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  • How to use Chrome to access Oracle Applications

    - by Pan.Tian
    So far,Chrome browser is still not certified by Oracle Application, so you can not access Oracle Apps via Chrome.But you can install a chrome Extension to access Oracle Application(It works fine for 11i or R12 instance) Chrome Plugin:Oracle EBS R12 Enablement for Chrome You can use this Chrome Extension to log in Oracle E-Business R12 Form UI without FRM-92129(or FRM-92120) error which say the file Registry.dat lost. Plugin Author: zorrofox (see:http://www.itpub.net/forum.php?mod=viewthread&tid=1724526&page=1#pid20409128)

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  • Partition Table and Exadata Hybrid Columnar Compression (EHCC)

    - by Bandari Huang
    Create EHCC table CREATE TABLE ... COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH]; select owner,table_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ‘ENABLED'; Convert Table/Partition/Subpartition to EHCC Compress Table&Partition&Subpartition to EHCC: ALTER TABLE table_name MOVE COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH] [PARALLEL <dop>]; ALTER TABLE table_name MOVE PARATITION partition_name COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH] [PARALLEL <dop>]; ALTER TABLE table_name MOVE SUBPARATITION subpartition_name COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH] [PARALLEL <dop>]; select owner,table_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ‘ENABLED'; select table_owner,table_name,partition_name,compress_for DBA_TAB_PARTITIONS where compression = ‘ENABLED’; select table_owner,table_name,subpartition_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ‘ENABLED’; Rebuild Unusable Index: select index_name from dba_index where status = 'UNUSABLE'; select index_name,partition_name from dba_ind_partition where status = 'UNUSABLE'; select index_name,subpartition_name from dba_ind_partition where status = 'UNUSABLE'; ALTER INDEX index_name REBUILD [PARALLEL <dop>]; ALTER INDEX index_name REBUILD PARTITION partition_name [PARALLEL <dop>]; ALTER INDEX index_name REBUILD SUBPARTITION subpartition_name [PARALLEL <dop>]; Convert Table/Partition/Subpartition from EHCC to OLTP compression or uncompressed format: Uncompress EHCC Table&Partition&Subpartition: ALTER TABLE table_name MOVE [NOCOMPRESS|COMPRESS for OLTP] [PARALLEL <dop>]; ALTER TABLE table_name MOVE PARTITION partition_name [NOCOMPRESS|COMPRESS for OLTP] [PARALLEL <dop>]; ALTER TABLE table_name MOVE SUBPARTITION subpartition_name [NOCOMPRESS|COMPRESS for OLTP] [PARALLEL <dop>]; select owner,table_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ''; select table_owner,table_name,partition_name,compress_for DBA_TAB_PARTITIONS where compression = ''; select table_owner,table_name,subpartition_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ''; Rebuild Unusable Index: select index_name from dba_index where status = 'UNUSABLE'; select index_name,partition_name from dba_ind_partition where status = 'UNUSABLE'; select index_name,subpartition_name from dba_ind_partition where status = 'UNUSABLE'; ALTER INDEX index_name REBUILD [PARALLEL <dop>]; ALTER INDEX index_name REBUILD PARTITION partition_name [PARALLEL <dop>]; ALTER INDEX index_name REBUILD SUBPARTITION subpartition_name [PARALLEL <dop>];

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  • w3wp.exe (ASP .Net) eating memory (2 replies)

    Hello, i'm on a VPS with Windows 2003 x64 (IIS 6.0 so) and i have a serious problem with w3wp.exe. It starts from 60 Mb and then grows until the whole avaiable RAM is used. http://img32.imageshack.us/img32/4120/w3wpgraph.png Here's an example image showing w3wp.exe private bytes and Gen 0 Heap size. They seems related, but if I use &quot;.NET CLR Memory/# Bytes in all Heaps &quot; it is much lower than priv...

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  • Android Swipe In Unity 3D World with AR

    - by Christian
    I am working on an AR application using Unity3D and the Vuforia SDK for Android. The way the application works is a when the designated image(a frame marker in our case) is recognized by the camera, a 3D island is rendered at that spot. Currently I am able to detect when/which objects are touched on the model by raycasting. I also am able to successfully detect a swipe using this code: if (Input.touchCount > 0) { Touch touch = Input.touches[0]; switch (touch.phase) { case TouchPhase.Began: couldBeSwipe = true; startPos = touch.position; startTime = Time.time; break; case TouchPhase.Moved: if (Mathf.Abs(touch.position.y - startPos.y) > comfortZoneY) { couldBeSwipe = false; } //track points here for raycast if it is swipe break; case TouchPhase.Stationary: couldBeSwipe = false; break; case TouchPhase.Ended: float swipeTime = Time.time - startTime; float swipeDist = (touch.position - startPos).magnitude; if (couldBeSwipe && (swipeTime < maxSwipeTime) && (swipeDist > minSwipeDist)) { // It's a swiiiiiiiiiiiipe! float swipeDirection = Mathf.Sign(touch.position.y - startPos.y); // Do something here in reaction to the swipe. swipeCounter.IncrementCounter(); } break; } touchInfo.SetTouchInfo (Time.time-startTime,(touch.position-startPos).magnitude,Mathf.Abs (touch.position.y-startPos.y)); } Thanks to andeeeee for the logic. But I want to have some interaction in the 3D world based on the swipe on the screen. I.E. If the user swipes over unoccluded enemies, they die. My first thought was to track all the points in the moved TouchPhase, and then if it is a swipe raycast into all those points and kill any enemy that is hit. Is there a better way to do this? What is the best approach? Thanks for the help!

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  • disk space error, cant use internet

    - by James
    after trying to install drivers using sudo apt-get update && sudo apt-get upgrade, im faced with a message saying no space left on device, i ran disk usage analyzer as root and there was three folders namely, main volume, home folder, and my 116gb hard drive (which is practically empty) yet both other folders are full, which is stopping me installing drivers because of space, how do i get ubuntu to use this space on my hard drive? its causing problems because i cant gain access to the internet as i cant download drivers when i havnt got enough space, this happens every time i try it

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  • Ubuntu UK Podcast: Their Purple Moment

    <b>Ubuntu UK Podcast:</b> "We interview the awesome Stuart Langridge and discuss the Ubuntu One Music Store, beta testing, record tokens, Rhythmbox, MP3s, Britney Spears, file syncing, customer service, getting music into the store and Severed Fifth, Frequently Asked Questions, vinyl, reaching &#8216;real&#8217; people and Shot of Jaq."

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  • Meet the WebCenter Product Marketing Team!

    - by Kellsey Ruppel
    As we wrap up this week recapping all the great things that happened at Oracle OpenWorld, we thought we'd share with our community the faces behind this blog and the Oracle WebCenter Product Marketing team! With the majority of the team working remotely, OpenWorld is the one time we are all together for an entire week. L to R: Lance Shaw (WebCenter Content), Christie Flanagan (WebCenter Sites), Peggy Chen (leads WebCenter product marketing), Kellsey Ruppel (WebCenter Portal & Oracle Social Network), & Michael Snow (WebCenter Suite).

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  • Drag & Drop in APEX-Anwendungen realisieren

    - by Carsten Czarski
    In diesem Tipp stellen wir Ihnen vor, wie Sie Drag & Drop in Ihrer APEX-Anwendung realisieren können. Das ist gar nicht so aufwändig, wie man denke, denn das in APEX enthaltene jQuery UI erledigt den Löwenanteil der Arbeit, so dass nur noch wenige JavaScript-Aufrufe abzusetzen sind. Lesen Sie, wie Sie in Ihrer eigenen APEX-Anwendung Zeilen aus der Tabelle EMP per Drag & Drop zu Zeilen der Tabelle DEPT zuordnen können.

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  • Power Distribution amongst connected nodes

    - by Perky
    In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar. I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available. I've been working on this system all day and haven't been able to get it working quite the way I want. My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually. Pseudo code: All nodes start with the properties node.power = 0 node.basePower = 100 // could be different for each node. node.initialPower = node.basePower - function propagatePower( node, initialPower, closedNodes ) node.power += initialPower add( closedNodes, node ) connectedNodes = connected_nodes_except_from( closedNodes ) foreach node in connectedNodes do propagatePower( node, initialPower, closedNodes ) end end After this I iterate through all power consumers. foreach consumer in consumers do node = consumer.parentNode if node.power >= consumer.powerConsumption then consumer.powerConsumed += consumer.powerConsumption node.producedPower -= consumer.powerConsumption end end Then I adjust the initial power for the next propagation cycle. foreach node in nodes do node.initialPower = node.basePower - node.producedPower node.displayPower = node.power // for rendering the power. node.power = 0 end This seemed to work at first but then I came into a problem. Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu. I then make two structures that consume 80Pu each on A (160Pu). Then the nodes power is adjusted to basePower - producedPower (100-160 = -60). Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40). Which is correct because they started with 200Pu - 160Pu = 40Pu. However now node.power >= consumer.powerConsumption is false. Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down. I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks. It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • SOA, Cloud & Service Technology Symposium 2012 London

    - by JuergenKress
    Registration Is Now Open With Special Pricing For Oracle Promotional Discount For Exclusive Oracle Discount, Enter Promo Code: Djmxz370 OVERVIEW The International SOA, Cloud + Service Technology Symposium is a yearly event that features the top experts and authors from around the world, providing a series of keynotes, talks, demonstrations, and panels, as well as training and certification workshops - all dedicated to empowering IT professionals to realize modern service technologies and practices in the real world. Click here for a two-page printable conference overview (PDF). KEYNOTES & SPEAKERS More than 80 international subject matter experts will be speaking at the Symposium. Below are confirmed keynotes and speakers so far. Over 50% of the agenda has not yet been finalized. Many more speakers to come. View the partial program calendars on the Conference Agenda page. Keynotes and Speakers Thomas Erl Arcitura Education "SOA, Cloud Computing & Semantic Web Technology: The Sequel - The Era of Intelligent Service Technology" Markus Zirn Oracle "Big Data with CEP and SOA" Clemens Utschig Boehringer Ingelheim Pharma Manas Deb Oracle "The Successful Execution of the SOA and BPM Vision Tim E. Hall Oracle "Community Management: The Next Wave of SOA Governance and API Management" Registration is Now Open with Special Pricing for Oracle Promotional discount for exclusive Oracle discount, Enter Promo Code: DJMXZ370. SPONSORSHIP OPPORTUNITIES The Symposium provides an excellent opportunity to promote your organization in the lead-up to the event, to delegates during the Symposium, and after when the proceedings are made available on the Symposium web site. There are a limited number of premier sponsorship packages available, and a package can be tailored to your needs and budget. Download the Symposium Sponsorship Guide. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Symposium,SOA Cloud Service Technology Symposium,Thomas Erl,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • How to Make Money Selling SPARC Webcast

    - by Cinzia Mascanzoni
    Join the webcast on Tuesday July 10, 2012 at 3PM CET (2pm GMT) The webcast will be hosted by - Rob Ludeman, from SPARC Product Management, and Thomas Ressler, WWA&C Alliances Consultant. Agenda: To bring you and your partners timely, valuable information,to increase success in selling SPARC systems. The webcast will be focused and targeted on specific topics and will last approximately in 30 minutes.You can submit your questions via WebEx chat and there will be a live Q&A session at the end of the webcast. REGISTER NOW! REGISTER

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  • C++11 Tidbits: Decltype (Part 2, trailing return type)

    - by Paolo Carlini
    Following on from last tidbit showing how the decltype operator essentially queries the type of an expression, the second part of this overview discusses how decltype can be syntactically combined with auto (itself the subject of the March 2010 tidbit). This combination can be used to specify trailing return types, also known informally as "late specified return types". Leaving aside the technical jargon, a simple example from section 8.3.5 of the C++11 standard usefully introduces this month's topic. Let's consider a template function like: template <class T, class U> ??? foo(T t, U u) { return t + u; } The question is: what should replace the question marks? The problem is that we are dealing with a template, thus we don't know at the outset the types of T and U. Even if they were restricted to be arithmetic builtin types, non-trivial rules in C++ relate the type of the sum to the types of T and U. In the past - in the GNU C++ runtime library too - programmers used to address these situations by way of rather ugly tricks involving __typeof__ which now, with decltype, could be rewritten as: template <class T, class U> decltype((*(T*)0) + (*(U*)0)) foo(T t, U u) { return t + u; } Of course the latter is guaranteed to work only for builtin arithmetic types, eg, '0' must make sense. In short: it's a hack. On the other hand, in C++11 you can use auto: template <class T, class U> auto foo(T t, U u) -> decltype(t + u) { return t + u; } This is much better. It's generic and a construct fully supported by the language. Finally, let's see a real-life example directly taken from the C++11 runtime library as implemented in GCC: template<typename _IteratorL, typename _IteratorR> inline auto operator-(const reverse_iterator<_IteratorL>& __x, const reverse_iterator<_IteratorR>& __y) -> decltype(__y.base() - __x.base()) { return __y.base() - __x.base(); } By now it should appear be completely straightforward. The availability of trailing return types in C++11 allowed fixing a real bug in the C++98 implementation of this operator (and many similar ones). In GCC, C++98 mode, this operator is: template<typename _IteratorL, typename _IteratorR> inline typename reverse_iterator<_IteratorL>::difference_type operator-(const reverse_iterator<_IteratorL>& __x, const reverse_iterator<_IteratorR>& __y) { return __y.base() - __x.base(); } This was guaranteed to work well with heterogeneous reverse_iterator types only if difference_type was the same for both types.

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  • GDL Presents: All the Web's a Stage

    GDL Presents: All the Web's a Stage All the Web's a Stage: Building a 3D Space in the Browser Thursday, October 11 - 10:30AM PDT Meet the designers and creative team behind a new sensory Chrome experiment, Movi.Kanti.Revo, in a live, design-focused Q&A. Learn how Cirque du Soleil and Subatomic Systems worked to translate the wonder of Cirque into an environment built entirely with markup and CSS. Host: Pete LePage, Developer Advocate Guests: Gillian Ferrabee, Cirque du Soleil | Nicole McDonald, Director/Creative Director, Subatomic Systems From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Partner Up for FY13: LIVE Oracle PartnerNetwork Kickoff is June 26-27

    - by oracletechnet
    Work for an Oracle partner? Then this is appointment viewing: On June 26-27, in different time zones worldwide, Oracle PartnerNetwork is live-streaming its FY13 Partner Kickoff. SVP Alliance & Channels Judson Althoff will join other technical executives, including Thomas Kurian (EVP Software Development) and John Fowler (EVP Hardware & Systems), to discuss the full range of business opportunities now available to Oracle partners. Register for your regional Webcast today. 

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  • Could not display chart. The control is not properly registered. (4 replies)

    I've seen other people raise this in searching the web but can't find any definitive answers so apologies if this has been answered previously (but please point me in that direction). I have two XP Pro SP2 workstations one works fine in that it shows the result graphs in ACT (v1.0.536.0) and the other gives the error &quot;Could not display chart. The control is not properly registered.&quot;. Both systems ...

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  • Much ado about NULL: Exploiting a kernel NULL dereference

    <b>Ksplice:</b> "We think that it&#8217;s important for developers and system administrators to be more knowledgeable about the attacks that black hats regularly use to take control of systems, and so, today, we&#8217;re going to start from where we left off and go all the way to a working exploit for a NULL pointer dereference in a toy kernel module."

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  • How To: Drag & Drop in einer APEX Kalenderregion

    - by carstenczarski
    Wussten Sie schon, dass Sie Einträge in einer APEX-Kalenderregion mit Drag & Drop verschieben können - ganz wie in bekannten Anwendungen wie Microsoft Outlook oder Mozilla Thunderbird? Und dazu müssen Sie noch nicht einmal aufwändiges JavaScript programmieren - APEX bringt nahezu alles nötige out-of-the-box mit. Lesen Sie in unserem aktuellen Tipp, wie Sie Drag & Drop in einer APEX-Kalenderregion aktivieren - und das in wenigen Minuten. Übrigens: Schon zum APEX-Entwicklertag angemeldet ...?

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  • Getting Along Within a Team or on a Project

    There are many factors which can contribute to conflicts: differing personalities, styles, and working long hours together can all add up to a blow up. If it&#146;s your team who is at each other&#146;s throats and you are the project manager; getting involved can be disastrous if you aren't careful!

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  • Code Contracts: How they look after compiling?

    - by DigiMortal
    When you are using new tools that make also something at code level then it is good idea to check out what additions are made to code during compilation. Code contracts have simple syntax when we are writing code at Visual Studio but what happens after compilation? Are our methods same as they look in code or are they different after compilation? In this posting I will show you how code contracts look after compiling. In my previous examples about code contracts I used randomizer class with method called GetRandomFromRangeContracted. public int GetRandomFromRangeContracted(int min, int max) {     Contract.Requires<ArgumentOutOfRangeException>(         min < max,         "Min must be less than max"     );       Contract.Ensures(         Contract.Result<int>() >= min &&         Contract.Result<int>() <= max,         "Return value is out of range"     );       return _generator.Next(min, max); } Okay, it is nice to dream about similar code when we open our assembly with Reflector and disassemble it. But… this time we have something interesting. While reading this code don’t feel uncomfortable about the names of variables. This is disassembled code. .NET Framework internally allows these names. It is our compilators that doesn’t accept them when we are building our code. public int GetRandomFromRangeContracted(int min, int max) {     int Contract.Old(min);     int Contract.Old(max);     if (__ContractsRuntime.insideContractEvaluation <= 4)     {         try         {             __ContractsRuntime.insideContractEvaluation++;             __ContractsRuntime.Requires<ArgumentOutOfRangeException>(                min < max,                "Min must be less than max", "min < max");         }         finally         {             __ContractsRuntime.insideContractEvaluation--;         }     }     try     {         Contract.Old(min) = min;     }     catch (Exception exception1)     {         if (exception1 == null)         {             throw;         }     }     try     {         Contract.Old(max) = max;         catch (Exception exception2)     {         if (exception2 == null)         {             throw;         }     }     int CS$1$0000 = this._generator.Next(min, max);     int Contract.Result<int>() = CS$1$0000;     if (__ContractsRuntime.insideContractEvaluation <= 4)     {         try         {             __ContractsRuntime.insideContractEvaluation++;             __ContractsRuntime.Ensures(                (Contract.Result<int>() >= Contract.Old(min)) &&                (Contract.Result<int>() <= Contract.Old(max)),                "Return value is out of range",                "Contract.Result<int>() >= min && Contract.Result<int>() <= max");         }         finally         {             __ContractsRuntime.insideContractEvaluation--;         }     }     return Contract.Result<int>(); } As we can see then contracts are not simply if-then-else checks and exceptions throwing. We can see that there is counter that is incremented before checks and decremented after these whatever the result of check was. One thing that is annoying for me are null checks for exception1 and exception2. Is there really some situation possible when null is thrown instead of some instance that is Exception or that inherits from exception? Conclusion Code contracts are more complex mechanism that it seems when we look at it on our code level. Internally there are done more things than we know. I don’t say it is wrong, it is just good to know how our code looks after compiling. Looking at this example it is sure we need also performance tests for contracted code to see how heavy is their impact to system performance when we run code that makes heavy use of code contracts.

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