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  • Register now! Exadata Partner Community Forum in Lisbon, Apr. 13-14

    - by javier.puerta(at)oracle.com
      Oracle PartnerNetwork | Account | Feedback INVITATION ORACLE EMEA EXADATA PARTNER COMMUNITY FORUM 13-14 APRIL 2011, SHERATON HOTEL, LISBON, PORTUGAL THE BEST PLACE TO BE IN 2011 FOR ORACLE EXADATA PARTNERS! Venue & Hotel Accomodation: Sheraton Lisboa Hotel & SpaAddress: Rua Latino Coelho, 1City: LisbonCountry: Portugal Dear Exadata partner, I am delighted to invite you to the first Exadata Partner Community Forum for EMEA partners which will take place in Lisbon, Portugal on 13-14 April, 2011. This event will provide you with the great opportunity to listen to our Oracle Executives, our specialist's keynotes on future sales & product strategy, and also to share sales and implementation experiences with other partners as a key part of the agenda. Do not miss this tremendous learning experience with a complete event starting from the initial phases of the sales cycle to the project implementation, including the following highlights: Update on Oracle's strategy and road map for Exadata Market drivers and business opportunities Selling Exadata: Discovery and qualification process. Accessing Oracle and partners' Proof-of-Concept infrastructure Case studies from partners who have successfully sold and implemented projects and developed a service business around Exadata Exadata OPN enablement and specialization And there's more... On the evening of April 13th you will be treated to a pleasant dinner at the Sheraton Hotel where you will also have another networking opportunity in a relaxing atmosphere, with a beautiful panoramic view of the city of Lisbon. Please view the agenda for more details. Registration: The EMEA Exadata Community Forum is not to be missed so to reserve your place please register here before March 1st. ** There is no registration fee for Oracle partners. Accommodation: The Sheraton Hotel has created a customized hotel registration portal for this event. Please click here for immediate hotel booking & rates. Details are also provided on Registration Event portal. Further information or assistance on venue logistics, please contact Angela Cadran. For other questions, please contact Javier Puerta. Javier Puerta, Core Technology Partner Programs, Oracle EMEA Copyright © 2011, Oracle and/or its affiliates.All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement

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  • How to implement line of sight restriction in actionscript?

    - by Michiel Standaert
    I have a problem with a game i am programming. I am making some sort of security game and i would like to have some visual line of sight. The problem is that i can't restrict my line of sight so my cops can't see through the walls. Below you find the design, in which they can look through windows, but not walls. Further below you find an illustration of what my problem is exactly. this is what it looks like now. As you can see, the cops can see through walls. This is the map i would want to use to restrict the line of sight. So the way i am programming the line of sight now is just by calculating some points and drawing the sight accordingly, as shown below. Note that i also check for a hittest using bitmapdata to check whether or not my player has been spotted by any of the cops. private function setSight(e:Event=null):Boolean { g = copCanvas.graphics; g.clear(); for each(var cop:Cop in copCanvas.getChildren()) { var _angle:Number = cop.angle; var _radians:Number = (_angle * Math.PI) / 180; var _radius:Number = 50; var _x1:Number = cop.x + (cop.width/2); var _y1:Number = cop.y + (cop.height/2); var _baseX:Number = _x1 + (Math.cos(_radians) * _radius); var _baseY:Number = _y1 - (Math.sin(_radians) * _radius); var _x2:Number = _baseX + (25 * Math.sin(_radians)); var _y2:Number = _baseY + (25 * Math.cos(_radians)); var _x3:Number = _baseX - (25 * Math.sin(_radians)); var _y3:Number = _baseY - (25 * Math.cos(_radians)); g.beginFill(0xff0000, 0.3); g.moveTo(_x1, _y1); g.lineTo(_x2, _y2); g.lineTo(_x3, _y3); g.endFill(); } var _cops:BitmapData = new BitmapData(width, height, true, 0); _cops.draw(copCanvas); var _bmpd:BitmapData = new BitmapData(10, 10, true, 0); _bmpd.draw(me); if(_cops.hitTest(new Point(0, 0), 10, _bmpd, new Point(me.x, me.y), 255)) { gameover.alpha = 1; setTimeout(function():void{ gameover.alpha = 0; }, 5000); stop(); return true; } return false; } So now my question is: Is there someone who knows how to restrict the view so that the cops can't look through the walls? Thanks a lot in advance. ps: i have already looked at this tutorial by emanuele feronato, but i can't use the code to restric the visual line of sight.

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • Infinite detail inside Perlin noise procedural mapping

    - by Dave Jellison
    I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's more conceptual than code-based in answer, I think. I understand the concept of "I plug in (x, y) and get back from Perlin noise p" (I'll call it p). P will always be the same value for the same (x, y) (as long as the Perlin algorithm parameters haven't changed, like altering number of octaves, et cetera). What I want to do is be able to zoom into a square and be able to generate smaller squares inside of the already generated overhead tile of terrain. Let's say I have a jungle tile for overhead terrain but I want to zoom in and maybe see a small river tile that would only be a creek and not large enough to be a full "big tile" of water in the overhead. Of course, I want the same net effect as a Perlin equation inside a Perlin equation if that makes sense? (aka. I want two people playing the game with the same settings to get the same terrain and details every time). I can conceptually wrap my head around the large tile being based on an "zoomed out" coordinate leaving enough room to drill into but this approach doesn't make sense in my head (maybe I'm wrong). I'm guessing with this approach my overhead terrain would lose all of the cohesiveness delivered by the Perlin. Imagine I calculate (0, 0) as overhead tile 1 and then to the east of that I plug in (50, 0). OK, great, I now have 49 pixels of detail I could then "drill down" into. The issue I have in my head with this approach (without attempting it) is that there's no guarantee from my Perlin noise that (0,0) would be a good neighbor to (50,0) as they could have wildly different "elevations" or p/resultant values returning from the Perlin equation when I generate the overhead map. I think I can conceive of using the Perlin noise for the overhead tile to then reuse the p value as a seed for the "detail" level of noise once I zoom in. That would ensure my detail Perlin is always the same configuration for (0,0), (1,0), etc. ad nauseam but I'm not sure if there are better approaches out there or if this is a sound approach at all.

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  • Play Thousands of Online Radio Stations with Shoutcast in VLC

    - by DigitalGeekery
    Are you looking for more variety from your radio stations? Today we’ll take a look at how to easily stream thousands of radio stations to your desktop with VLC media player. Getting Started Select Media from the menu, go to Services Discovery, and click Shoutcast radio listings.   Next, select View from the menu and click Playlist.   Or, click on the Show Playlist button In the Playlist window, click on Shoutcast radio listings in the left pane. You should then see a very long list of Titles displayed on the right. Scroll though the list to find a music genre or topic that interests you. Double-click to expand the list of station options. Select one of the channel listings from the list and double click to begin playing.   Looking for a specific station? Type a search term into the search filter box to see if it is available.   That’s it. Sit back and enjoy listening to your favorite Internet radio programming. If you are a music or talk radio fan, you aren’t likely to run out of listening options in VLC. Want to find some more uses for VLC? Check out our articles on how to copy a DVD, convert video files to MP3, and how to set a video as your desktop wallpaper. Download VLC Similar Articles Productive Geek Tips Listen to Over 100,000 Radio Stations in Windows Media CenterListen to Local FM Radio in Windows 7 Media CenterListen and Record Over 12,000 Online Radio Stations with RadioSureGeek Reviews: Play And Record Internet Radio With Screamer RadioWeekend Fun: Watch Television on Your PC with AnyTV TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool

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  • Making the WPeFfort

    - by Laila
    Microsoft Visual Studio 2010 will be launched on April 12th. The basic layout looks pretty much as it did, so it is not immediately obvious on first inspection that it was completely rewritten in the Windows Presentation Foundation (WPF). The current VS 2008 codebase had reached the end of its life; It was getting slow to initialize and sluggish to run, and was never going to allow for multi-monitor support or easier extensibility. It can't have been an easy decision to rewrite Visual Studio, but the gamble seems to have paid off. Although certain bugs in the betas caused some anxiety about performance, these seem to have been fixed, and the new Visual Studio is definitely faster. In rewriting the codebase, it has been possible to make obvious improvements, such as being able to run different windows on different monitors, and you only being presented with the Toolbox controls and References that are appropriate to your target .NET version. There is also an IntelliTrace debugger, and Intellisense has been improved by virtue of separating a 'Suggestion Mode' and 'Completion Mode' (with its 'Generate From.' 'Highlight References.', and 'Navigate to...' features). At the same time, there has been quite a clearout; Certain features that had been tucked away in the previous versions, such as Brief or Emacs emulation support, have been dropped. (Yes, they were being used!) There are a lot of features that didn't require the rewrite, but are welcome. It is now easier to develop WPF applications (e.g. drag-and-drop Databinding), and there is support for Azure. There are more, and better templates and the design tools are greatly improved (e.g. Expression Web, Expression Blend, WPF Sketchflow, Silverlight designer, Document Map Margin and Inline Call Hierarchy). Sharepoint is better supported, and Office apps will benefit from C#'s support of optional and named arguments, and allowing several Office Solutions within a Deployment package. Most importantly, it is a vote of confidence in the WPF. VS 2010 is the essential missing component that has been impeding the faster adoption of WPF. The fact that it is actually now written in WPF should now reassure the doubters, and convince more developers to make the move from WinForms to WPF. In using WPF, the developers of Visual Studio have had the clout to fix some issues which have been bothering WPF developers for some time (such as blurred text). Do you see a brighter future as a result of transferring from WinForms to WPF? I'd love to know what you think. Cheers, Laila

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  • Use of Business Parameters in BPM12c

    - by Abhishek Mittal-Oracle
    With the release of BPM12c, a new feature to use Business Parameters is introduced through which we can define a business parameter which will behave as a global variable which can be used within BPM project. Business Administrator can be the one responsible to modify the business parameters value dynamically at run-time which may bring change in BPM process flow where it is used.This feature was a part of BPM10g product and was extensively used. In BPM11g, this feature is not present currently.Business Parameters can be defined in 2 ways:1. Using Jdev to define business parameters, and 2. Using BPM workspace to define business parameters.It is important to note that business parameters need to be mapped with a valid organisation unit defined in a BPM project. If the same is not handled, exceptions like 'BPM-70702' will be thrown by BPM Engine. This is because business parameters work along with organisation defined in a BPM project.At the same time, we can use same business parameter across different organisation units with different values. Business Parameters in BPM12c has this capability to handle multiple values with different organisation units defined in a single BPM project. This enables business to re-use same business parameters defined in a BPM project across different organisations.Business parameters can be defined using the below data types:1. int2. string 3. boolean4. double While defining an business parameter, it is mandatory to provide a default value. Below are the steps to define a business parameter in Jdev: Step 1:  Open 'Organization' and click on 'Business Parameters' tab.Step 2:  Click on '+' button.Step 3: Add business parameter name, type and provide default value(mandatory).Step 4: Click on 'OK' button.Step 5: Business parameter is defined. Below are the steps to define a business parameter in BPM workspace: Step 1: Login to BPM workspace using admin-username and password.Step 2: Click on 'Administration' on the right top side of workspace.Step 3: Click on 'Business Parameters' in the left navigation panel under 'Organization'. Step 4:  Click on '+' button.Step 5: Add business parameter name, type and provide default value(mandatory).Step 6: Click on 'OK' button.Step 7: Business parameter is defined. Note: As told earlier in the blog, it is necessary to define and map a valid organization ID with predefined variable 'organizationalUnit' under data associations in an BPM process before the business parameter is used. I have created one sample PoC demonstrating the use of Business Parameters in BPM12c and it can be found here.

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  • Enhance Your Browsing with Hyperwords in Firefox

    - by Asian Angel
    While browsing it is easy to find information that you would like to know more about, convert, or translate. The Hyperwords extension provides access to these types of resources and more in Firefox. Using Hyperwords Once the extension has finished installing you will be presented with a demo video that will let you learn more about how Hyperwords works. For our first example we chose to look for more information concerning “WASP-12b” using Wikipedia. Notice the small bluish circle on the lower right of the highlighted term…it is the default access for the Hyperwords menu (access by hovering mouse over it). If you hover over the the Wikipedia (or other) link you can access the information in a scrollable popup window. Or if you prefer click on the link to view the information in a new tab. Choose the style that best suits your needs. Hyperwords is extremely useful for quick unit conversions. Suppose you want to share a news story that you have found while browsing. Highlight the title, access Hyperwords, and choose your preferred sharing source. You may need to authorize access for Hyperwords to post to your account. Once you have authorized access you can start sharing those links very easily. This is just a small sampling of Hyperwords many useful features. Preferences Hyperwords has a nice set of preferences available to help you customize it. Alter the menu popup style, add or remove menu entries, and modify other functions for Hyperwords. Conclusion Hyperwords makes a nice addition to Firefox for anyone needing quick access to search, reference, translation, and other services while browsing. Links Download the Hyperwords extension (Mozilla Add-ons) Download the Hyperwords extension (Extension Homepage) Similar Articles Productive Geek Tips Switch to Private Browsing Mode Easily with Toggle Private BrowsingPreview Tabs in Firefox with Tab Preview 0.3You Really Want to Completely Disable Tabs in Firefox?Quick Hits: 11 Firefox Tab How-TosWhen to Use Protect Tab vs Lock Tab in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium Use ILovePDF To Split and Merge PDF Files

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  • No HDMI audio in 13.04

    - by King84
    I have just upgraded from 12.10 to 13.04 and now everything works perfectly, except the fact that I have no audio via HDMI. I am using a Samsung tv-monitor connected via HDMI to my video card Asus EAH4670/DI/1GD3 (which has a Radeon HD 4670 gpu on it), installed phisically into my motherboard which is a MSI 770-C45. I am running kernel 3.9, I just have no sound. I tried downloading and installing https://code.launchpad.net/~ubuntu-audio-dev/+archive/alsa-daily/+files/oem-audio-hda-daily-dkms_0.201304261252~raring1_all.deb , but without any good result. Please help, I need my audio back. In the end, this is my lspci command output. ale@beast:~$ lspci 00:00.0 Host bridge: Advanced Micro Devices [AMD] nee ATI RX780/RX790 Host Bridge 00:02.0 PCI bridge: Advanced Micro Devices [AMD] nee ATI RD790 PCI to PCI bridge (external gfx0 port A) 00:06.0 PCI bridge: Advanced Micro Devices [AMD] nee ATI RD790 PCI to PCI bridge (PCI express gpp port C) 00:11.0 SATA controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 SATA Controller [IDE mode] 00:12.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:12.1 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller 00:12.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:13.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:13.1 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller 00:13.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:14.0 SMBus: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller (rev 3c) 00:14.1 IDE interface: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 IDE Controller 00:14.2 Audio device: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) 00:14.3 ISA bridge: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 LPC host controller 00:14.4 PCI bridge: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge 00:14.5 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI2 Controller 00:18.0 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor HyperTransport Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor Miscellaneous Control 00:18.4 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor Link Control 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV730 XT [Radeon HD 4670] 01:00.1 Audio device: Advanced Micro Devices [AMD] nee ATI RV710/730 HDMI Audio [Radeon HD 4000 series] 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168 PCI Express Gigabit Ethernet controller (rev 03) ale@beast:~$

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  • Excel tables creation upon MySQL data import (new feature in MySQL for Excel 1.2.x)

    - by Javier Treviño
    In this blog post we are going to talk about one of the features included since MySQL for Excel 1.2.0, you can install the latest GA or maintenance version using the MySQL Installer or optionally you can download directly any GA or non-GA version from the MySQL Developer Zone. Remember how easy is to dump data from a MySQL table, view or stored procedure to an Excel worksheet? (If you don't you can check out this other post: How To - Guide to Importing Data from a MySQL Database to Excel using MySQL for Excel). In version 1.2.0 we introduced some advanced options for the Import MySQL Data operation regarding Excel tables. The Advanced Options dialog shown above is accessible from any Import Data dialog. When the Create an Excel table for the imported MySQL table data option is checked (which is by default), MySQL for Excel will create an Excel table (also known in Excel jargon as a ListObject) from the Excel range containing the imported MySQL data. This "little feature" enables the right-away usage of the Excel table in data analysis, like including it for summarization on a PivotTable, including a summarization row at the end of the table's data, sorting or filtering the table's data by clicking the drop-down button next to each column's header, among other actions. The Excel tables that are created automatically from imported MySQL data will have a name like [UserPrefix].<SchemaName>.<DbObjectName> for tables and views, and <Prefix>.<SchemaName>.<ProcedureName>.<ResultSetName> for stored procedures.  Notice the first piece of the name is an optional [UserPrefix], the prefix is only used if the Prefix Excel tables with the following text option is checked, notice that the suggested prefix is "MySQL" but it can be changed to whatever text is suitable for you. Excel tables must have a table style so they are easily identified. There are a lot of predefined Excel table styles, by default the MySqlDefault style is applied, which is the style you have seen applied to imported data for Edit Sessions, and which adds simple and elegant formatting to the table. If you wish to change it to any of the predefined Excel table style you can do it through the drop-down list on the Use style [[styles drop-down]] for the new Excel table option. Excel tables are the basic construction blocks for building data analysis or self-service Business Intelligence using other more advanced Excel tools like Power Pivot, Power View or Power Map. This feature empowers imported MySQL data to use it in more advanced ways.  We hope you give this and the other new features in the 1.2.x version family a try! Remember that your feedback is very important for us, so drop us a message and follow us: MySQL on Windows (this) Blog: https://blogs.oracle.com/MySqlOnWindows/ MySQL for Excel forum: http://forums.mysql.com/list.php?172 Facebook: http://www.facebook.com/mysql YouTube channel: https://www.youtube.com/user/MySQLChannel Cheers!

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  • So long Oracle ...

    - by arungupta
    ... and thanks for all the fish! This Friday (October 18, 2013) is my last day at Oracle. After Publishing almost 1400 blog entries with 5500+ comments on them Working in the Java EE team since inception Visiting 35+ countries and several cities around the world Speaking at all major Java conferences and lots of Java User Groups 15-year alumni of JavaOne as staff Meeting and working with best of the best in the Java community Most importantly having lots of fun Its time for me to move on! No new blog entries will be posted on this blog. Feel free to subscribe to The Aquarium for latest updates on Java EE and GlassFish. I'll continue to publish all the excellent content that you've been used to at blog.arungupta.me now onwards. Read my new blog to learn about my new adventures! Here are some of the conference badges collected over the past years ... And the cities visited ... View Cities Visited by "Miles To Go..." in a larger map The comments on this blog are disabled as I'll not be able to respond to them. Feel free to leave comments on the new blog and I'd love to follow up with you there. Thank you very much for all the support that has been shown on this blog. I'd like to conclude with a Hindi song that I've been humming for the past few days now ... Abhi alvida mat kaho doston ... Na jaane kahan phir mulaqaat ho ... Kyonki ... Beete huye lamhon ki kasak saath to hogi ... Khawabon mein hi ho chahe mulaqaat to hogi ... For my non-Hindi readers, here is my paraphrased meaning ... Don't say goodbye yet my friends ... We'll likely meet somewhere else ... Because ... We'll always have the memories of the wonderful time spent together ... May be in dreams but we will meet again ... With that, over and out, and see you at blog.arungupta.me!

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  • Live Debugging

    - by Daniel Moth
    Based on my classification of diagnostics, you should know what live debugging is NOT about - at least according to me :-) and in this post I'll share how I think of live debugging. These are the (outer) steps to live debugging Get the debugger in the picture. Control program execution. Inspect state. Iterate between 2 and 3 as necessary. Stop debugging (and potentially start new iteration going back to step 1). Step 1 has two options: start with the debugger attached, or execute your binary separately and attach the debugger later. You might say there is a 3rd option, where the app notifies you that there is an issue, referred to as JIT debugging. However, that is just a variation of the attach because that is when you start the debugging session: when you attach. I'll be covering in future posts how this step works in Visual Studio. Step 2 is about pausing (or breaking) your app so that it makes no progress and remains "frozen". A sub-variation is to pause only parts of its execution, or in other words to freeze individual threads. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 3, is about seeing what the state of your program is when you have paused it. Typically it involves comparing the state you are finding, with a mental picture of what you thought the state would be. Or simply checking invariants about the intended state of the app, with the actual state of the app. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 4 is necessary if you need to inspect more state - rinse and repeat. Self-explanatory, and will be covered as part of steps 2 & 3. Step 5 is the most straightforward, with 3 options: Detach the debugger; terminate your binary though the normal way that it terminates (e.g. close the main window); and, terminate the debugging session through your debugger with a result that it terminates the execution of your program too. In a future post I'll cover the ways you can detach or terminate the debugger in Visual Studio. I found an old picture I used to use to map the steps above on Visual Studio 2010. It is basically the Debug menu with colored rectangles around each menu mapping the menu to one of the first 3 steps (step 5 was merged with step 1 for that slide). Here it is in case it helps: Stay tuned for more... Comments about this post by Daniel Moth welcome at the original blog.

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  • Ubuntu server spontaneous reboot

    - by user1941407
    I have got two ubuntu 12.04 servers(xeon e3). Sometimes(several days) each server spontaneously reboots. HDDs and other hardware are ok. Which logfile can help find a reason of the problem? UPDATED. hardware: xeon e3 processor, intel server motherboard, 32gb ddr3 ecc, mdadm mirror hdd raid for system, mdadm ssd raid for database(postgres). Both servers have similar (not identical) components. Smart is OK. It seems that the problem is in the software. Python process and database are running on this servers. Syslog (time of reboot): Aug 23 13:42:23 xeon hddtemp[1411]: /dev/sdc: WDC WD15NPVT-00Z2TT0: 34 C Aug 23 13:42:23 xeon hddtemp[1411]: /dev/sdd: WDC WD15NPVT-00Z2TT0: 34 C Aug 23 13:43:24 xeon hddtemp[1411]: /dev/sdc: WDC WD15NPVT-00Z2TT0: 34 C Aug 23 13:43:24 xeon hddtemp[1411]: /dev/sdd: WDC WD15NPVT-00Z2TT0: 34 C Aug 23 13:44:14 xeon sensord: Chip: acpitz-virtual-0 Aug 23 13:44:14 xeon sensord: Adapter: Virtual device Aug 23 13:44:14 xeon sensord: temp1: 27.8 C Aug 23 13:44:14 xeon sensord: temp2: 29.8 C Aug 23 13:44:14 xeon sensord: Chip: coretemp-isa-0000 Aug 23 13:44:14 xeon sensord: Adapter: ISA adapter Aug 23 13:44:14 xeon sensord: Physical id 0: 37.0 C Aug 23 13:44:14 xeon sensord: Core 0: 37.0 C Aug 23 13:44:14 xeon sensord: Core 1: 37.0 C Aug 23 13:44:14 xeon sensord: Core 2: 37.0 C Aug 23 13:44:14 xeon sensord: Core 3: 37.0 C Aug 23 13:44:24 xeon hddtemp[1411]: /dev/sdc: WDC WD15NPVT-00Z2TT0: 34 C Aug 23 13:44:24 xeon hddtemp[1411]: /dev/sdd: WDC WD15NPVT-00Z2TT0: 34 C Aug 23 13:47:01 xeon kernel: imklog 5.8.6, log source = /proc/kmsg started. Aug 23 13:47:01 xeon rsyslogd: [origin software="rsyslogd" swVersion="5.8.6" x-pid="582" x-info="http://www.rsyslog.com"] start Aug 23 13:47:01 xeon rsyslogd: rsyslogd's groupid changed to 103 Aug 23 13:47:01 xeon rsyslogd: rsyslogd's userid changed to 101 Aug 23 13:47:00 xeon rsyslogd-2039: Could not open output pipe '/dev/xconsole' [try http://www.rsyslog.com/e/2039 ] Aug 23 13:47:01 xeon kernel: [ 0.000000] Initializing cgroup subsys cpuset Aug 23 13:47:01 xeon kernel: [ 0.000000] Initializing cgroup subsys cpu Aug 23 13:47:01 xeon kernel: [ 0.000000] Initializing cgroup subsys cpuacct Aug 23 13:47:01 xeon kernel: [ 0.000000] Linux version 3.11.0-26-generic (buildd@komainu) (gcc version 4.6.3 (Ubuntu/Linaro 4.6.3-1ubuntu5) ) #45~precise1-Ubuntu SMP Tue Jul 15 04:02:35 UTC 2014 (Ubuntu 3.11.0-26.45~precise1-generic 3.11.10.12) Aug 23 13:47:01 xeon kernel: [ 0.000000] Command line: BOOT_IMAGE=/boot/vmlinuz-3.11.0-26-generic root=UUID=0daa7f53-6c74-47d2-873e-ebd339cd39b0 ro splash quiet vt.handoff=7 Aug 23 13:47:01 xeon kernel: [ 0.000000] KERNEL supported cpus: Aug 23 13:47:01 xeon kernel: [ 0.000000] Intel GenuineIntel Aug 23 13:47:01 xeon kernel: [ 0.000000] AMD AuthenticAMD Aug 23 13:47:01 xeon kernel: [ 0.000000] Centaur CentaurHauls Aug 23 13:47:01 xeon kernel: [ 0.000000] e820: BIOS-provided physical RAM map: Aug 23 13:47:01 xeon kernel: [ 0.000000] BIOS-e820: [mem 0x0000000000000000-0x000000000009bbff] usable Aug 23 13:47:01 xeon kernel: [ 0.000000] BIOS-e820: [mem 0x000000000009bc00-0x000000000009ffff] reserved Dmseg - nothing strange.

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  • Travelling MVP #3: Community event in Varna, Bulgaria

    - by DigiMortal
    Second stop in my DevReach 2012 trip was at Varna. We had not much time to hang around there but this problem will get fixed next year if not before. But still we had sessions there with Dimitar Georgijev and I had also chance to meet local techies. Next time we will have more tech and beers for sure! We started in the morning from Bucharest and travelled through Ruse, Razgrad and Shumen to Varna. It’s about 275km. We used cab, local bus and Dimitar father’s car. We had one food stop in Ruse and after that we went directly to Varna. Here is our route on map. Varna is Bulgarian city that locates on western coast of Black Sea. I have been there once before this trip and it’s good place to have vacation under sun. Also autumn is there milder than here in Estonia (third day of snow is going on). Bulgaria has some good beers, my favorite mankind killer called rakia and very good national cuisine. Food is made of fresh stuff and it is damn good experience. Here are some arbitrarily selected images (you can click on these to view at original size): Old bus “monument” in Razgrad Stuffed peppers, Bulgarian national cuisine Infra-red community having good time and beers We made our sessions at one study class of Varna technical university. It’s a little bit old style university but everything we needed was there and we had no problems with machinery. Sessions were same as in Bucharest. The user group in Varna is brand new and hopefully it will be something bigger one good day. At least I try to make my commits so they get on their feet quicker. As we had not much time to announce the event there was about 15 guys listening to us and I’m happy that it was not too much hyped event because still I was getting my first experiences with foreign audiences. After sessions we took our stuff to hotel and went to hang around with local techies. We had some good time there and made some new friends. Next time when I go to Varna I go back as more experienced speaker and I plan to do there one tougher and highly challenging session. Maybe somebody from Estonian community will join me and then it will be well planned surprise-attack to Varna :)

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • Thinktecture.IdentityServer RC

    - by Your DisplayName here!
    I just uploaded the RC of IdentityServer to Codeplex. This release is feature complete and if I don’t get any bug reports this is also pretty much the final V1. Changes from B1 The configuration data access is now based on EF 4.1 code first. This makes it much easier to use different data stores. For RTM I will also provide a SQL script for SQL Server so you can move the configuration to a separate machine (e.g. for load balancing scenarios). I included the ASP.NET Universal Providers in the download. This adds official support for SQL Azure, SQL Server and SQL Compact for the membership, roles and profile features. Unfortunately the Universal Provider use a different schema than the original ASP.NET providers (that sucks btw!) – so I made them optional. If you want to use them go to web.config and uncomment the new provider. The relying party registration entries now have added fields to add extra data that you want to couple with the RP. One use case could be to give the UI a hint how the login experience should look like per RP. This allows to have a different look and feel for different relying parties. I also included a small helper API that you can use to retrieve the RP record based on the incoming WS-Federation query string. WS-Federation single sign out is now conforming to the spec. Certificate based endpoint identities for SSL endpoints are optional now. Added a initial configuration “wizard”. This sets up the signing certificate, issuer URI and site title on the first run. Installation This is still a “developer” release – that means it ships with source code that you have to build it etc. But from that point it should be a little more straightforward as it used to be: Make sure SSL is configured correctly for IIS Map the WebSite directory to a vdir in IIS Run the web site. This should bring up the initial configuration Make sure the worker process account has access to the signing certificate private key Make sure all your users are in the “IdentityServerUsers” role in your role store. Administrators need the “IdentityServerAdministrators” role That should be it. A proper documentation will be hopefully available soon (any volunteers?). Please provide feedback! thanks!

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  • Using CTAS & Exchange Partition Replace IAS for Copying Partition on Exadata

    - by Bandari Huang
    Usage Scenario: Copy data&index from one partition to another partition in a partitioned table. Solution: Create a partition definition Copy data from one partition to another partiton by 'Insert as select (IAS)' Create a nonpartitioned table by 'Create table as select (CTAS)' Convert a nonpartitioned table into a partition of partitoned table by exchangng their data segments. Rebuild unusable index Exchange Partition Convertion Mutual convertion between a partition (or subpartition) and a nonpartitioned table Mutual convertion between a hash-partitioned table and a partition of a composite *-hash partitioned table Mutual convertiton a [range | list]-partitioned table into a partition of a composite *-[range | list] partitioned table. Exchange Partition Usage Scenario High-speed data loading of new, incremental data into an existing partitioned table in DW environment Exchanging old data partitions out of a partitioned table, the data is purged from the partitioned table without actually being deleted and can be archived separately Exchange Partition Syntax ALTER TABLE schema.table EXCHANGE [PARTITION|SUBPARTITION] [partition|subprtition] WITH TABLE schema.table [INCLUDE|EXCLUDING] INDEX [WITH|WITHOUT] VALIDATION UPDATE [INDEXES|GLOBAL INDEXES] INCLUDING | EXCLUDING INDEXES Specify INCLUDING INDEXES if you want local index partitions or subpartitions to be exchanged with the corresponding table index (for a nonpartitioned table) or local indexes (for a hash-partitioned table). Specify EXCLUDING INDEXES if you want all index partitions or subpartitions corresponding to the partition and all the regular indexes and index partitions on the exchanged table to be marked UNUSABLE. If you omit this clause, then the default is EXCLUDING INDEXES. WITH | WITHOUT VALIDATION Specify WITH VALIDATION if you want Oracle Database to return an error if any rows in the exchanged table do not map into partitions or subpartitions being exchanged. Specify WITHOUT VALIDATION if you do not want Oracle Database to check the proper mapping of rows in the exchanged table. If you omit this clause, then the default is WITH VALIDATION.  UPADATE INDEX|GLOBAL INDEX Unless you specify UPDATE INDEXES, the database marks UNUSABLE the global indexes or all global index partitions on the table whose partition is being exchanged. Global indexes or global index partitions on the table being exchanged remain invalidated. (You cannot use UPDATE INDEXES for index-organized tables. Use UPDATE GLOBAL INDEXES instead.) Exchanging Partitions&Subpartitions Notes Both tables involved in the exchange must have the same primary key, and no validated foreign keys can be referencing either of the tables unless the referenced table is empty.  When exchanging partitioned index-organized tables: – The source and target table or partition must have their primary key set on the same columns, in the same order. – If key compression is enabled, then it must be enabled for both the source and the target, and with the same prefix length. – Both the source and target must be index organized. – Both the source and target must have overflow segments, or neither can have overflow segments. Also, both the source and target must have mapping tables, or neither can have a mapping table. – Both the source and target must have identical storage attributes for any LOB columns. 

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • Top 5 Sites and Activities in San Francisco to Experience During Oracle OpenWorld

    - by kgee
    While Oracle OpenWorld may provide solutions and information on topics like how to simplify your IT, the importance of cloud, and what types of storage may satisfy your enterprise needs, who is going to tell you more about San Francisco? Here are some suggested sites and activities to experience after OpenWorld that aren’t too far from the Moscone Center. It is recommended to take a cab for the sake of time, but the 6 square miles that make up San Francisco will make for a quick trek to any of the following destinations: The Golden Gate BridgeAn image often associated with San Francisco, this bridge is one of the most impressive in the world. Take a walk across it, or view it from nearby Crissy Field, it is a sight that floors even the most veteran of San Franciscans. The Ferry BuildingLocated at the end of Market Street in the Embarcadero, the Ferry Building once served as a hub of water transport and trade. The building has a bay front view and an array of food choices and restaurants. It is easily accessible via the Muni, BART, trolley or by cab. It is a must-see in San Francisco, and not too far from the Moscone Center. Ride the Trolley to the CastroFor only $2, you can get go back in history for a moment on the Trolley. Take the F-line from the Embarcadero and ride it all the way to the Castro district. During the ride, you will get an overview of the landscape and cultures that are prevalent in San Francisco, but be wary that some areas may beg for an open mind more than others. Golden Gate ParkWhen you tire of the concrete jungle, the lucky part of being in San Francisco is that you can escape to a natural refuge, this park being one of the favorites. This park is known for its hiking trails, cultural attractions, monuments, lakes and gardens. It is one good reason to bring your sneakers to San Francisco, and is also a great place to picnic. Please be wary that it is easy to get lost, and it is advisable to bring a map (just in case) if you go. Haight AshburyFor a complete change of scenery, Haight Ashbury is known as one of the places hippies used to live and the location of "The Summer of Love." It is now a more affluent neighborhood with boutique shops and the occasional drum circle. While it may be perceived as grungy in certain spots, it is one of the most photographed places in San Francisco and an integral part of San Franciscan history.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Collision detection when pathfinding with pathnodes, UDK

    - by Dave Voyles
    I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes). It's doing a swell job of going from point to point in a set order (although I would like for it to be a random patrol at some point), but it gets caught up on collision from time to time. I.E. He'll walk the same set path, and when he runs into the blocks in the middle of the map he continues to rub against them until they finish, and continues on his merry way to the next path node. How can I prevent this from happening, or at least have him move from the wall if he does a trace and detects that it is there? It looks like I need to use MoveToward() instead of MoveTo(), as MoveToward allows the pawn to adjust its course during movement. I'm just not sure of how to use those paramters. Mougli has a decent tutorial on it[/URL], but I can't seem to get it to work correctly with my pathnode array. class PathfindingAIController extends UDKBot; var array Waypoints; var int _PathNode; //declare it at the start so you can use it throughout the script var int CloseEnough; simulated function PostBeginPlay() { local PathNode Current; super.PostBeginPlay(); //add the pathnodes to the array foreach WorldInfo.AllActors(class'Pathnode',Current) { Waypoints.AddItem( Current ); } } simulated function Tick(float DeltaTime) { local int Distance; local Rotator DesiredRotation; super.Tick(DeltaTime); if (Pawn != None) { // Smoothly rotate the pawn towards the focal point DesiredRotation = Rotator(GetFocalPoint() - Pawn.Location); Pawn.FaceRotation(RLerp(Pawn.Rotation, DesiredRotation, 3.125f * DeltaTime, true), DeltaTime); } Distance = VSize2D(Pawn.Location - Waypoints[_PathNode].Location); if (Distance <= CloseEnough) { _PathNode++; } if (_PathNode >= Waypoints.Length) { _PathNode = 0; } GoToState('Pathfinding'); } auto state Pathfinding { Begin: if (Waypoints[_PathNode] != None) // make sure there is a pathnode to move to { MoveTo(Waypoints[_PathNode].Location); //move to it `log("STATE: Pathfinding"); } } DefaultProperties { CloseEnough=400 bIsplayer = True }

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  • Finding the lowest average Hamming distance when the order of the strings matter

    - by user1049697
    I have a sequence of binary strings that I want to find a match for among a set of longer sequences of binary strings. A match means that the compared sequence gives the lowest average Hamming distance when all elements in the shorter sequence have been matched against a sequence in one of the longer sets. Let me try to explain with an example. I have a set of video frames that have been hashed using a perceptual hashing algorithm so that the video frames that look the same has roughly the same hash. I want to match a short video clip against a set of longer videos, to see if the clip is contained in one of these. This means that I need to find out where the sequence of the hashed frames in the short video has the lowest average Hamming distance when compared with the long videos. The short video is the sub strings Sub1, Sub2 and Sub3, and I want to match them against the hashes of the long videos in Src. The clue here is that the strings need to match in the specific order that they are given in, e.g. that Sub1 always has to match the element before Sub2, and Sub2 always has to match the element before Sub3. In this example it would map thusly: Sub1-Src3, Sub2-Src4 and Sub3-Src5. So the question is this: is there an algorithm for finding the lowest average Hamming distance when the order of the elements compared matter? The naïve approach to compare the substring sequence to every source string won't cut it of course, so I need something that preferably can match a (much) shorter sub string to a set of million of elements. I have looked at MVP-trees, BK-trees and similar, but everything seems to only take into account one binary string and not a sequence of them. Sub1: 100111011111011101 Sub2: 110111000010010100 Sub3: 111111010110101101 Src1: 001011010001010110 Src2: 010111101000111001 Src3: 101111001110011101 Src4: 010111100011010101 Src5: 001111010110111101 Src6: 101011111111010101 I have added a calculation of the examples below. (The Hamming distances aren't correct, but it doesn't matter) **Run 1.** dist(Sub1, Src1) = 8 dist(Sub2, Src2) = 10 dist(Sub3, Src3) = 12 average = 10 **Run 2.** dist(Sub1, Src2) = 10 dist(Sub2, Src3) = 12 dist(Sub3, Src4) = 10 average = 11 **Run 3.** dist(Sub1, Src3) = 7 dist(Sub2, Src4) = 6 dist(Sub3, Src5) = 10 average = 8 **Run 4.** dist(Sub1, Src3) = 10 dist(Sub2, Src4) = 4 dist(Sub3, Src5) = 2 average = 5 So the winner here is sequence 4 with an average distance of 5.

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  • iPhone SDK vs. Windows Phone 7 Series SDK Challenge, Part 2: MoveMe

    In this series, I will be taking sample applications from the iPhone SDK and implementing them on Windows Phone 7 Series.  My goal is to do as much of an apples-to-apples comparison as I can.  This series will be written to not only compare and contrast how easy or difficult it is to complete tasks on either platform, how many lines of code, etc., but Id also like it to be a way for iPhone developers to either get started on Windows Phone 7 Series development, or for developers in general to learn the platform. Heres my methodology: Run the iPhone SDK app in the iPhone Simulator to get a feel for what it does and how it works, without looking at the implementation Implement the equivalent functionality on Windows Phone 7 Series using Silverlight. Compare the two implementations based on complexity, functionality, lines of code, number of files, etc. Add some functionality to the Windows Phone 7 Series app that shows off a way to make the scenario more interesting or leverages an aspect of the platform, or uses a better design pattern to implement the functionality. You can download Microsoft Visual Studio 2010 Express for Windows Phone CTP here, and the Expression Blend 4 Beta here. If youre seeing this series for the first time, check out Part 1: Hello World. A note on methodologyin the prior post there was some feedback about lines of code not being a very good metric for this exercise.  I dont really disagree, theres a lot more to this than lines of code but I believe that is a relevant metric, even if its not the ultimate one.  And theres no perfect answer here.  So I am going to continue to report the number of lines of code that I, as a developer would need to write in these apps as a data point, and Ill leave it up to the reader to determine how that fits in with overall complexity, etc.  The first example was so basic that I think it was difficult to talk about in real terms.  I think that as these apps get more complex, the subjective differences in concept count and will be more important.  MoveMe The MoveMe app is the main end-to-end app writing example in the iPhone SDK, called Creating an iPhone Application.  This application demonstrates a few concepts, including handling touch input, how to do animations, and how to do some basic transforms. The behavior of the application is pretty simple.  User touches the button: The button does a throb type animation where it scales up and then back down briefly. User drags the button: After a touch begins, moving the touch point will drag the button around with the touch. User lets go of the button: The button animates back to its original position, but does a few small bounces as it reaches its original point, which makes the app fun and gives it an extra bit of interactivity. Now, how would I write an app that meets this spec for Windows Phone 7 Series, and how hard would it be?  Lets find out!     Implementing the UI Okay, lets build the UI for this application.  In the HelloWorld example, we did all the UI design in Visual Studio and/or by hand in XAML.  In this example, were going to use the Expression Blend 4 Beta. You might be wondering when to use Visual Studio, when to use Blend, and when to do XAML by hand.  Different people will have different takes on this, but heres mine: XAML by hand simple UI that doesnt contain animations, gradients, etc., and or UI that I want to really optimize and craft when I know exactly what I want to do. Visual Studio Basic UI layout, property setting, data binding, etc. Blend Any serious design work needs to be done in Blend, including animations, handling states and transitions, styling and templating, editing resources. As in Part 1, go ahead and fire up Visual Studio 2010 Express for Windows Phone (yes, soon it will take longer to say the name of our products than to start them up!), and create a new Windows Phone Application.  As in Part 1, clear out the XAML from the designer.  An easy way to do this is to just: Click on the design surface Hit Control+A Hit Delete Theres a little bit left over (the Grid.RowDefinitions element), just go ahead and delete that element so were starting with a clean state of only one outer Grid element. To use Blend, we need to save this project.  See, when you create a project with Visual Studio Express, it doesnt commit it to the disk (well, in a place where you can find it, at least) until you actually save the project.  This is handy if youre doing some fooling around, because it doesnt clutter your disk with WindowsPhoneApplication23-like directories.  But its also kind of dangerous, since when you close VS, if you dont save the projectits all gone.  Yes, this has bitten me since I was saving files and didnt remember that, so be careful to save the project/solution via Save All, at least once. So, save and note the location on disk.  Start Expression Blend 4 Beta, and chose File > Open Project/Solution, and load your project.  You should see just about the same thing you saw over in VS: a blank, black designer surface. Now, thinking about this application, we dont really need a button, even though it looks like one.  We never click it.  So were just going to create a visual and use that.  This is also true in the iPhone example above, where the visual is actually not a button either but a jpg image with a nice gradient and round edges.  Well do something simple here that looks pretty good. In Blend, look in the tool pane on the left for the icon that looks like the below (the highlighted one on the left), and hold it down to get the popout menu, and choose Border:    Okay, now draw out a box in the middle of the design surface of about 300x100.  The Properties Pane to the left should show the properties for this item. First, lets make it more visible by giving it a border brush.  Set the BorderBrush to white by clicking BorderBrush and dragging the color selector all the way to the upper right in the palette.  Then, down a bit farther, make the BorderThickness 4 all the way around, and the CornerRadius set to 6. In the Layout section, do the following to Width, Height, Horizontal and Vertical Alignment, and Margin (all 4 margin values): Youll see the outline now is in the middle of the design surface.  Now lets give it a background color.  Above BorderBrush select Background, and click the third tab over: Gradient Brush.  Youll see a gradient slider at the bottom, and if you click the markers, you can edit the gradient stops individually (or add more).  In this case, you can select something you like, but wheres what I chose: Left stop: #BFACCFE2 (I just picked a spot on the palette and set opacity to 75%, no magic here, feel free to fiddle these or just enter these numbers into the hex area and be done with it) Right stop: #FF3E738F Okay, looks pretty good.  Finally set the name of the element in the Name field at the top of the Properties pane to welcome. Now lets add some text.  Just hit T and itll select the TextBlock tool automatically: Now draw out some are inside our welcome visual and type Welcome!, then click on the design surface (to exit text entry mode) and hit V to go back into selection mode (or the top item in the tool pane that looks like a mouse pointer).  Click on the text again to select it in the tool pane.  Just like the border, we want to center this.  So set HorizontalAlignment and VerticalAlignment to Center, and clear the Margins: Thats it for the UI.  Heres how it looks, on the design surface: Not bad!  Okay, now the fun part Adding Animations Using Blend to build animations is a lot of fun, and its easy.  In XAML, I can not only declare elements and visuals, but also I can declare animations that will affect those visuals.  These are called Storyboards. To recap, well be doing two animations: The throb animation when the element is touched The center animation when the element is released after being dragged. The throb animation is just a scale transform, so well do that first.  In the Objects and Timeline Pane (left side, bottom half), click the little + icon to add a new Storyboard called touchStoryboard: The timeline view will appear.  In there, click a bit to the right of 0 to create a keyframe at .2 seconds: Now, click on our welcome element (the Border, not the TextBlock in it), and scroll to the bottom of the Properties Pane.  Open up Transform, click the third tab ("Scale), and set X and Y to 1.2: This all of this says that, at .2 seconds, I want the X and Y size of this element to scale to 1.2. In fact you can see this happen.  Push the Play arrow in the timeline view, and youll see the animation run! Lets make two tweaks.  First, we want the animation to automatically reverse so it scales up then back down nicely. Click in the dropdown that says touchStoryboard in Objects and Timeline, then in the Properties pane check Auto Reverse: Now run it again, and youll see it go both ways. Lets even make it nicer by adding an easing function. First, click on the Render Transform item in the Objects tree, then, in the Property Pane, youll see a bunch of easing functions to choose from.  Feel free to play with this, then seeing how each runs.  I chose Circle In, but some other ones are fun.  Try them out!  Elastic In is kind of fun, but well stick with Circle In.  Thats it for that animation. Now, we also want an animation to move the Border back to its original position when the user ends the touch gesture.  This is exactly the same process as above, but just targeting a different transform property. Create a new animation called releaseStoryboard Select a timeline point at 1.2 seconds. Click on the welcome Border element again Scroll to the Transforms panel at the bottom of the Properties Pane Choose the first tab (Translate), which may already be selected Set both X and Y values to 0.0 (we do this just to make the values stick, because the value is already 0 and we need Blend to know we want to save that value) Click on RenderTransform in the Objects tree In the properties pane, choose Bounce Out Set Bounces to 6, and Bounciness to 4 (feel free to play with these as well) Okay, were done. Note, if you want to test this Storyboard, you have to do something a little tricky because the final value is the same as the initial value, so playing it does nothing.  If you want to play with it, do the following: Next to the selection dropdown, hit the little "x (Close Storyboard) Go to the Translate Transform value for welcome Set X,Y to 50, 200, respectively (or whatever) Select releaseStoryboard again from the dropdown Hit play, see it run Go into the object tree and select RenderTransform to change the easing function. When youre done, hit the Close Storyboard x again and set the values in Transform/Translate back to 0 Wiring Up the Animations Okay, now go back to Visual Studio.  Youll get a prompt due to the modification of MainPage.xaml.  Hit Yes. In the designer, click on the welcome Border element.  In the Property Browser, hit the Events button, then double click each of ManipulationStarted, ManipulationDelta, ManipulationCompleted.  Youll need to flip back to the designer from code, after each double click. Its code time.  Here we go. Here, three event handlers have been created for us: welcome_ManipulationStarted: This will execute when a manipulation begins.  Think of it as MouseDown. welcome_ManipulationDelta: This executes each time a manipulation changes.  Think MouseMove. welcome_ManipulationCompleted: This will  execute when the manipulation ends. Think MouseUp. Now, in ManipuliationStarted, we want to kick off the throb animation that we called touchAnimation.  Thats easy: 1: private void welcome_ManipulationStarted(object sender, ManipulationStartedEventArgs e) 2: { 3: touchStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Likewise, when the manipulation completes, we want to re-center the welcome visual with our bounce animation: 1: private void welcome_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e) 2: { 3: releaseStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Note there is actually a way to kick off these animations from Blend directly via something called Triggers, but I think its clearer to show whats going on like this.  A Trigger basically allows you to say When this event fires, trigger this Storyboard, so its the exact same logical process as above, but without the code. But how do we get the object to move?  Well, for that we really dont want an animation because we want it to respond immediately to user input. We do this by directly modifying the transform to match the offset for the manipulation, and then well let the animation bring it back to zero when the manipulation completes.  The manipulation events do a great job of keeping track of all the stuff that you usually had to do yourself when doing drags: where you started from, how far youve moved, etc. So we can easily modify the position as below: 1: private void welcome_ManipulationDelta(object sender, ManipulationDeltaEventArgs e) 2: { 3: CompositeTransform transform = (CompositeTransform)welcome.RenderTransform; 4:   5: transform.TranslateX = e.CumulativeManipulation.Translation.X; 6: transform.TranslateY = e.CumulativeManipulation.Translation.Y; 7: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Thats it! Go ahead and run the app in the emulator.  I suggest running without the debugger, its a little faster (CTRL+F5).  If youve got a machine that supports DirectX 10, youll see nice smooth GPU accelerated graphics, which also what it looks like on the phone, running at about 60 frames per second.  If your machine does not support DX10 (like the laptop Im writing this on!), it wont be quite a smooth so youll have to take my word for it! Comparing Against the iPhone This is an example where the flexibility and power of XAML meets the tooling of Visual Studio and Blend, and the whole experience really shines.  So, for several things that are declarative and 100% toolable with the Windows Phone 7 Series, this example does them with code on the iPhone.  In parens is the lines of code that I count to do these operations. PlacardView.m: 19 total LOC Creating the view that hosts the button-like image and the text Drawing the image that is the background of the button Drawing the Welcome text over the image (I think you could technically do this step and/or the prior one using Interface Builder) MoveMeView.m:  63 total LOC Constructing and running the scale (throb) animation (25) Constructing the path describing the animation back to center plus bounce effect (38) Beyond the code count, yy experience with doing this kind of thing in code is that its VERY time intensive.  When I was a developer back on Windows Forms, doing GDI+ drawing, we did this stuff a lot, and it took forever!  You write some code and even once you get it basically working, you see its not quite right, you go back, tweak the interval, or the math a bit, run it again, etc.  You can take a look at the iPhone code here to judge for yourself.  Scroll down to animatePlacardViewToCenter toward the bottom.  I dont think this code is terribly complicated, but its not what Id call simple and its not at all simple to get right. And then theres a few other lines of code running around for setting up the ViewController and the Views, about 15 lines between MoveMeAppDelegate, PlacardView, and MoveMeView, plus the assorted decls in the h files. Adding those up, I conservatively get something like 100 lines of code (19+63+15+decls) on iPhone that I have to write, by hand, to make this project work. The lines of code that I wrote in the examples above is 5 lines of code on Windows Phone 7 Series. In terms of incremental concept counts beyond the HelloWorld app, heres a shot at that: iPhone: Drawing Images Drawing Text Handling touch events Creating animations Scaling animations Building a path and animating along that Windows Phone 7 Series: Laying out UI in Blend Creating & testing basic animations in Blend Handling touch events Invoking animations from code This was actually the first example I tried converting, even before I did the HelloWorld, and I was pretty surprised.  Some of this is luck that this app happens to match up with the Windows Phone 7 Series platform just perfectly.  In terms of time, I wrote the above application, from scratch, in about 10 minutes.  I dont know how long it would take a very skilled iPhone developer to write MoveMe on that iPhone from scratch, but if I was to write it on Silverlight in the same way (e.g. all via code), I think it would likely take me at least an hour or two to get it all working right, maybe more if I ended up picking the wrong strategy or couldnt get the math right, etc. Making Some Tweaks Silverlight contains a feature called Projections to do a variety of 3D-like effects with a 2D surface. So lets play with that a bit. Go back to Blend and select the welcome Border in the object tree.  In its properties, scroll down to the bottom, open Transform, and see Projection at the bottom.  Set X,Y,Z to 90.  Youll see the element kind of disappear, replaced by a thin blue line. Now Create a new animation called startupStoryboard. Set its key time to .5 seconds in the timeline view Set the projection values above to 0 for X, Y, and Z. Save Go back to Visual Studio, and in the constructor, add the following bold code (lines 7-9 to the constructor: 1: public MainPage() 2: { 3: InitializeComponent(); 4:   5: SupportedOrientations = SupportedPageOrientation.Portrait; 6:   7: this.Loaded += (s, e) => 8: { 9: startupStoryboard.Begin(); 10: }; 11: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If the code above looks funny, its using something called a lambda in C#, which is an inline anonymous method.  Its just a handy shorthand for creating a handler like the manipulation ones above. So with this youll get a nice 3D looking fly in effect when the app starts up.  Here it is, in flight: Pretty cool!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Oracle BPM: Adding an attachment during the Human Task Initialization

    - by kyap
    Recently I had the requirement from a customer to instantiate a Human Task, which can accept a payload containing a binary attribute (base64) representing an actual document. According to the same requirement, this attribute should be shown as a hyperlink in the Worklist UI to the assignee(s), from which the assignees can download the document on the local machine for review. Multiple options have been leverage, but most required heavy customization.  In order to leverage as much as possible Oracle BPM out-of-the box functionalities, I decided to add this document as a readonly attachment. We can easily achieve this operation within Worklist Application, but it is a bit more challenging when we want to attach the document during the Human Task initialization.  After some investigations (on BPM 11g PS4FP and PS5), here's the way to go: 1. Create an asynchronous BPM process, and use this xsd to create 2 Business Objects FullPayload and PartialPayload : 2. Create 2 process variables 'vFullPayload' and 'vPartialPayload' using this Business Objects created above 3. Implement the Start Event with the initial Data Association, with an input argument using 'FullPayload' Business Object type 4. Drag in an User Task into the process. Implement the User Task as usual by using 'vPartialPayload' type as the input type and assign the task to your favorite tester (mine is jcooper) 5. Here's the main course - Start the Data Association and map the payload into 'execData' as follow: FROM TO  vFullPayload.attachment.mimetype  execData.attachment[1].mimeType  vFullPayload.attachment.filename  execData.attachment[1].name  bpmn:getDataObject('vFullPayload')/ns:attachment/ns:content  execData.attachment[1].content  'BPM'  execData.attachment[1].attachmentScope false()  execData.attachment[1].doesBelongToParent 'weblogic'  execData.attachment[1].updateBy  xp20:current-dateTime()  execData.attachment[1].updateDate (Note: Check the <Humantask>WorkflowTask.xsd file in your project xsd folder to discover the different options for attachmentScope & storageType) 6. Your process is completed. Just build a standard ADF UI and deploy the process/UI onto your BPM Server for the testing. Here's an example, with a base64 encoded pdf file: application-pdf.txt 7. Finally, go to the BPM Worklist application to check the result ! Please note that Oracle BPM, by default, limits the attachment document size to 2Mb. If you are planning to have bigger attachments in your process, it is recommended to store your documents in a Content Management server (such as Oracle UCM) and pass the reference instead. It is possible to configure Oracle BPM to store attachment directly into Oracle UCM too, and I believe we can use the storageType, ucmMetadataItem attributes for this purpose.... I will confirm once I have access onto an Oracle UCM for the testing :)

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  • Somewhere to get inspiration - Pair up the creative with the tech

    - by Morten Bergfall
    I am a somewhat green developer; some work experience, last year of school. As most of you, I am constantly working on an assortment of personal projects. Since my mind often has a somewhat drifting characteristic; I am not always able to keep the projects in check. After some time they all exhibit the moral fiber of Vikings, harlots and chain-letter-knitters. This includes constant forking, round-abouting, eating of school assignments of rather mundane, and hence pretty yawn-inducing, specifications, and of course quite a bit of gathering of folder dust. Well, on to my question....is there a place, forum... or something with the purpose of linking people with ideas to the people actually being able to bring said ideas to life? Of course, I know of the professional ones, like rent-a-coder and such. And there seem to be a lot of open source projects available for participation. What I'm looking for doesn't really fit into any of those categories....the form would be somewhat like rent-a-coder, but this is ideas&inspiration, not bubble-sort-my-quarterly-for-a-buck. The possibilities for developing bonds, spicy code, and plain old fun seem quite possible.As I see it, the main benefit would be that we (that is the tech-flipside of the proverbial eCoin) get something worthwhile to do, rather than squeeze the last creative grain out of our code-heavy brains.To give it some perspective...: My last project consists of an absurd jQuery-plugin that includes animated png-robots migrating from Google Earth to drag a html-element of your choosing onto the map, where it gets color, for so to be dragged back by this poorly animated robot.... Often, the line between the creative and the tech is blurred, to say the least. I wouldn't think that would be a problem. Think someone who has developed a nifty little windows application, then sees possibility for a broader use, perhaps some sort of networking functionality. This fellow sadly lacks the skill to implememet this. So he, she or it would then seek a developer with the know-how and they could complete this project together. So, do any of you know of such a place, or can nudge in the right direction? And yes, I understand completely that I should be dedicating myself to doing school work, or applying for mundane developer positions, so please.... :-) UPDATE Sadly, I'm situated in Oslo, Norway, and the number of developers are somewhat limited...and I have had quite some ahem personality issues with the ones who are available ;-) So I feel I must go deeper; search the multitude of the web...

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