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  • How can I change the color of build output in a shell window?

    - by Tim Gradwell
    I have a build process which runs from a batch file. It produces a large volume of text. Sometimes it prints the word "Error" or "Warning" followed by a message. The errors and warnings are getting lost among a sea of text. Can I highlight those words in a different color, maybe in a dos window, or a cygwin shell window, possibly by piping them through some string manipulation program before posting them to the screen? Thanks.

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  • Welcome 2011

    - by PSteele
    About this time last year, I wrote a blog post about how January of 2010 was almost over and I hadn’t done a single blog post.  Ugh…  History repeats itself. 2010 in Review If I look back at 2010, it was a great year in terms of technology and development: Visited Redmond to attend the MVP Summit in February.  Had a great time with the MS product teams and got to connect with some really smart people. Continued my work on Visual Studio Magazine’s “C# Corner” column.  About mid-year, the column changed from an every-other-month print column to an every-other-month print column along with bi-monthly web-only articles.  Needless to say, this kept me even busier and away from my blog. Participated in another GiveCamp!  Thanks to the wonderful leadership of Michael Eaton and all of his minions, GiveCamp 2010 was another great success.  Planning for GiveCamp 2011 will be starting soon… I switched to DVCS full time.  After years of being a loyal SVN user, I got bit by the DVCS bug.  I played around with both Mercurial and Git and finally settled on Mercurial.  It’s seamless integration with Windows Explorer along with it’s wealth of plugins made me fall in love.  I can’t imagine going back and using a centralized version control system. Continued to work with the awesome group of talent at SRT Solutions.  Very proud that SRT won it’s third consecutive FastTrack award! Jumped off the BlackBerry train and enjoying the smooth ride of Android.  It was time to replace the old BlackBerry Storm so I did some research and settled on the Motorola DroidX.  I couldn’t be happier.  Android is a slick OS and the DroidX is a sweet piece of hardware.  Been dabbling in some Android development with both Eclipse and IntelliJ IDEA (I like IntelliJ IDEA a lot better!).   2011 Plans On January 1st I was pleasantly surprised to get an email from the Microsoft MVP program letting me know that I had received the MVP award again for my community work in 2010.  I’m honored and humbled to be recognized by Microsoft as well as my peers! I’ll continue to do some Android development.  I’m currently working on a simple app to get me feet wet.  It may even makes it’s way into the Android Market. I’ve got a project that could really benefit from WPF so I’ll be diving into WPF this year.  I’ve played around with WPF a bit in the past – simple demos and learning exercises – but this will give me a chance to build an entire application in WPF.  I’m looking forward to the increased freedom that a WPF UI should give me. I plan on blogging a lot more in 2011! Technorati Tags: Android,MVP,Mercurial,WPF,SRT,GiveCamp

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  • How to build Lucene / Solr from source code in windows environment in order to add patches

    - by Simon
    I have successfully implemented Apache’s Solr for free text searching a database driven web site build for windows platforms using Visual Studio in c#. I am trying to get a version Solr working with field collapsing (which is not in the release version). There are patches available from apache and discussions on the web of people successfully doing this for the version I am using but my problem is cannot get the build to work. I am a c# coder on windows platforms so java development is new to me. I understand I need to get the correct source code (and revision) from SVN, add the appropriate patches, then build the war file to deploy to my system. I cannot seem to get the source to build and produce the deployment code including jar (and subsequent war) files. My system is: Windows 7 Ultimate for development Visual Studio 2010 for c# / javascript development MyEclipse 8.6 / Eclipse 3.5 for the java build from source Subecplise 1.6x SVN plugin to get the source from apache’s SVN Apache Solr 1.4.1 So far I have: Found the right patches for the function I need: https://issues.apache.org/jira/browse/SOLR-236 Specifically I need to patch: field_collapsing_1.1.0.patch HTTPS //issues.apache.org/jira/secure/attachment/12357681/field_collapsing_1.1.0.patch and SOLR-236-1_4_1.patch HTTPS //issues.apache.org/jira/secure/attachment/12448216/SOLR-236-1_4_1.patch I downloaded the Lucene trunk version from the day before the patch was released (revision 958303 from 28/6/10) via subeclipse into a java package in myeclipse from: HTTPS //svn.apache.org/repos/asf/lucene/dev/trunk (Solr is the web implementation of Lucene and is in the subfolder solr/) I can apply patches to the solr directory once it has downloaded but the parent Lucene project doesn’t build the war files, copy the jar or other files into the bin folder (it stays empty). The build process starts, but doesn’t do anything apart from creating the folders bin and src. I am building the whole Lucene project, which contains Solr. I have tried building the source without patching and the same happens. If I copy out the Solr directory into a new project, it runs the build and copies all the related files, tests, etc but fails with 4,500 errors and does not produce the jar files or war file, which I assume is because it can’t find the Lucene trunk files which it depends on. I have two interrelated problems 1) I can't get the Lucene downloaded trunk to build 2) The jar, war and associated files are not created Can anyone help with what I am missing to build the war file? I have spent 2 days to get this far as the help online is extremely patchy and I can’t find a walk though tutorial on building a java war file from source in a windows environment. Any help will be much appreciated. Simon

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  • Build Steps for Makefile Project in Eclipse

    - by Arnaud Gouder
    I am trying to use Eclipse to build some existing software (written in C), which is built with a Makefile. For this reason I created a 'Makefile project' in Eclipse. However, I just found out, the in the 'C/C++ Build / Settings' menu, I only see the 'Binary Parsers' and 'Error Parsers' tabs. However, I really need the 'Build Steps' tabs, because I also need to add a post-build command. How can I make the 'Build Steps' tab appear in my project?

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  • TeamCity build number independent artifacts

    - by Stanislav Shevchenko
    Hello, My TeamCity's nightly build produces more than 130Mb java doc as Build Configuration artifact. I have to share these artifact for other teams(developers), but javadoc every time has another one URL(I know that it's possible to get it like .lastFinished), and get's new place on Build Machine. Is it possible on each build replace old artifact with new one because I don't need need previous versions? And have independent from build version URL for accessing.

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  • How to make hudson build only most current build.

    - by MikeU
    Question How do I setup Hudson so that if one person triggers a build, Hudson will put it on the queue and wait lets say 2 minutes, and during those 2 minutes if another build is triggered it will replace the older build on the queue with the new build? This way if there are 2 builds in those 2 minutes, Hudson will only perform the last build.

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  • Building Awesome WM

    - by Dragan Chupacabrovic
    Hello, I am following these steps in order to build Awesome window manager on 10.04 I am building 3.4 while the tutorial is for 3.1 I installed all of the specified dependencies including cairo. After running cd awesome-3.4 && make I get the following missing dependencies error: Running cmake… -- cat - /bin/cat -- ln - /bin/ln -- grep - /bin/grep -- git - /usr/bin/git -- hostname - /bin/hostname -- gperf - /usr/bin/gperf -- asciidoc - /usr/bin/asciidoc -- xmlto - /usr/bin/xmlto -- gzip - /bin/gzip -- lua - /usr/bin/lua -- luadoc - /usr/bin/luadoc -- convert - /usr/bin/convert -- checking for modules 'glib-2.0;cairo;x11;pango=1.19.3;pangocairo=1.19.3;xcb-randr;xcb-xtest;xcb-xinerama;xcb-shape;xcb-event=0.3.6;xcb-aux=0.3.0;xcb-atom=0.3.0;xcb-keysyms=0.3.4;xcb-icccm=0.3.6;xcb-image=0.3.0;xcb-property=0.3.0;cairo-xcb;libstartup-notification-1.0=0.10;xproto=7.0.15;imlib2;libxdg-basedir=1.0.0' -- package 'xcb-xtest' not found -- package 'xcb-property=0.3.0' not found -- package 'libstartup-notification-1.0=0.10' not found -- package 'libxdg-basedir=1.0.0' not found CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:259 (message): A required package was not found Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:311 (_pkg_check_modules_internal) awesomeConfig.cmake:133 (pkg_check_modules) CMakeLists.txt:15 (include) CMake Error at awesomeConfig.cmake:157 (message): Call Stack (most recent call first): CMakeLists.txt:15 (include) -- Configuring incomplete, errors occurred! make: * [cmake] Error 1 I ran sudo apt-get install libxcb-xtest0 libxcb-property1 libxdg-basedir1 libstartup-notification0 but the problem is still there. It is probably because apt-get uses different names for these libraries. Please advise EDIT following enzotib's suggestion, I ran: sudo apt-get install libxcb-xtest0-dev libxcb-property1-dev libxdg-basedir-dev libstartup-notification0-dev and now it looks like I'm missing a library: awesome-3.4$ make Running cmake… -- cat - /bin/cat -- ln - /bin/ln -- grep - /bin/grep -- git - /usr/bin/git -- hostname - /bin/hostname -- gperf - /usr/bin/gperf -- asciidoc - /usr/bin/asciidoc -- xmlto - /usr/bin/xmlto -- gzip - /bin/gzip -- lua - /usr/bin/lua -- luadoc - /usr/bin/luadoc -- convert - /usr/bin/convert -- Configuring lib/naughty.lua -- Configuring lib/awful/tooltip.lua -- Configuring lib/awful/init.lua -- Configuring lib/awful/titlebar.lua -- Configuring lib/awful/key.lua -- Configuring lib/awful/mouse/init.lua -- Configuring lib/awful/mouse/finder.lua -- Configuring lib/awful/autofocus.lua -- Configuring lib/awful/screen.lua -- Configuring lib/awful/rules.lua -- Configuring lib/awful/widget/init.lua -- Configuring lib/awful/widget/taglist.lua -- Configuring lib/awful/widget/graph.lua -- Configuring lib/awful/widget/tasklist.lua -- Configuring lib/awful/widget/common.lua -- Configuring lib/awful/widget/prompt.lua -- Configuring lib/awful/widget/launcher.lua -- Configuring lib/awful/widget/button.lua -- Configuring lib/awful/widget/layoutbox.lua -- Configuring lib/awful/widget/layout/init.lua -- Configuring lib/awful/widget/layout/vertical.lua -- Configuring lib/awful/widget/layout/horizontal.lua -- Configuring lib/awful/widget/layout/default.lua -- Configuring lib/awful/widget/progressbar.lua -- Configuring lib/awful/widget/textclock.lua -- Configuring lib/awful/dbus.lua -- Configuring lib/awful/remote.lua -- Configuring lib/awful/client.lua -- Configuring lib/awful/prompt.lua -- Configuring lib/awful/completion.lua -- Configuring lib/awful/tag.lua -- Configuring lib/awful/util.lua -- Configuring lib/awful/button.lua -- Configuring lib/awful/menu.lua -- Configuring lib/awful/hooks.lua -- Configuring lib/awful/wibox.lua -- Configuring lib/awful/layout/init.lua -- Configuring lib/awful/layout/suit/init.lua -- Configuring lib/awful/layout/suit/floating.lua -- Configuring lib/awful/layout/suit/fair.lua -- Configuring lib/awful/layout/suit/spiral.lua -- Configuring lib/awful/layout/suit/magnifier.lua -- Configuring lib/awful/layout/suit/tile.lua -- Configuring lib/awful/layout/suit/max.lua -- Configuring lib/awful/placement.lua -- Configuring lib/awful/startup_notification.lua -- Configuring lib/beautiful.lua -- Configuring themes/zenburn//theme.lua -- Configuring themes/default//theme.lua -- Configuring themes/sky//theme.lua -- Configuring config.h -- Configuring awesomerc.lua -- Configuring awesome-version-internal.h -- Configuring awesome.doxygen -- Configuring done -- Generating done -- Build files have been written to: /home/druden/util/awesome-3.4/.build-vedroid-i486-linux-gnu-4.4.3 Running make Makefile… Building… [ 4%] Built target generated_sources [ 5%] Building C object CMakeFiles/awesome.dir/awesome.c.o In file included from /home/druden/util/awesome-3.4/spawn.h:25, from /home/druden/util/awesome-3.4/awesome.c:33: /home/druden/util/awesome-3.4/globalconf.h:57: error: expected specifier-qualifier-list before ‘xcb_event_handlers_t’ In file included from /home/druden/util/awesome-3.4/awesome.c:34: /home/druden/util/awesome-3.4/client.h: In function ‘client_stack’: /home/druden/util/awesome-3.4/client.h:212: error: ‘awesome_t’ has no member named ‘client_need_stack_refresh’ /home/druden/util/awesome-3.4/client.h: In function ‘client_raise’: /home/druden/util/awesome-3.4/client.h:227: error: ‘awesome_t’ has no member named ‘stack’ In file included from /home/druden/util/awesome-3.4/awesome.c:42: /home/druden/util/awesome-3.4/titlebar.h: In function ‘titlebar_update_geometry’: /home/druden/util/awesome-3.4/titlebar.h:150: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/titlebar.h:151: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/titlebar.h:152: error: ‘awesome_t’ has no member named ‘L’ In file included from /home/druden/util/awesome-3.4/awesome.c:47: /home/druden/util/awesome-3.4/common/xutil.h: In function ‘xutil_get_text_property_from_reply’: /home/druden/util/awesome-3.4/common/xutil.h:39: warning: ‘STRING’ is deprecated (declared at /usr/local/include/xcb/xcb_atom.h:83) /home/druden/util/awesome-3.4/common/xutil.h: At top level: /home/druden/util/awesome-3.4/common/xutil.h:60: error: expected ‘)’ before ‘*’ token /home/druden/util/awesome-3.4/awesome.c: In function ‘awesome_atexit’: /home/druden/util/awesome-3.4/awesome.c:65: error: ‘awesome_t’ has no member named ‘hooks’ /home/druden/util/awesome-3.4/awesome.c:66: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c:66: error: ‘awesome_t’ has no member named ‘hooks’ /home/druden/util/awesome-3.4/awesome.c:68: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c:73: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:76: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:77: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: warning: type defaults to ‘int’ in declaration of ‘c’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:91: error: invalid type argument of ‘unary *’ (have ‘int’) /home/druden/util/awesome-3.4/awesome.c:92: error: invalid type argument of ‘unary *’ (have ‘int’) /home/druden/util/awesome-3.4/awesome.c:96: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c: In function ‘a_xcb_check_cb’: /home/druden/util/awesome-3.4/awesome.c:223: warning: implicit declaration of function ‘xcb_event_handle’ /home/druden/util/awesome-3.4/awesome.c:223: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:230: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c: In function ‘awesome_restart’: /home/druden/util/awesome-3.4/awesome.c:277: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c: In function ‘xerror’: /home/druden/util/awesome-3.4/awesome.c:305: error: ‘XCB_EVENT_ERROR_BAD_WINDOW’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c:305: error: (Each undeclared identifier is reported only once /home/druden/util/awesome-3.4/awesome.c:305: error: for each function it appears in.) /home/druden/util/awesome-3.4/awesome.c:306: error: ‘XCB_EVENT_ERROR_BAD_MATCH’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c:308: error: ‘XCB_EVENT_ERROR_BAD_VALUE’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c: In function ‘main’: /home/druden/util/awesome-3.4/awesome.c:369: error: ‘awesome_t’ has no member named ‘keygrabber’ /home/druden/util/awesome-3.4/awesome.c:370: error: ‘awesome_t’ has no member named ‘mousegrabber’ /home/druden/util/awesome-3.4/awesome.c:376: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:377: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:381: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:382: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:424: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:431: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:432: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:433: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:434: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:435: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:436: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:443: error: ‘awesome_t’ has no member named ‘default_screen’ /home/druden/util/awesome-3.4/awesome.c:450: error: ‘awesome_t’ has no member named ‘have_xtest’ /home/druden/util/awesome-3.4/awesome.c:462: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:464: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:465: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:467: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:468: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:471: warning: implicit declaration of function ‘xcb_event_handlers_init’ /home/druden/util/awesome-3.4/awesome.c:471: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:472: warning: implicit declaration of function ‘xutil_error_handler_catch_all_set’ /home/druden/util/awesome-3.4/awesome.c:472: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:490: warning: implicit declaration of function ‘xcb_event_poll_for_event_loop’ /home/druden/util/awesome-3.4/awesome.c:490: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:493: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:496: error: ‘awesome_t’ has no member named ‘keysyms’ /home/druden/util/awesome-3.4/awesome.c:507: error: ‘awesome_t’ has no member named ‘colors’ /home/druden/util/awesome-3.4/awesome.c:510: error: ‘awesome_t’ has no member named ‘colors’ /home/druden/util/awesome-3.4/awesome.c:513: error: ‘awesome_t’ has no member named ‘font’ /home/druden/util/awesome-3.4/awesome.c:519: error: ‘awesome_t’ has no member named ‘keysyms’ /home/druden/util/awesome-3.4/awesome.c:519: error: ‘awesome_t’ has no member named ‘numlockmask’ /home/druden/util/awesome-3.4/awesome.c:520: error: ‘awesome_t’ has no member named ‘shiftlockmask’ /home/druden/util/awesome-3.4/awesome.c:520: error: ‘awesome_t’ has no member named ‘capslockmask’ /home/druden/util/awesome-3.4/awesome.c:521: error: ‘awesome_t’ has no member named ‘modeswitchmask’ /home/druden/util/awesome-3.4/awesome.c:563: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:572: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:575: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:576: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:577: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:578: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:579: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:580: error: ‘awesome_t’ has no member named ‘loop’ make[3]: * [CMakeFiles/awesome.dir/awesome.c.o] Error 1 make[2]: [CMakeFiles/awesome.dir/all] Error 2 make[1]: [all] Error 2 make: * [cmake-build] Error 2

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  • Dernière minute : Le co-créateur du XML quitte Oracle pour Google, Tim Bray travaillera sur Android

    Dernière minute : Le co-créateur du XML quitte Oracle pour Google, Tim Bray travaillera sur Android Tim Bray, qui avait été à l'origine (en partie) de l'écriture du XML, vient d'annoncer il y a quelques heures sur son blog qu'il quittait Sun/Oracle pour rejoindre Google à un poste d'"Advocate Developper" centré sur Android. Il prédit que cela sera très excitant et semble ravi de ce changement. Il faut dire que ces derniers mois, ses relations avec son précédent employeur s'étaient quelque peu détériorées, notamment lorsqu'on lui avait fait censurer son blog à propos de la fusion Sun/Oracle. Il a donc cherché à quitter ses fonctions et a trouvé refuge chez Google, qui a carrément crée un poste juste p...

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  • make-like build tools for data?

    - by miku
    Make is a standard tools for building software. But make decides whether a target needs to be regenerated by comparing file modification times. Are there any proven, preferably small tools that handle builds not for software but for data? Something that regenerates targets not only on mod times but on certain other properties (e.g. completeness). (Or alternatively some paper that describes such a tool.) As illustration: I'd like to automate the following process: get data (e.g. a tarball) from some regularly updated source copy somewhere if it's not there (based e.g. on some filename-scheme) convert the files to different format (but only if there aren't successfully converted ones there - e.g. from a previous attempt - custom comparison routine) for each file find a certain data element and fetch some additional file from say an URL, but only if that hasn't been downloaded yet (decide on existence of file and file "freshness") finally compute something (e.g. word count for something identifiable and store it in the database, but only if the DB does not have an entry for that exact ID yet) Observations: there are different stages each stage is usually simple to compute or implement in isolation each stage may be simple, but the data volume may be large each stage may produce a few errors each stage may have different signals, on when (re)processing is needed Requirements: builds should be interruptable and idempotent (== robust) when interrupted, already processed objects should be reused to speedup the next run data paths should be easy to adjust (simple syntax, nothing new to learn, internal dsl would be ok) some form of dependency graph, that describes the process would be nice for later visualizations should leverage existing programs, if possible I've done some research on make alternatives like rake and have worked a lot with ant and maven in the past. All these tools naturally focus on code and software build, not on data builds. A system we have in place now for a task similar to the above is pretty much just shell scripts, which are compact (and are a ok glue for a variety of other programs written in other languages), so I wonder if worse is better?

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  • Build Mobile App for E-Business Suite Using SOA Suite and ADF Mobile

    - by Michelle Kimihira
    With the upcoming release of Oracle ADF Mobile, I caught up with Srikant Subramaniam, Senior Principal Product Manager, Oracle Fusion Middleware post OpenWorld to learn about the cool hands-on lab at OpenWorld.  For those of you who missed it, you will want to keep reading... Author: Srikant Subramaniam, Senior Principal Product Manager,Oracle Fusion Middleware Oracle ADF Mobile enables rapid and declarative development of native on-device mobile applications. These native applications provide a richer experience for smart devices users running Apple iOS or other mobile platforms. Oracle ADF Mobile protects Oracle customers from technology shifts by adopting a metadata-based development framework that enables developer to develop one app (using Oracle JDeveloper), and deploy to multiple device platforms (starting with iOS and Android).  Oracle ADF Mobile also enables IT organizations to leverage existing expertise in web-based and Java development by adopting a hybrid application architecture that brings together HTML5, Java, and device native container: HTML5 allows developer to deliver device-native user experiences while maintaining portability across different platforms Java allows developers to create modules to support business logic and data services Native container provides integration into device services such as camera, contacts, etc All these technologies are packaged into a development framework that supports declarative application development through Oracle JDeveloper. ADF Mobile also provides out of box integratoin with key Fusion Middleware components, such as SOA Suite and Business Process Management (BPM). Oracle Fusion Middleware provides the necessary infrastructure to extend business processes and services to the mobile device -- enabling the mobile user to participate in human tasks – without the additional “mobile middleware” layer. When coupled with Oracle SOA Suite, this combination can execute business transactions on Oracle E-Business Suite (or any Oracle Application). Demo Use Case: Mobile E-Business Suite (iExpense) Approvals Using an employee expense approval scenario, we illustrate how to use Oracle Fusion Middleware and Oracle ADF Mobile to build application extensions that integrate intelligently with Oracle Applications (For example, E-Business Suite). Building these extensions using Oracle Fusion middleware and ADF makes modifications simple, quick to implement, and easy to maintain/upgrade. As described earlier, this approach also extends Fusion Middleware to mobile users without the additional "Mobile Middleware" layer. The approver is presented with a list of expense reports that have been submitted for approval. These expense reports are retrieved from the backend E-Business Suite and displayed on the mobile device. Approval (or rejection) of the expense report kicks off the workflow in E-Business Suite and takes it to completion. The demo also shows how to integrate with native device services such as email, contacts, BI dashboards as well as a prebuilt PDF viewer (this is especially useful in the expense approval scenario, as there is often a need for the approver to access the submitted receipts). Summary Oracle recommends Fusion Middleware as the application integration platform to deliver critical enterprise data and processes to mobile applications.  Pre-built connectors between Fusion Middleware and Applications greatly accelerates the integration process.  Instead of building individual integration points between mobile applications and individual enterprise applications, Oracle Fusion Middleware enables IT organizations to leverage a common platform to support both desktop and mobile application.  Additional Information Product Information on Oracle.com: Oracle Fusion Middleware Follow us on Twitter and Facebook Subscribe to our regular Fusion Middleware Newsletter

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • 300.000 nouveaux appareils Android sont activés chaque jour, la fulgurante ascension continue

    300.000 nouveaux appareils Android sont activés chaque jour, la fulgurante ascension continue Mise à jour du 09.12.2010 par Katleen Et c'est une preuve de plus de la fulgurante ascension d'Android. L'OS mobile de Google ne cesse d'étendre son territoire, et c'est aujourd'hui un membre de son équipe de développement qui a révélé une statistique époustouflante : le système est désormais installé sur 300.000 nouveaux appareils, chaque jour ! Les chiffres n'étaient "que" de 200.000 par jour cet été. Une progression rapide et fulgurante, qui, de plus, n'a pas l'air partir pour faiblir. En septembre 2010, Apple avait de son côté annoncé enregistrer 230.000 activations journ...

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  • Oracle ADF Mobile - Develop iOS and Android Mobile Applications with Oracle ADF

    - by Shay Shmeltzer
    We are very happy to announce the release of Oracle ADF Mobile.  The new Oracle ADF Mobile enables developers to build applications that run on iOS and Android devices. Several unique aspects to Oracle ADF Mobile solution: Develop once run on many - same code base used for both iOS and Android applicaitons Uses Java - no need to learn device specific languages Leverage ADF - same concepts you are familiar with (component based UI construction, taskflow, data controls) Leverage JDeveloper - same development environment you know, same declarative and visual style. Create native looking applications - HTML 5 based UI components (that you can also skin) Use device services - Leverage the camera, SMS, location, contact etc without learning device specific APIs Create Hybrid applications - run on the device and able to consume remote data and UI if needed Here is the 3 minute introduction Oracle ADF Mobile is available as an extension to Oracle JDeveloper 11.1.2.3 - use the help->check for updates to install it. Then head over to the Oracle ADF Mobile page for all the resources you need. If you are an Oracle ADF developer, it's time to update your resume - you are now a mobile device developer too :-)

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