharan
    Hi, I've been using LaTeX since 2005 with the TeXLive distribution and I've been upgrading as each new TeXLive distribution comes out. In the recent years I noticed an increase in new packages, updated packages and in one instance a new package bearing a different name replacing an old one by the same package author. A LaTeX document which relies heavily on packages and which has been produced a few years back may start to get some warnings and error messages on present-day LaTeX compilation. The primary reason I switched to LaTeX is because of its reliability and robustness to create big documents easily, not to mention the adorable typographic quality. With LaTeX one doesn't have to worry about how to open a docx in an old program supporting only doc for instance. Now, when there are so much continual changes in the packages in a LaTeX distribution, I tend to wonder when will this madness end. Not that having enhanced and new features are bad in packages, but not all updated packages are backward compatible. Eventually one would like to be able to compile a LaTeX file in 10 years time that he/she is working on at present and not get any compilation warnings/error messages due to some unpredictable behavior of updated packages or due to a package that has been cast-off from a LaTeX distribution. If I understand correctly CTAN do keep a database with all packages from different versions. I would like to know how you LaTeX users handle this issue. Thanks a lot...

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  • Interview with Lenz Grimmer about MySQL Connect

    - by Keith Larson
    Keith Larson: Thank you for allowing me to do this interview with you.  I have been talking with a few different Oracle ACEs   about the MySQL Connect Conference. I figured the MySQL community might be missing you as well. You have been very busy with Oracle Linux but I know you still have an eye on the MySQL Community. How have things been?Lenz Grimmer: Thanks for including me in this series of interviews, I feel honored! I've read the other interviews, and really liked them. I still try to follow what's going on over in the MySQL community and it's good to see that many of the familiar faces are still around. Over the course of the 9 years that I was involved with MySQL, many colleagues and contacts turned into good friends and we still maintain close relationships.It's been almost 1.5 years ago that I moved into my new role here in the Linux team at Oracle, and I really enjoy working on a Linux distribution again (I worked for SUSE before I joined MySQL AB in 2002). I'm still learning a lot - Linux in the data center has greatly evolved in so many ways and there are a lot of new and exciting technologies to explore. Keith Larson: What were your thoughts when you heard that Oracle was going to deliver the MySQL Connect conference to the MySQL Community?Lenz Grimmer: I think it's testament to the fact that Oracle deeply cares about MySQL, despite what many skeptics may say. What started as "MySQL Sunday" two years ago has now evolved into a full-blown sub-conference, with 80 sessions at one of the largest corporate IT events in the world. I find this quite telling, not many products at Oracle enjoy this level of exposure! So it certainly makes me feel proud to see how far MySQL has come. Keith Larson: Have you had a chance to look over the sessions? What are your thoughts on them?Lenz Grimmer: I did indeed look at the final schedule.The content committee did a great job with selecting these sessions. I'm glad to see that the content selection was influenced by involving well-known and respected members of the MySQL community. The sessions cover a broad range of topics and technologies, both covering established topics as well as recent developments. Keith Larson: When you get a chance, what sessions do you plan on attending?Lenz Grimmer: I will actually be manning the Oracle booth in the exhibition area on one of these days, so I'm not sure if I'll have a lot of time attending sessions. But if I do, I'd love to see the keynotes and catch some of the sessions that talk about recent developments and new features in MySQL, High Availability and Clustering . Quite a lot has happened and it's hard to keep up with this constant flow of new MySQL releases.In particular, the following sessions caught my attention: MySQL Connect Keynote: The State of the Dolphin Evaluating MySQL High-Availability Alternatives CERN’s MySQL “as a Service” Deployment with Oracle VM: Empowering Users MySQL 5.6 Replication: Taking Scalability and High Availability to the Next Level What’s New in MySQL Server 5.6? MySQL Security: Past and Present MySQL at Twitter: Development and Deployment MySQL Community BOF MySQL Connect Keynote: MySQL Perspectives Keith Larson: So I will ask you just like I have asked the others I have interviewed, any tips that you would give to people for handling the long hours at conferences?Lenz Grimmer: Wear comfortable shoes and make sure to drink a lot! Also prepare a plan of the sessions you would like to attend beforehand and familiarize yourself with the venue, so you can get to the next talk in time without scrambling to find the location. The good thing about piggybacking on such a large conference like Oracle OpenWorld is that you benefit from the whole infrastructure. For example, there is a nice schedule builder that helps you to keep track of your sessions of interest. Other than that, bring enough business cards and talk to people, build up your network among your peers and other MySQL professionals! Keith Larson: What features of the MySQL 5.6 release do you look forward to the most ?Lenz Grimmer: There has been solid progress in so many areas like the InnoDB Storage Engine, the Optimizer, Replication or Performance Schema, it's hard for me to really highlight anything in particular. All in all, MySQL 5.6 sounds like a very promising release. I'm confident it will follow the tradition that Oracle already established with MySQL 5.5, which received a lot of praise even from very critical members of the MySQL community. If I had to name a single feature, I'm particularly and personally happy that the precise GIS functions have finally made it into a GA release - that was long overdue. Keith Larson:  In your opinion what is the best reason for someone to attend this event?Lenz Grimmer: This conference is an excellent opportunity to get in touch with the key people in the MySQL community and ecosystem and to get facts and information from the domain experts and developers that work on MySQL. The broad range of topics should attract people from a variety of roles and relations to MySQL, beginning with Developers and DBAs, to CIOs considering MySQL as a viable solution for their requirements. Keith Larson: You will be attending MySQL Connect and have some Oracle Linux Demos, do you see a growing demand for MySQL on Oracle Linux ?Lenz Grimmer: Yes! Oracle Linux is our recommended Linux distribution and we have a good relationship to the MySQL engineering group. They use Oracle Linux as a base Linux platform for development and QA, so we make sure that MySQL and Oracle Linux are well tested together. Setting up a MySQL server on Oracle Linux can be done very quickly, and many customers recognize the benefits of using them both in combination.Because Oracle Linux is available for free (including free bug fixes and errata), it's an ideal choice for running MySQL in your data center. You can run the same Linux distribution on both your development/staging systems as well as on the production machines, you decide which of these should be covered by a support subscription and at which level of support. This gives you flexibility and provides some really attractive cost-saving opportunities. Keith Larson: Since I am a Linux user and fan, what is on the horizon for  Oracle Linux?Lenz Grimmer: We're working hard on broadening the ecosystem around Oracle Linux, building up partnerships with ISVs and IHVs to certify Oracle Linux as a fully supported platform for their products. We also continue to collaborate closely with the Linux kernel community on various projects, to make sure that Linux scales and performs well on large systems and meets the demands of today's data centers. These improvements and enhancements will then rolled into the Unbreakable Enterprise Kernel, which is the key ingredient that sets Oracle Linux apart from other distributions. We also have a number of ongoing projects which are making good progress, and I'm sure you'll hear more about this at the upcoming OpenWorld conference :) Keith Larson: What is something that more people should be aware of when it comes to Oracle Linux and MySQL ?Lenz Grimmer: Many people assume that Oracle Linux is just tuned for Oracle products, such as the Oracle Database or our Engineered Systems. While it's of course true that we do a lot of testing and optimization for these workloads, Oracle Linux is and will remain a general-purpose Linux distribution that is a very good foundation for setting up a LAMP-Stack, for example. We also provide MySQL RPM packages for Oracle Linux, so you can easily stay up to date if you need something newer than what's included in the stock distribution.One more thing that is really unique to Oracle Linux is Ksplice, which allows you to apply security patches to the running Linux kernel, without having to reboot. This ensures that your MySQL database server keeps up and running and is not affected by any downtime. Keith Larson: What else would you like to add ?Lenz Grimmer: Thanks again for getting in touch with me, I appreciated the opportunity. I'm looking forward to MySQL Connect and Oracle OpenWorld and to meet you and many other people from the MySQL community that I haven't seen for quite some time! Keith Larson:  Thank you Lenz!

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • Clusterware 11gR2 &ndash; Setting up an Active/Passive failover configuration

    - by Gilles Haro
    Oracle is providing a large range of interesting solutions to ensure High Availability of the database. Dataguard, RAC or even both configurations (as recommended by Oracle for a Maximum Available Architecture - MAA) are the most frequently found and used solutions. But, when it comes to protecting a system with an Active/Passive architecture with failover capabilities, people often thinks to other expensive third party cluster systems. Oracle Clusterware technology, which comes along at no extra-cost with Oracle Database or Oracle Unbreakable Linux, is - in the knowing of most people - often linked to Oracle RAC and therefore, is seldom used to implement failover solutions. Oracle Clusterware 11gR2  (a part of Oracle 11gR2 Grid Infrastructure)  provides a comprehensive framework to setup automatic failover configurations. It is actually possible to make "failover-able'", and then to protect, almost any kind of application (from the simple xclock to the most complex Application Server). Quoting Oracle: “Oracle Clusterware is a portable cluster software that allows clustering of single servers so that they cooperate as a single system. Oracle Clusterware also provides the required infrastructure for Oracle Real Application Clusters (RAC). In addition Oracle Clusterware enables the protection of any Oracle application or any other kind of application within a cluster.” In the next couple of lines, I will try to present the different steps to achieve this goal : Have a fully operational 11gR2 database protected by automatic failover capabilities. I assume you are fluent in installing Oracle Database 11gR2, Oracle Grid Infrastructure 11gR2 on a Linux system and that ASM is not a problem for you (as I am using it as a shared storage). If not, please have a look at Oracle Documentation. As often, I made my tests using an Oracle VirtualBox environment. The scripts are tested and functional on my system. Unfortunately, there can always be a typo or a mistake. This blog entry does not replace a course around the Clusterware Framework. I just hope it will let you see how powerful it is and that it will give you the whilst to go further with it...  Note : This entry has been revised (rev.2) following comments from Philip Newlan. Prerequisite 2 Linux boxes (OELCluster01 and OELCluster02) at the same OS level. I used OEL 5 Update 5 with an Enterprise Kernel. Shared Storage (SAN). On my VirtualBox system, I used Openfiler to simulate the SAN Oracle 11gR2 Database (11.2.0.1) Oracle 11gR2 Grid Infrastructure (11.2.0.1)   Step 1 - Install the software Using asmlib, create 3 ASM disks (ASM_CRS, ASM_DTA and ASM_FRA) Install Grid Infrastructure for a cluster (OELCluster01 and OELCluster02 are the 2 nodes of the cluster) Use ASM_CRS to store Voting Disk and OCR. Use SCAN. Install Oracle Database Standalone binaries on both nodes. Use asmca to check/mount the disk groups on 2 nodes Use dbca to create and configure a database on the primary node Let's name it DB11G. Copy the pfile, password file to the second node. Create adump directoty on the second node.   Step 2 - Setup the resource to be protected After its creation with dbca, the database is automatically protected by the Oracle Restart technology available with Grid Infrastructure. Consequently, it restarts automatically (if possible) after a crash (ex: kill -9 smon). A database resource has been created for that in the Cluster Registry. We can observe this with the command : crsctl status resource that shows and ora.dba11g.db entry. Let's save the definition of this resource, for future use : mkdir -p /crs/11.2.0/HA_scripts chown oracle:oinstall /crs/11.2.0/HA_scripts crsctl status resource ora.db11g.db -p > /crs/11.2.0/HA_scripts/myResource.txt Although very interesting, Oracle Restart is not cluster aware and cannot restart the database on any other node of the cluster. So, let's remove it from the OCR definitions, we don't need it ! srvctl stop database -d DB11G srvctl remove database -d DB11G Instead of it, we need to create a new resource of a more general type : cluster_resource. Here are the steps to achieve this : Create an action script :  /crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh #!/bin/bash export ORACLE_HOME=/oracle/product/11.2.0/dbhome_1 export ORACLE_SID=DB11G case $1 in 'start')   $ORACLE_HOME/bin/sqlplus /nolog <<EOF   connect / as sysdba   startup EOF   RET=0   ;; 'stop')   $ORACLE_HOME/bin/sqlplus /nolog <<EOF   connect / as sysdba   shutdown immediate EOF   RET=0   ;; 'clean')   $ORACLE_HOME/bin/sqlplus /nolog <<EOF   connect / as sysdba   shutdown abort    ##for i in `ps -ef | grep -i $ORACLE_SID | awk '{print $2}' ` ;do kill -9 $i; done EOF   RET=0   ;; 'check')    ok=`ps -ef | grep smon | grep $ORACLE_SID | wc -l`    if [ $ok = 0 ]; then      RET=1    else      RET=0    fi    ;; '*')      RET=0   ;; esac if [ $RET -eq 0 ]; then    exit 0 else    exit 1 fi   This script must provide, at least, methods to start, stop, clean and check the database. It is self-explaining and contains nothing special. Just be aware that it must be runnable (+x), it runs as Oracle user (because of the ACL property - see later) and needs to know about the environment. Also make sure it exists on every node of the cluster. Moreover, as of 11.2, the clean method is mandatory. It must provide the “last gasp clean up”, for example, a shutdown abort or a kill –9 of all the remaining processes. chmod +x /crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh scp  /crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh   oracle@OELCluster02:/crs/11.2.0/HA_scripts Create a new resource file, based on the information we got from previous  myResource.txt . Name it myNewResource.txt. myResource.txt  is shown below. As we can see, it defines an ora.database.type resource, named ora.db11g.db. A lot of properties are related to this type of resource and do not need to be used for a cluster_resource. NAME=ora.db11g.db TYPE=ora.database.type ACL=owner:oracle:rwx,pgrp:oinstall:rwx,other::r-- ACTION_FAILURE_TEMPLATE= ACTION_SCRIPT= ACTIVE_PLACEMENT=1 AGENT_FILENAME=%CRS_HOME%/bin/oraagent%CRS_EXE_SUFFIX% AUTO_START=restore CARDINALITY=1 CHECK_INTERVAL=1 CHECK_TIMEOUT=600 CLUSTER_DATABASE=false DB_UNIQUE_NAME=DB11G DEFAULT_TEMPLATE=PROPERTY(RESOURCE_CLASS=database) PROPERTY(DB_UNIQUE_NAME= CONCAT(PARSE(%NAME%, ., 2), %USR_ORA_DOMAIN%, .)) ELEMENT(INSTANCE_NAME= %GEN_USR_ORA_INST_NAME%) DEGREE=1 DESCRIPTION=Oracle Database resource ENABLED=1 FAILOVER_DELAY=0 FAILURE_INTERVAL=60 FAILURE_THRESHOLD=1 GEN_AUDIT_FILE_DEST=/oracle/admin/DB11G/adump GEN_USR_ORA_INST_NAME= GEN_USR_ORA_INST_NAME@SERVERNAME(oelcluster01)=DB11G HOSTING_MEMBERS= INSTANCE_FAILOVER=0 LOAD=1 LOGGING_LEVEL=1 MANAGEMENT_POLICY=AUTOMATIC NLS_LANG= NOT_RESTARTING_TEMPLATE= OFFLINE_CHECK_INTERVAL=0 ORACLE_HOME=/oracle/product/11.2.0/dbhome_1 PLACEMENT=restricted PROFILE_CHANGE_TEMPLATE= RESTART_ATTEMPTS=2 ROLE=PRIMARY SCRIPT_TIMEOUT=60 SERVER_POOLS=ora.DB11G SPFILE=+DTA/DB11G/spfileDB11G.ora START_DEPENDENCIES=hard(ora.DTA.dg,ora.FRA.dg) weak(type:ora.listener.type,uniform:ora.ons,uniform:ora.eons) pullup(ora.DTA.dg,ora.FRA.dg) START_TIMEOUT=600 STATE_CHANGE_TEMPLATE= STOP_DEPENDENCIES=hard(intermediate:ora.asm,shutdown:ora.DTA.dg,shutdown:ora.FRA.dg) STOP_TIMEOUT=600 UPTIME_THRESHOLD=1h USR_ORA_DB_NAME=DB11G USR_ORA_DOMAIN=haroland USR_ORA_ENV= USR_ORA_FLAGS= USR_ORA_INST_NAME=DB11G USR_ORA_OPEN_MODE=open USR_ORA_OPI=false USR_ORA_STOP_MODE=immediate VERSION=11.2.0.1.0 I removed database type related entries from myResource.txt and modified some other to produce the following myNewResource.txt. Notice the NAME property that should not have the ora. prefix Notice the TYPE property that is not ora.database.type but cluster_resource. Notice the definition of ACTION_SCRIPT. Notice the HOSTING_MEMBERS that enumerates the members of the cluster (as returned by the olsnodes command). NAME=DB11G.db TYPE=cluster_resource DESCRIPTION=Oracle Database resource ACL=owner:oracle:rwx,pgrp:oinstall:rwx,other::r-- ACTION_SCRIPT=/crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh PLACEMENT=restricted ACTIVE_PLACEMENT=0 AUTO_START=restore CARDINALITY=1 CHECK_INTERVAL=10 DEGREE=1 ENABLED=1 HOSTING_MEMBERS=oelcluster01 oelcluster02 LOGGING_LEVEL=1 RESTART_ATTEMPTS=1 START_DEPENDENCIES=hard(ora.DTA.dg,ora.FRA.dg) weak(type:ora.listener.type,uniform:ora.ons,uniform:ora.eons) pullup(ora.DTA.dg,ora.FRA.dg) START_TIMEOUT=600 STOP_DEPENDENCIES=hard(intermediate:ora.asm,shutdown:ora.DTA.dg,shutdown:ora.FRA.dg) STOP_TIMEOUT=600 UPTIME_THRESHOLD=1h Register the resource. Take care of the resource type. It needs to be a cluster_resource and not a ora.database.type resource (Oracle recommendation) .   crsctl add resource DB11G.db  -type cluster_resource -file /crs/11.2.0/HA_scripts/myNewResource.txt Step 3 - Start the resource crsctl start resource DB11G.db This command launches the ACTION_SCRIPT with a start and a check parameter on the primary node of the cluster. Step 4 - Test this We will test the setup using 2 methods. crsctl relocate resource DB11G.db This command calls the ACTION_SCRIPT  (on the two nodes)  to stop the database on the active node and start it on the other node. Once done, we can revert back to the original node, but, this time we can use a more "MS$ like" method :Turn off the server on which the database is running. After short delay, you should observe that the database is relocated on node 1. Conclusion Once the software installed and the standalone database created (which is a rather common and usual task), the steps to reach the objective are quite easy : Create an executable action script on every node of the cluster. Create a resource file. Create/Register the resource with OCR using the resource file. Start the resource. This solution is a very interesting alternative to licensable third party solutions. References Clusterware 11gR2 documentation Oracle Clusterware Resource Reference Clusterware for Unbreakable Linux Using Oracle Clusterware to Protect A Single Instance Oracle Database 11gR1 (to have an idea of complexity) Oracle Clusterware on OTN   Gilles Haro Technical Expert - Core Technology, Oracle Consulting   

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Clusterware 11gR2 &ndash; Setting up an Active/Passive failover configuration

    - by Gilles Haro
    Oracle provides many interesting ways to ensure High Availability. Dataguard configurations, RAC configurations or even both (as recommended for a Maximum Available Architecture - MAA) are the most frequently found. But when it comes to protecting a system with an Active/Passive architecture with failover capabilities, one often thinks to expensive third party cluster systems. Oracle Clusterware technology, which comes free with Oracle Database, is – in the knowing of most people - often linked to Oracle RAC and therefore, is rarely used to implement failover solutions. 11gR2 Clusterware – which is part of Oracle Grid Infrastructure - provides a comprehensive framework to setup automatic failover configurations. It is actually possible to make “failover-able'” and, therefore to protect, almost every kind of application (from xclock to the more complex Application Server) In the next couple of lines, I will try to present the different steps to achieve this goal : Have a fully operational 11gR2 database protected by automatic failover capabilities. I assume you are fluent in installing Oracle Database 11gR2, Oracle Grid Infrastructure 11gR2 on a Linux system and that ASM is not a problem for you (as I am using it as a shared storage). If not, please have a look at Oracle Documentation. As often, I made my tests using an Oracle VirtualBox environment. The scripts are tested and functional. Unfortunately, there can always be a typo or a mistake. This blog entry is not a course around the Clusterware Framework. I just hope it will let you see how powerful it is and that it will give you the whilst to go further with it…   Prerequisite 2 Linux boxes (OELCluster01 and OELCluster02) at the same OS level. I used OEL 5 Update 5 with Enterprise Kernel. Shared Storage (SAN). On my VirtualBox system, I used Openfiler to simulate the SAN Oracle 11gR2 Database (11.2.0.1) Oracle 11gR2 Grid Infrastructure (11.2.0.1)   Step 1 – Install the software Using asmlib, create 3 ASM disks (ASM_CRS, ASM_DTA and ASM_FRA) Install Grid Infrastructure for a cluster (OELCluster01 and OELCluster02 are the 2 nodes of the cluster) Use ASM_CRS to store Voting Disk and OCR. Use SCAN. Install Oracle Database Standalone binaries on both nodes. Use asmca to check/mount the disk groups on 2 nodes Use dbca to create and configure a database on the primary node Let’s name it DB11G. Copy the pfile, password file to the second node. Create adump directoty on the second node.   Step 2 - Setup the resource to be protected After its creation with dbca, the database is automatically protected by the Oracle Restart technology available with Grid Infrastructure. Consequently, it restarts automatically (if possible) after a crash (ex: kill –9 smon). A database resource has been created for that in the Cluster Registry. We can observe this with the command : crsctl status resource that shows and ora.dba11g.db entry. Let’s save the definition of this resource, for future use : mkdir –p /crs/11.2.0/HA_scripts chown oracle:oinstall /crs/11.2.0/HA_scripts crsctl status resource ora.db11g.db -p > /crs/11.2.0/HA_scripts/myResource.txt Although very interesting, Oracle Restart is not cluster aware and cannot restart the database on any other node of the cluster. So, let’s remove it from the OCR definitions, we don’t need it ! srvctl stop database -d DB11G srvctl remove database -d DB11G Instead of it, we need to create a new resource of a more general type : cluster_resource. Here are the steps to achieve this : Create an action script :  /crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh #!/bin/bash export ORACLE_HOME=/oracle/product/11.2.0/dbhome_1 export ORACLE_SID=DB11G case $1 in 'start')   $ORACLE_HOME/bin/sqlplus /nolog <<EOF   connect / as sysdba   startup EOF   RET=0   ;; 'stop')   $ORACLE_HOME/bin/sqlplus /nolog <<EOF   connect / as sysdba   shutdown immediate EOF   RET=0   ;; 'check')    ok=`ps -ef | grep smon | grep $ORACLE_SID | wc -l`    if [ $ok = 0 ]; then      RET=1    else      RET=0    fi    ;; '*')      RET=0   ;; esac if [ $RET -eq 0 ]; then    exit 0 else    exit 1 fi   This script must provide, at least, methods to start, stop and check the database. It is self-explaining and contains nothing special. Just be aware that it is run as Oracle user (because of the ACL property – see later) and needs to know about the environment. It also needs to be present on every node of the cluster. chmod +x /crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh scp  /crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh   oracle@OELCluster02:/crs/11.2.0/HA_scripts Create a new resource file, based on the information we got from previous  myResource.txt . Name it myNewResource.txt. myResource.txt  is shown below. As we can see, it defines an ora.database.type resource, named ora.db11g.db. A lot of properties are related to this type of resource and do not need to be used for a cluster_resource. NAME=ora.db11g.db TYPE=ora.database.type ACL=owner:oracle:rwx,pgrp:oinstall:rwx,other::r-- ACTION_FAILURE_TEMPLATE= ACTION_SCRIPT= ACTIVE_PLACEMENT=1 AGENT_FILENAME=%CRS_HOME%/bin/oraagent%CRS_EXE_SUFFIX% AUTO_START=restore CARDINALITY=1 CHECK_INTERVAL=1 CHECK_TIMEOUT=600 CLUSTER_DATABASE=false DB_UNIQUE_NAME=DB11G DEFAULT_TEMPLATE=PROPERTY(RESOURCE_CLASS=database) PROPERTY(DB_UNIQUE_NAME= CONCAT(PARSE(%NAME%, ., 2), %USR_ORA_DOMAIN%, .)) ELEMENT(INSTANCE_NAME= %GEN_USR_ORA_INST_NAME%) DEGREE=1 DESCRIPTION=Oracle Database resource ENABLED=1 FAILOVER_DELAY=0 FAILURE_INTERVAL=60 FAILURE_THRESHOLD=1 GEN_AUDIT_FILE_DEST=/oracle/admin/DB11G/adump GEN_USR_ORA_INST_NAME= GEN_USR_ORA_INST_NAME@SERVERNAME(oelcluster01)=DB11G HOSTING_MEMBERS= INSTANCE_FAILOVER=0 LOAD=1 LOGGING_LEVEL=1 MANAGEMENT_POLICY=AUTOMATIC NLS_LANG= NOT_RESTARTING_TEMPLATE= OFFLINE_CHECK_INTERVAL=0 ORACLE_HOME=/oracle/product/11.2.0/dbhome_1 PLACEMENT=restricted PROFILE_CHANGE_TEMPLATE= RESTART_ATTEMPTS=2 ROLE=PRIMARY SCRIPT_TIMEOUT=60 SERVER_POOLS=ora.DB11G SPFILE=+DTA/DB11G/spfileDB11G.ora START_DEPENDENCIES=hard(ora.DTA.dg,ora.FRA.dg) weak(type:ora.listener.type,uniform:ora.ons,uniform:ora.eons) pullup(ora.DTA.dg,ora.FRA.dg) START_TIMEOUT=600 STATE_CHANGE_TEMPLATE= STOP_DEPENDENCIES=hard(intermediate:ora.asm,shutdown:ora.DTA.dg,shutdown:ora.FRA.dg) STOP_TIMEOUT=600 UPTIME_THRESHOLD=1h USR_ORA_DB_NAME=DB11G USR_ORA_DOMAIN=haroland USR_ORA_ENV= USR_ORA_FLAGS= USR_ORA_INST_NAME=DB11G USR_ORA_OPEN_MODE=open USR_ORA_OPI=false USR_ORA_STOP_MODE=immediate VERSION=11.2.0.1.0 I removed database type related entries from myResource.txt and modified some other to produce the following myNewResource.txt. Notice the NAME property that should not have the ora. prefix Notice the TYPE property that is not ora.database.type but cluster_resource. Notice the definition of ACTION_SCRIPT. Notice the HOSTING_MEMBERS that enumerates the members of the cluster (as returned by the olsnodes command). NAME=DB11G.db TYPE=cluster_resource DESCRIPTION=Oracle Database resource ACL=owner:oracle:rwx,pgrp:oinstall:rwx,other::r-- ACTION_SCRIPT=/crs/11.2.0/HA_scripts/my_ActivePassive_Cluster.sh PLACEMENT=restricted ACTIVE_PLACEMENT=0 AUTO_START=restore CARDINALITY=1 CHECK_INTERVAL=10 DEGREE=1 ENABLED=1 HOSTING_MEMBERS=oelcluster01 oelcluster02 LOGGING_LEVEL=1 RESTART_ATTEMPTS=1 START_DEPENDENCIES=hard(ora.DTA.dg,ora.FRA.dg) weak(type:ora.listener.type,uniform:ora.ons,uniform:ora.eons) pullup(ora.DTA.dg,ora.FRA.dg) START_TIMEOUT=600 STOP_DEPENDENCIES=hard(intermediate:ora.asm,shutdown:ora.DTA.dg,shutdown:ora.FRA.dg) STOP_TIMEOUT=600 UPTIME_THRESHOLD=1h Register the resource. Take care of the resource type. It needs to be a cluster_resource and not a ora.database.type resource (Oracle recommendation) .   crsctl add resource DB11G.db  -type cluster_resource -file /crs/11.2.0/HA_scripts/myNewResource.txt Step 3 - Start the resource crsctl start resource DB11G.db This command launches the ACTION_SCRIPT with a start and a check parameter on the primary node of the cluster. Step 4 - Test this We will test the setup using 2 methods. crsctl relocate resource DB11G.db This command calls the ACTION_SCRIPT  (on the two nodes)  to stop the database on the active node and start it on the other node. Once done, we can revert back to the original node, but, this time we can use a more “MS$ like” method :Turn off the server on which the database is running. After short delay, you should observe that the database is relocated on node 1. Conclusion Once the software installed and the standalone database created (which is a rather common and usual task), the steps to reach the objective are quite easy : Create an executable action script on every node of the cluster. Create a resource file. Create/Register the resource with OCR using the resource file. Start the resource. This solution is a very interesting alternative to licensable third party solutions.   References Clusterware 11gR2 documentation Oracle Clusterware Resource Reference   Gilles Haro Technical Expert - Core Technology, Oracle Consulting   

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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