Search Results

Search found 15879 results on 636 pages for 'team building'.

Page 26/636 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • Building apps that work Together

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/07/03/building-apps-that-work-together.aspx  Writing apps that stand alone will only get yon so far.  If your app can allow the user to leverage other applications and share data you Can have a real winner on your hands. Jake Sabulsky started off by explaining that you should be concentrating on the core functionality of your app and letting the framework take care of the features that users require these days.  This is implemented be leveraging contracts.  When Windows 8 was released it included the File, Share and Pickers contracts.  With the release of Windows 8.1 they have added the Contacts and Calendar contracts. There have been a number of improvements to the original contracts. The File URI contract will now automatically detect the size that a new windows should be opened and will also allow you to programmatically influence new window size.  The Share contract has been enhanced by allowing apps to always share screenshots and links to the app in the store. To my thinking the contracts are one of the most powerful features of Windows 8.  Take the time view this session and learn how to leverage them. Technorati Tags: BUILD 2013,Windows 8,Live tiles

    Read the article

  • Building a Redundant / Distrubuted Application

    - by MattW
    This is more of a "point me in the right direction" question. I (and my team of 3) have built a hosted web app that queues and routes customer chat requests to available customer service agents (It does other things as well, but this is enough background to illustrate the issue). The basic dev architecture today is: a single page ajax web UI (ASP.NET MVC) with floating chat windows (think Gmail) a backend Windows service to queue and route the chat requests this service also logs the chats, calculates service levels, etc a Comet server product that routes data between the web frontend and the backend Windows service this also helps us detect which Agents are still connected (online) And our hardware architecture today is: 2 servers to host the web UI portion of the application a load balancer to route requests to the 2 different web app servers a third server to host the SQL Server DB and the backend Windows service responsible for queuing / delivering chats So as it stands today, one of the web app servers could go down and we would be ok. However, if something would happen to the SQL Server / Windows Service server we would be boned. My question - how can I make this backend Windows service logic be able to be spread across multiple machines (distributed)? The Windows service is written to accept requests from the Comet server, check for available Agents, and route the chat to those agents. How can I make this more distributed? How can I make it so that I can distribute the work of the backend Windows service can be spread across multiple machines for redundancy and uptime purposes? Will I need to re-write it with distributed computing in mind? I should also note that I am hosting all of this on Rackspace Cloud instances - so maybe it is something I should be less concerned about? Thanks in advance for any help!

    Read the article

  • Building a Store Locator ASP.NET Application Using Google Maps API (Part 2)

    Last week's article, Building a Store Locator ASP.NET Application Using Google Maps API (Part 1), was the first in a multi-part article series exploring how to add store locator-type functionality to your ASP.NET website using the free Google Maps API. Part 1 started with an examination of the database used to power the store locator, which contains a single table named Stores with columns capturing the store number, its address and its latitude and longitude coordinates. Next, we looked at using Google Maps API's geocoding service to translate a user-entered address, such as San Diego, CA or 92101 into its latitude and longitude coordinates. Knowing the coordinates of the address entered by the user, we then looked at writing a SQL query to return those stores within (roughly) 15 miles of the user-entered address. These nearby stores were then displayed in a grid, listing the store number, the distance from the address entered to each store, and the store's address. While a list of nearby stores and their distances certainly qualifies as a store locator, most store locators also include a map showing the area searched, with markers denoting the store locations. This article looks at how to use the Google Maps API, a sprinkle of JavaScript, and a pinch of server-side code to add such functionality to our store locator. Read on to learn more! Read More >

    Read the article

  • Why doesn't my IDE do background compiling/building?

    - by MKO
    Today I develop on a fairly complex computer, it has multiple cores, SSD drives and what not. Still, most of the time I'm programming the computer is leasurely doing nothing. When I need to compile and run/deploy a somewhat complex project at best it still takes a couple of seconds. Why? Now that we're living more and more in the "age of instant" why can't I press F5 in Visual studio and launch/deploy my application instantly? A couple of seconds might not sound so bad but it's still cognitive friction and time that adds up, and frankly it makes programming less fun. So how could compilation be instant? Well, People tend to edit files in different assemblies, what if Visual Studio/The IDE constantly did compilation/and building of everything that I modified anytime that it might be appropriate. Heck if they wanted to go really advanced they could do per-class compilation. The compilation might not work but then it could just silently do nothing (except adding error messages to the error window). Surely todays computer could dedicate a core or two to this task, and if someone found it annoying it could be disabled by option. I know there's probably a thousand technical issues and some fancy shadow copying that would need to be resolved for this to be seamless and practical but it sure would make programming more seamless. Is there any practical reason why this scenario isn't possible? Would the wear and tear of continually writing binaries be too much? Couldn't assemblies be held in memory until deployed/run?

    Read the article

  • Building a Redundant / Distributed Application

    - by MattW
    This is more of a "point me in the right direction" question. My team of three and I have built a hosted web app that queues and routes customer chat requests to available customer service agents (It does other things as well, but this is enough background to illustrate the issue). The basic dev architecture today is: a single page ajax web UI (ASP.NET MVC) with floating chat windows (think Gmail) a backend Windows service to queue and route the chat requests this service also logs the chats, calculates service levels, etc a Comet server product that routes data between the web frontend and the backend Windows service this also helps us detect which Agents are still connected (online) And our hardware architecture today is: 2 servers to host the web UI portion of the application a load balancer to route requests to the 2 different web app servers a third server to host the SQL Server DB and the backend Windows service responsible for queuing / delivering chats So as it stands today, one of the web app servers could go down and we would be ok. However, if something would happen to the SQL Server / Windows Service server we would be boned. My question - how can I make this backend Windows service logic be able to be spread across multiple machines (distributed)? The Windows service is written to accept requests from the Comet server, check for available Agents, and route the chat to those agents. How can I make this more distributed? How can I make it so that I can distribute the work of the backend Windows service can be spread across multiple machines for redundancy and uptime purposes? Will I need to re-write it with distributed computing in mind? I should also note that I am hosting all of this on Rackspace Cloud instances - so maybe it is something I should be less concerned about? Thanks in advance for any help!

    Read the article

  • Building a template engine - starting point

    - by Anirudh
    We're building a Django-based project with a template component. This component will be separate from the project as such and can be Django/Python, Node, Java or whatever works. The template has to be rendered into HTML. The templates will contain references to objects with properties that are defined in the DB, say, a Bus. For eg, it could be something like [object type="vehicle" weight="heavy"] and it would have to pull a random object from the DB fulfilling the criteria : type="vehicle" weight="heavy" (bus/truck/jet) and then substitute that tag with an image, say, of a Bus. Also it would have to be able to handle some processing. Eg: What is [X type="integer" lte="10"] + [Y type="integer" lte="10"] [option X+Y correct_ans="true"] [option X-Y correct_ans="false"] [option X+y+1 correct_ans="false"] The engine would be expected to fill in a random integer value <= 10 for X and Y and show radioboxes for each of the options. Would also have to store the fact that the first option is the correct answer. Does it to make sense to write something from the scratch? Or is it better to use an existing templating system (like Django's own templating system) as a starting point? Any suggestions on how I can approach this?

    Read the article

  • Start building websites using Java

    - by Alex coady
    I'm a web developer and I've used PHP, along with MySQL, Javascript, jQuery etc; all of which I'm very confident with and can use on a professional level. What I'm wanting to do however, is to start using Java instead of PHP as I'm creating sites that need to be scalable. I really need a starting point. I can program in Java, I understand the language but have never used it for the web. Links, tutorials, examples would be a great help. I have also considered using Scala (the language Twitter is written in).. but don't really understand the benefits. Please no jargon; I need clear information that essentially takes me through the process of creating a very simple website using Java; I'm more than capable of building the site once that's done.. I think. I've previously used Eclipse so if assume I can. Thanks in advance!

    Read the article

  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

    Read the article

  • The Product Owner

    - by Robert May
    In a previous post, I outlined the rules of Scrum.  This post details one of those rules. Picking a most important part of Scrum is difficult.  All of the rules are required, but if there were one rule that is “more” required that every other rule, its having a good Product Owner.  Simply put, the Product Owner can make or break the project. Duties of the Product Owner A Product Owner has many duties and responsibilities.  I’ll talk about each of these duties in detail below. A Product Owner: Discovers and records stories for the backlog. Prioritizes stories in the Product Backlog, Release Backlog and Iteration Backlog. Determines Release dates and Iteration Dates. Develops story details and helps the team understand those details. Helps QA to develop acceptance tests. Interact with the Customer to make sure that the product is meeting the customer’s needs. Discovers and Records Stories for the Backlog When I do Scrum, I always use User Stories as the means for capturing functionality that’s required in the system.  Some people will use Use Cases, but the same rule applies.  The Product Owner has the ultimate responsibility for figuring out what functionality will be in the system.  Many different mechanisms for capturing this input can be used.  User interviews are great, but all sources should be considered, including talking with Customer Support types.  Often, they hear what users are struggling with the most and are a great source for stories that can make the application easier to use. Care should be taken when soliciting user stories from technical types such as programmers and the people that manage them.  They will almost always give stories that are very technical in nature and may not have a direct benefit for the end user.  Stories are about adding value to the company.  If the stories don’t have direct benefit to the end user, the Product Owner should question whether or not the story should be implemented.  In general, technical stories should be included as tasks in User Stories.  Technical stories are often needed, but the ultimate value to the user is in user based functionality, so technical stories should be considered nothing more than overhead in providing that user functionality. Until the iteration prior to development, stories should be nothing more than short, one line placeholders. An exercise called Story Planning can be used to brainstorm and come up with stories.  I’ll save the description of this activity for another blog post. For more information on User Stories, please read the book User Stories Applied by Mike Cohn. Prioritizes Stories in the Product Backlog, Release Backlog and Iteration Backlog Prioritization of stories is one of the most difficult tasks that a Product Owner must do.  A key concept of Scrum done right is the need to have the team working from a single set of prioritized stories.  If the team does not have a single set of prioritized stories, Scrum will likely fail at your organization.  The Product Owner is the ONLY person who has the responsibility to prioritize that list.  The Product Owner must be very diplomatic and sincerely listen to the people around him so that he can get the priorities correct. Just listening will still not yield the proper priorities.  Care must also be taken to ensure that Return on Investment is also considered.  Ultimately, determining which stories give the most value to the company for the least cost is the most important factor in determining priorities.  Product Owners should be willing to look at cold, hard numbers to determine the order for stories.  Even when many people want a feature, if that features is costly to develop, it may not have as high of a return on investment as features that are cheaper, but not as popular. The act of prioritization often causes conflict in an environment.  Customer Service thinks that feature X is the most important, because it will stop people from calling.  Operations thinks that feature Y is the most important, because it will stop servers from crashing.  Developers think that feature Z is most important because it will make writing software much easier for them.  All of these are useful goals, but the team can have only one list of items, and each item must have a priority that is different from all other stories.  The Product Owner will determine which feature gives the best return on investment and the other features will have to wait their turn, which means that someone will not have their top priority feature implemented first. A weak Product Owner will refuse to do prioritization.  I’ve heard from multiple Product Owners the following phrase, “Well, it’s all got to be done, so what does it matter what order we do it in?”  If your product owner is using this phrase, you need a new Product Owner.  Order is VERY important.  In Scrum, every release is potentially shippable.  If the wrong priority items are developed, then the value added in each release isn’t what it should be.  Additionally, the Product Owner with this mindset doesn’t understand Agile.  A product is NEVER finished, until the company has decided that it is no longer a going concern and they are no longer going to sell the product.  Therefore, prioritization isn’t an event, its something that continues every day.  The logical extension of the phrase “It’s all got to be done” is that you will never ship your product, since a product is never “done.”  Once stories have been prioritized, assigning them to the Release Backlog and the Iteration Backlog becomes relatively simple.  The top priority items are copied into the respective backlogs in order and the task is complete.  The team does have the right to shuffle things around a little in the iteration backlog.  For example, they may determine that working on story C with story A is appropriate because they’re related, even though story B is technically a higher priority than story C.  Or they may decide that story B is too big to complete in the time available after Story A has tasks created, so they’ll work on Story C since it’s smaller.  They can’t, however, go deep into the backlog to pick stories to implement.  The team and the Product Owner should work together to determine what’s best for the company. Prioritization is time consuming, but its one of the most important things a Product Owner does. Determines Release Dates and Iteration Dates Product owners are responsible for determining release dates for a product.  A common misconception that Product Owners have is that every “release” needs to correspond with an actual release to customers.  This is not the case.  In general, releases should be no more than 3 months long.  You  may decide to release the product to the customers, and many companies do release the product to customers, but it may also be an internal release. If a release date is too far away, developers will fall into the trap of not feeling a sense of urgency.  The date is far enough away that they don’t need to give the release their full attention.  Additionally, important tasks, such as performance tuning, regression testing, user documentation, and release preparation, will not happen regularly, making them much more difficult and time consuming to do.  The more frequently you do these tasks, the easier they are to accomplish. The Product Owner will be a key participant in determining whether or not a release should be sent out to the customers.  The determination should be made on whether or not the features contained in the release are valuable enough  and complete enough that the customers will see real value in the release.  Often, some features will take more than three months to get them to a state where they qualify for a release or need additional supporting features to be released.  The product owner has the right to make this determination. In addition to release dates, the Product Owner also will help determine iteration dates.  In general, an iteration length should be chosen and the team should follow that iteration length for an extended period of time.  If the iteration length is changed every iteration, you’re not doing Scrum.  Iteration lengths help the team and company get into a rhythm of developing quality software.  Iterations should be somewhere between 2 and 4 weeks in length.  Any shorter, and significant software will likely not be developed.  Any longer, and the team won’t feel urgency and planning will become very difficult. Iterations may not be extended during the iteration.  Companies where Scrum isn’t really followed will often use this as a strategy to complete all stories.  They don’t want to face the harsh reality of what their true performance is, and looking good is more important than seeking visibility and improving the process and team.  Companies like this typically don’t allow failure.  This is unhealthy.  Failure is part of life and unless we learn from it, we can’t improve.  I would much rather see a team push out stories to the next iteration and then have healthy discussions about why they failed rather than extend the iteration and not deal with the core problems. If iteration length varies, retrospectives become more difficult.  For example, evaluating the performance of the team’s estimation efforts becomes much more difficult if the iteration length varies.  Also, the team must have a velocity measurement.  If the iteration length varies, measuring velocity becomes impossible and upper management no longer will have the ability to evaluate the teams performance.  People external to the team will no longer have the ability to determine when key features are likely to be developed.  Variable iterations cause the entire company to fail and likely cause Scrum to fail at an organization. Develops Story Details and Helps the Team Understand Those Details A key concept in Scrum is that the stories are nothing more than a placeholder for a conversation.  Stories should be nothing more than short, one line statements about the functionality.  The team will then converse with the Product Owner about the details about that story.  The product owner needs to have a very good idea about what the details of the story are and needs to be able to help the team understand those details. Too often, we see this requirement as being translated into the need for comprehensive documentation about the story, including old fashioned requirements documentation.  The team should only develop the documentation that is required and should not develop documentation that is only created because their is a process to do so. In general, what we see that works best is the iteration before a team starts development work on a story, the Product Owner, with other appropriate business analysts, will develop the details of that story.  They’ll figure out what business rules are required, potentially make paper prototypes or other light weight mock-ups, and they seek to understand the story and what is implied.  Note that the time allowed for this task is deliberately short.  The Product Owner only has a single iteration to develop all of the stories for the next iteration. If more than one iteration is used, I’ve found that teams will end up with Big Design Up Front and traditional requirements documents.  This is a waste of time, since the team will need to then have discussions with the Product Owner to figure out what the requirements document says.  Instead of this, skip making the pretty pictures and detailing the nuances of the requirements and build only what is minimally needed by the team to do development.  If something comes up during development, you can address it at that time and figure out what you want to do.  The goal is to keep things as light weight as possible so that everyone can move as quickly as possible. Helps QA to Develop Acceptance Tests In Scrum, no story can be counted until it is accepted by QA.  Because of this, acceptance tests are very important to the team.  In general, acceptance tests need to be developed prior to the iteration or at the very beginning of the iteration so that the team can make sure that the tasks that they develop will fulfill the acceptance criteria. The Product Owner will help the team, including QA, understand what will make the story acceptable.  Note that the Product Owner needs to be careful about specifying that the feature will work “Perfectly” at the end of the iteration.  In general, features are developed a little bit at a time, so only the bit that is being developed should be considered as necessary for acceptance. A weak Product Owner will make statements like “Do it right the first time.”  Not only are these statements damaging to the team (like they would try to do it WRONG the first time . . .), they’re also ignoring the iterative nature of Scrum.  Additionally, a weak product owner will seek to add scope in the acceptance testing.  For example, they will refuse to determine acceptance at the beginning of the iteration, and then, after the team has planned and committed to the iteration, they will expand scope by defining acceptance.  This often causes the team to miss the iteration because scope that wasn’t planned on is included.  There are ways that the team can mitigate this problem.  For example, include extra “Product Owner” time to deal with the uncertainty that you know will be introduced by the Product Owner.  This will slow the perceived velocity of the team and is not ideal, since they’ll be doing more work than they get credit for. Interact with the Customer to Make Sure that the Product is Meeting the Customer’s Needs Once development is complete, what the team has worked on should be put in front of real live people to see if it meets the needs of the customer.  One of the great things about Agile is that if something doesn’t work, we can revisit it in a future iteration!  This frees up the team to make the best decision now and know that if that decision proves to be incorrect, the team can revisit it and change that decision. Features are about adding value to the customer, so if the customer doesn’t find them useful, then having the team make tweaks is valuable.  In general, most software will be 80 to 90 percent “right” after the initial round and only minor tweaks are required.  If proper coding standards are followed, these tweaks are usually minor and easy to accomplish.  Product Owners that are doing a good job will encourage real users to see and use the software, since they know that they are trying to add value to the customer. Poor product owners will think that they know the answers already, that their customers are silly and do stupid things and that they don’t need customer input.  If you have a product owner that is afraid to show the team’s work to real customers, you probably need a different product owner. Up Next, “Who Makes a Good Product Owner.” Followed by, “Messing with the Team.” Technorati Tags: Scrum,Product Owner

    Read the article

  • How to Run Low-Cost Minecraft on a Raspberry Pi for Block Building on the Cheap

    - by Jason Fitzpatrick
    We’ve shown you how to run your own blocktastic personal Minecraft server on a Windows/OSX box, but what if you crave something lighter weight, more energy efficient, and always ready for your friends? Read on as we turn a tiny Raspberry Pi machine into a low-cost Minecraft server you can leave on 24/7 for around a penny a day. Why Do I Want to Do This? There’s two aspects to this tutorial, running your own Minecraft server and specifically running that Minecraft server on a Raspberry Pi. Why would you want to run your own Minecraft server? It’s a really great way to extend and build upon the Minecraft play experience. You can leave the server running when you’re not playing so friends and family can join and continue building your world. You can mess around with game variables and introduce mods in a way that isn’t possible when you’re playing the stand-alone game. It also gives you the kind of control over your multiplayer experience that using public servers doesn’t, without incurring the cost of hosting a private server on a remote host. While running a Minecraft server on its own is appealing enough to a dedicated Minecraft fan, running it on the Raspberry Pi is even more appealing. The tiny little Pi uses so little resources that you can leave your Minecraft server running 24/7 for a couple bucks a year. Aside from the initial cost outlay of the Pi, an SD card, and a little bit of time setting it up, you’ll have an always-on Minecraft server at a monthly cost of around one gumball. What Do I Need? For this tutorial you’ll need a mix of hardware and software tools; aside from the actual Raspberry Pi and SD card, everything is free. 1 Raspberry Pi (preferably a 512MB model) 1 4GB+ SD card This tutorial assumes that you have already familiarized yourself with the Raspberry Pi and have installed a copy of the Debian-derivative Raspbian on the device. If you have not got your Pi up and running yet, don’t worry! Check out our guide, The HTG Guide to Getting Started with Raspberry Pi, to get up to speed. Optimizing Raspbian for the Minecraft Server Unlike other builds we’ve shared where you can layer multiple projects over one another (e.g. the Pi is more than powerful enough to serve as a weather/email indicator and a Google Cloud Print server at the same time) running a Minecraft server is a pretty intense operation for the little Pi and we’d strongly recommend dedicating the entire Pi to the process. Minecraft seems like a simple game, with all its blocky-ness and what not, but it’s actually a pretty complex game beneath the simple skin and required a lot of processing power. As such, we’re going to tweak the configuration file and other settings to optimize Rasbian for the job. The first thing you’ll need to do is dig into the Raspi-Config application to make a few minor changes. If you’re installing Raspbian fresh, wait for the last step (which is the Raspi-Config), if you already installed it, head to the terminal and type in “sudo raspi-config” to launch it again. One of the first and most important things we need to attend to is cranking up the overclock setting. We need all the power we can get to make our Minecraft experience enjoyable. In Raspi-Config, select option number 7 “Overclock”. Be prepared for some stern warnings about overclocking, but rest easy knowing that overclocking is directly supported by the Raspberry Pi foundation and has been included in the configuration options since late 2012. Once you’re in the actual selection screen, select “Turbo 1000MhHz”. Again, you’ll be warned that the degree of overclocking you’ve selected carries risks (specifically, potential corruption of the SD card, but no risk of actual hardware damage). Click OK and wait for the device to reset. Next, make sure you’re set to boot to the command prompt, not the desktop. Select number 3 “Enable Boot to Desktop/Scratch”  and make sure “Console Text console” is selected. Back at the Raspi-Config menu, select number 8 “Advanced Options’. There are two critical changes we need to make in here and one option change. First, the critical changes. Select A3 “Memory Split”: Change the amount of memory available to the GPU to 16MB (down from the default 64MB). Our Minecraft server is going to ruin in a GUI-less environment; there’s no reason to allocate any more than the bare minimum to the GPU. After selecting the GPU memory, you’ll be returned to the main menu. Select “Advanced Options” again and then select A4 “SSH”. Within the sub-menu, enable SSH. There is very little reason to keep this Pi connected to a monitor and keyboard, by enabling SSH we can remotely access the machine from anywhere on the network. Finally (and optionally) return again to the “Advanced Options” menu and select A2 “Hostname”. Here you can change your hostname from “raspberrypi” to a more fitting Minecraft name. We opted for the highly creative hostname “minecraft”, but feel free to spice it up a bit with whatever you feel like: creepertown, minecraft4life, or miner-box are all great minecraft server names. That’s it for the Raspbian configuration tab down to the bottom of the main screen and select “Finish” to reboot. After rebooting you can now SSH into your terminal, or continue working from the keyboard hooked up to your Pi (we strongly recommend switching over to SSH as it allows you to easily cut and paste the commands). If you’ve never used SSH before, check out how to use PuTTY with your Pi here. Installing Java on the Pi The Minecraft server runs on Java, so the first thing we need to do on our freshly configured Pi is install it. Log into your Pi via SSH and then, at the command prompt, enter the following command to make a directory for the installation: sudo mkdir /java/ Now we need to download the newest version of Java. At the time of this publication the newest release is the OCT 2013 update and the link/filename we use will reflect that. Please check for a more current version of the Linux ARMv6/7 Java release on the Java download page and update the link/filename accordingly when following our instructions. At the command prompt, enter the following command: sudo wget --no-check-certificate http://www.java.net/download/jdk8/archive/b111/binaries/jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz Once the download has finished successfully, enter the following command: sudo tar zxvf jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz -C /opt/ Fun fact: the /opt/ directory name scheme is a remnant of early Unix design wherein the /opt/ directory was for “optional” software installed after the main operating system; it was the /Program Files/ of the Unix world. After the file has finished extracting, enter: sudo /opt/jdk1.8.0/bin/java -version This command will return the version number of your new Java installation like so: java version "1.8.0-ea" Java(TM) SE Runtime Environment (build 1.8.0-ea-b111) Java HotSpot(TM) Client VM (build 25.0-b53, mixed mode) If you don’t see the above printout (or a variation thereof if you’re using a newer version of Java), try to extract the archive again. If you do see the readout, enter the following command to tidy up after yourself: sudo rm jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz At this point Java is installed and we’re ready to move onto installing our Minecraft server! Installing and Configuring the Minecraft Server Now that we have a foundation for our Minecraft server, it’s time to install the part that matter. We’ll be using SpigotMC a lightweight and stable Minecraft server build that works wonderfully on the Pi. First, grab a copy of the the code with the following command: sudo wget http://ci.md-5.net/job/Spigot/lastSuccessfulBuild/artifact/Spigot-Server/target/spigot.jar This link should remain stable over time, as it points directly to the most current stable release of Spigot, but if you have any issues you can always reference the SpigotMC download page here. After the download finishes successfully, enter the following command: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Note: if you’re running the command on a 256MB Pi change the 256 and 496 in the above command to 128 and 256, respectively. Your server will launch and a flurry of on-screen activity will follow. Be prepared to wait around 3-6 minutes or so for the process of setting up the server and generating the map to finish. Future startups will take much less time, around 20-30 seconds. Note: If at any point during the configuration or play process things get really weird (e.g. your new Minecraft server freaks out and starts spawning you in the Nether and killing you instantly), use the “stop” command at the command prompt to gracefully shutdown the server and let you restart and troubleshoot it. After the process has finished, head over to the computer you normally play Minecraft on, fire it up, and click on Multiplayer. You should see your server: If your world doesn’t popup immediately during the network scan, hit the Add button and manually enter the address of your Pi. Once you connect to the server, you’ll see the status change in the server status window: According to the server, we’re in game. According to the actual Minecraft app, we’re also in game but it’s the middle of the night in survival mode: Boo! Spawning in the dead of night, weaponless and without shelter is no way to start things. No worries though, we need to do some more configuration; no time to sit around and get shot at by skeletons. Besides, if you try and play it without some configuration tweaks first, you’ll likely find it quite unstable. We’re just here to confirm the server is up, running, and accepting incoming connections. Once we’ve confirmed the server is running and connectable (albeit not very playable yet), it’s time to shut down the server. Via the server console, enter the command “stop” to shut everything down. When you’re returned to the command prompt, enter the following command: sudo nano server.properties When the configuration file opens up, make the following changes (or just cut and paste our config file minus the first two lines with the name and date stamp): #Minecraft server properties #Thu Oct 17 22:53:51 UTC 2013 generator-settings= #Default is true, toggle to false allow-nether=false level-name=world enable-query=false allow-flight=false server-port=25565 level-type=DEFAULT enable-rcon=false force-gamemode=false level-seed= server-ip= max-build-height=256 spawn-npcs=true white-list=false spawn-animals=true texture-pack= snooper-enabled=true hardcore=false online-mode=true pvp=true difficulty=1 player-idle-timeout=0 gamemode=0 #Default 20; you only need to lower this if you're running #a public server and worried about loads. max-players=20 spawn-monsters=true #Default is 10, 3-5 ideal for Pi view-distance=5 generate-structures=true spawn-protection=16 motd=A Minecraft Server In the server status window, seen through your SSH connection to the pi, enter the following command to give yourself operator status on your Minecraft server (so that you can use more powerful commands in game, without always returning to the server status window). op [your minecraft nickname] At this point things are looking better but we still have a little tweaking to do before the server is really enjoyable. To that end, let’s install some plugins. The first plugin, and the one you should install above all others, is NoSpawnChunks. To install the plugin, first visit the NoSpawnChunks webpage and grab the download link for the most current version. As of this writing the current release is v0.3. Back at the command prompt (the command prompt of your Pi, not the server console–if your server is still active shut it down) enter the following commands: cd /home/pi/plugins sudo wget http://dev.bukkit.org/media/files/586/974/NoSpawnChunks.jar Next, visit the ClearLag plugin page, and grab the latest link (as of this tutorial, it’s v2.6.0). Enter the following at the command prompt: sudo wget http://dev.bukkit.org/media/files/743/213/Clearlag.jar Because the files aren’t compressed in a .ZIP or similar container, that’s all there is to it: the plugins are parked in the plugin directory. (Remember this for future plugin downloads, the file needs to be whateverplugin.jar, so if it’s compressed you need to uncompress it in the plugin directory.) Resart the server: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Be prepared for a slightly longer startup time (closer to the 3-6 minutes and much longer than the 30 seconds you just experienced) as the plugins affect the world map and need a minute to massage everything. After the spawn process finishes, type the following at the server console: plugins This lists all the plugins currently active on the server. You should see something like this: If the plugins aren’t loaded, you may need to stop and restart the server. After confirming your plugins are loaded, go ahead and join the game. You should notice significantly snappier play. In addition, you’ll get occasional messages from the plugins indicating they are active, as seen below: At this point Java is installed, the server is installed, and we’ve tweaked our settings for for the Pi.  It’s time to start building with friends!     

    Read the article

  • Building Private IaaS with SPARC and Oracle Solaris

    - by ferhat
    A superior enterprise cloud infrastructure with high performing systems using built-in virtualization! We are happy to announce the expansion of Oracle Optimized Solution for Enterprise Cloud Infrastructure with Oracle's SPARC T-Series servers and Oracle Solaris.  Designed, tuned, tested and fully documented, the Oracle Optimized Solution for Enterprise Cloud Infrastructure now offers customers looking to upgrade, consolidate and virtualize their existing SPARC-based infrastructure a proven foundation for private cloud-based services which can lower TCO by up to 81 percent(1). Faster time to service, reduce deployment time from weeks to days, and can increase system utilization to 80 percent. The Oracle Optimized Solution for Enterprise Cloud Infrastructure can also be deployed at up to 50 percent lower cost over five years than comparable alternatives(2). The expanded solution announced today combines Oracle’s latest SPARC T-Series servers; Oracle Solaris 11, the first cloud OS; Oracle VM Server for SPARC, Oracle’s Sun ZFS Storage Appliance, and, Oracle Enterprise Manager Ops Center 12c, which manages all Oracle system technologies, streamlining cloud infrastructure management. Thank you to all who stopped by Oracle booth at the CloudExpo Conference in New York. We were also at Cloud Boot Camp: Building Private IaaS with Oracle Solaris and SPARC, discussing how this solution can maximize return on investment and help organizations manage costs for their existing infrastructures or for new enterprise cloud infrastructure design. Designed, tuned, and tested, Oracle Optimized Solution for Enterprise Cloud Infrastructure is a complete cloud infrastructure or any virtualized environment  using the proven documented best practices for deployment and optimization. The solution addresses each layer of the infrastructure stack using Oracle's powerful SPARC T-Series as well as x86 servers with storage, network, virtualization, and management configurations to provide a robust, flexible, and balanced foundation for your enterprise applications and databases.  For more information visit Oracle Optimized Solution for Enterprise Cloud Infrastructure. Solution Brief: Accelerating Enterprise Cloud Infrastructure Deployments White Paper: Reduce Complexity and Accelerate Enterprise Cloud Infrastructure Deployments Technical White Paper: Enterprise Cloud Infrastructure on SPARC (1) Comparison based on current SPARC server customers consolidating existing installations including Sun Fire E4900, Sun Fire V440 and SPARC Enterprise T5240 servers to latest generation SPARC T4 servers. Actual deployments and configurations will vary. (2) Comparison based on solution with SPARC T4-2 servers with Oracle Solaris and Oracle VM Server for SPARC versus HP ProLiant DL380 G7 with VMware and Red Hat Enterprise Linux and IBM Power 720 Express - Power 730 Express with IBM AIX Enterprise Edition and Power VM.

    Read the article

  • Architecture for a template-building, WYSIWIG application

    - by Sam Selikoff
    I'm building a WYSIWYG designer in Ember.js. The designer will allow users to create campaigns - think MailChimp. To build a campaign, users will choose an existing template. The template will have a defined layout. The user will then be taken to the designer, where he will be able to edit the text and style, and additionally change some layout options. I've been thinking about how best to go about structuring this app, and there are a few hurdles. Specifically, the output of the campaign will be dynamic: eventually, it will be published somewhere, and when the consumers (not my users, but the people clicking on the campaign that my user created) visit the campaign, certain pieces of data will change, depending on the type of consumer viewing the campaign. That means the ultimate output of the designer will be a dynamic site. The data that is dynamic for this site - the end product - will not be manipulated by the user in the designer. However, the data that will be manipulated by the user in the designer are things like copy, styles, layout options, etc. I'll call the first set of variables server-side data, and the second client-side data. It seems, then, that the process will go something like this: I'll need to create templates for this designer that have two dynamic segments. For instance, the server-side data could be Liquid expressions, and the client-side data Handlebars expressions. When the user creates a campaign, I would compile the template on the back end using some dummy data for the server-side variables, and serve up a handlebars template to the Ember app. The user would then edit the template, and the Ember app would save all his edits to the JS variables that were powering the template. This way he'd be able to preview the template. When he saves, he'll send back the selected template, along with all the data and options he's made. When it comes time to publish, the back-end system will have to do two things: compile the template with Handlebars using the campaign data, and then compile the template with Liquid using the server-side data Is my thinking roughly accurate about this, or is there a simpler way?

    Read the article

  • What do you use to organize your team knowledge?

    - by Stefano Verna
    Last year, me and three good old friends of mine founded a small web/mobile development team. Things are going pretty well. We're learning a lot, and new people are joining the group. Keeping knowledge always updated and in-sync is vital for us. Long emails threads are simply not the way to go for us: too dispersing and confusing, and hard to retrieve after a while. How your team manages and organizes common knowledge? How do you collect and share useful resources (articles, links, libraries, etc) inside your team? Update: Thanks for the feedback. More than using a wiki to share team common procedures or informations, I'd like to share external links, articles, code libraries, and be able to comment them easily within my team. I was particularly interested in knowing if you're aware of any way/webservice to share a reading list with a team. I mean, something like Readitlater/Instapaper, but for teams, maybe with some stats available, like "# of coworkers who read it".

    Read the article

  • What are the elements of a team development suite?

    - by mhempey
    For small-to-large teams developing software together, what tools are used to form a comprehensive team development framework? Specifically, I'm looking for a comprehensive list of all the individual functions involved (e.g. source control, bug management, testing tools, project management), not specific product recommendations. I'm also not restricting the list to a particular methodology (e.g. Scrum).

    Read the article

  • Disabling/removing the Team Foundation addin/extension in Visual Studio 2010?

    - by Lasse V. Karlsen
    I have an older laptop that I won't get around to replacing for another month or two. It has 1GB of memory so I'm trying to squeeze applications as much as possible. In Visual Studio 2010, it has apparently loaded some extensions related to Team Foundation Server, since I have menu items and dialog choices for it. Questions: Would I save a noticable amount of memory (even a couple of MB would be good) if I managed to disable this? How do I disable it?

    Read the article

  • Team Foundation Server 2008 - TF220056 Error during installation

    - by David
    I'm attempting to install Team Foundation Server 2008 on a Windows Server 2003 instance that exists under Hyper-V. The SQL Server database itself is held on the root partition of the Hyper-V server and has the Reporting Services installed (so I've solved the TF220059 error already). After hitting "Next " after typing the name of the SQL Server I get this error: --------------------------- Microsoft Visual Studio 2008 Team Foundation Server Setup --------------------------- TF220056: An unrecoverable error occurred while trying to check the status of the Team Foundation database. Installation cannot continue. Check the install log for more details. --------------------------- OK --------------------------- The error log's stack trace makes it look like a bug in the TFS installer itself: [03/22/10,19:14:42] TFSUI: [2] tfsdb.exe: System.IO.IOException: The directory name is invalid. [03/22/10,19:14:42] TFSUI: [2] tfsdb.exe: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) [03/22/10,19:14:42] TFSUI: [2] tfsdb.exe: at System.IO.__Error.WinIOError() [03/22/10,19:14:43] TFSUI: [2] tfsdb.exe: at System.IO.Path.GetTempFileName() [03/22/10,19:14:43] TFSUI: [2] tfsdb.exe: at Microsoft.TeamFoundation.DatabaseInstaller.CommandLine.Commands.InstallerCommand.get_Log() [03/22/10,19:14:43] TFSUI: [2] tfsdb.exe: at Microsoft.TeamFoundation.DatabaseInstaller.CommandLine.Commands.InstallerCommand.Run() [03/22/10,19:14:43] TFSUI: [2] tfsdb.exe: at Microsoft.TeamFoundation.DatabaseInstaller.CommandLine.CommandLine.RunCommand(String[] args) [03/22/10,19:14:43] TFSUI: [2] tfsdb.exe: The directory name is invalid. [03/22/10,19:14:43] TFSUI: [2] tfsdb.exe check failed with error code: 100 I'm running the installer as the domain Administrator, although the server is a Terminal Server in Application Mode, might that be the cause of the problems?

    Read the article

  • Building vs. Buying a Master Data Management Solution

    - by david.butler(at)oracle.com
    Many organizations prefer to build their own MDM solutions. The argument is that they know their data quality issues and their data better than anyone. Plus a focused solution will cost less in the long run then a vendor supplied general purpose product. This is not unreasonable if you think of MDM as a point solution for a particular data quality problem. But this approach carries significant risk. We now know that organizations achieve significant competitive advantages when they deploy MDM as a strategic enterprise wide solution: with the most common best practice being to deploy a tactical MDM solution and grow it into a full information architecture. A build your own approach most certainly will not scale to a larger architecture unless it is done correctly with the larger solution in mind. It is possible to build a home grown point MDM solution in such a way that it will dovetail into broader MDM architectures. A very good place to start is to use the same basic technologies that Oracle uses to build its own MDM solutions. Start with the Oracle 11g database to create a flexible, extensible and open data model to hold the master data and all needed attributes. The Oracle database is the most flexible, highly available and scalable database system on the market. With its Real Application Clusters (RAC) it can even support the mixed OLTP and BI workloads that represent typical MDM data access profiles. Use Oracle Data Integration (ODI) for batch data movement between applications, MDM data stores, and the BI layer. Use Oracle Golden Gate for more real-time data movement. Use Oracle's SOA Suite for application integration with its: BPEL Process Manager to orchestrate MDM connections to business processes; Identity Management for managing users; WS Manager for managing web services; Business Intelligence Enterprise Edition for analytics; and JDeveloper for creating or extending the MDM management application. Oracle utilizes these technologies to build its MDM Hubs.  Customers who build their own MDM solution using these components will easily migrate to Oracle provided MDM solutions when the home grown solution runs out of gas. But, even with a full stack of open flexible MDM technologies, creating a robust MDM application can be a daunting task. For example, a basic MDM solution will need: a set of data access methods that support master data as a service as well as direct real time access as well as batch loads and extracts; a data migration service for initial loads and periodic updates; a metadata management capability for items such as business entity matrixed relationships and hierarchies; a source system management capability to fully cross-reference business objects and to satisfy seemingly conflicting data ownership requirements; a data quality function that can find and eliminate duplicate data while insuring correct data attribute survivorship; a set of data quality functions that can manage structured and unstructured data; a data quality interface to assist with preventing new errors from entering the system even when data entry is outside the MDM application itself; a continuing data cleansing function to keep the data up to date; an internal triggering mechanism to create and deploy change information to all connected systems; a comprehensive role based data security system to control and monitor data access, update rights, and maintain change history; a flexible business rules engine for managing master data processes such as privacy and data movement; a user interface to support casual users and data stewards; a business intelligence structure to support profiling, compliance, and business performance indicators; and an analytical foundation for directly analyzing master data. Oracle's pre-built MDM Hub solutions are full-featured 3-tier Internet applications designed to participate in the full Oracle technology stack or to run independently in other open IT SOA environments. Building MDM solutions from scratch can take years. Oracle's pre-built MDM solutions can bring quality data to the enterprise in a matter of months. But if you must build, at lease build with the world's best technology stack in a way that simplifies the eventual upgrade to Oracle MDM and to the full enterprise wide information architecture that it enables.

    Read the article

  • Building a project in VS that depends on a static and dynamic library

    - by fg nu
    Noob noobin'. I would appreciate some very careful handholding in setting up an example in Visual Studio 2010 Professional where I am trying to build a project which links: a previously built static library, for which the VS project folder is "C:\libjohnpaul\" a previously built dynamic library, for which the VS project folder is "C:\libgeorgeringo\" These are listed as Recipes 1.11, 1.12 and 1.13 in the C++ Cookbook. The project fails to compile for me with unresolved dependencies (see details below), and I can't figure out why. Project 1: Static Library The following are the header and source files that were compiled in this project. I was able to compile this project fine in VS2010, to the named standard library "libjohnpaul.lib" which lives in the folder ("C:/libjohnpaul/Release/"). // libjohnpaul/john.hpp #ifndef JOHN_HPP_INCLUDED #define JOHN_HPP_INCLUDED void john( ); // Prints "John, " #endif // JOHN_HPP_INCLUDED // libjohnpaul/john.cpp #include <iostream> #include "john.hpp" void john( ) { std::cout << "John, "; } // libjohnpaul/paul.hpp #ifndef PAUL_HPP_INCLUDED #define PAUL_HPP_INCLUDED void paul( ); // Prints " Paul, " #endif // PAUL_HPP_INCLUDED // libjohnpaul/paul.cpp #include <iostream> #include "paul.hpp" void paul( ) { std::cout << "Paul, "; } // libjohnpaul/johnpaul.hpp #ifndef JOHNPAUL_HPP_INCLUDED #define JOHNPAUL_HPP_INCLUDED void johnpaul( ); // Prints "John, Paul, " #endif // JOHNPAUL_HPP_INCLUDED // libjohnpaul/johnpaul.cpp #include "john.hpp" #include "paul.hpp" #include "johnpaul.hpp" void johnpaul( ) { john( ); paul( ); Project 2: Dynamic Library Here are the header and source files for the second project, which also compiled fine with VS2010, and the "libgeorgeringo.dll" file lives in the directory "C:\libgeorgeringo\Debug". // libgeorgeringo/george.hpp #ifndef GEORGE_HPP_INCLUDED #define GEORGE_HPP_INCLUDED void george( ); // Prints "George, " #endif // GEORGE_HPP_INCLUDED // libgeorgeringo/george.cpp #include <iostream> #include "george.hpp" void george( ) { std::cout << "George, "; } // libgeorgeringo/ringo.hpp #ifndef RINGO_HPP_INCLUDED #define RINGO_HPP_INCLUDED void ringo( ); // Prints "and Ringo\n" #endif // RINGO_HPP_INCLUDED // libgeorgeringo/ringo.cpp #include <iostream> #include "ringo.hpp" void ringo( ) { std::cout << "and Ringo\n"; } // libgeorgeringo/georgeringo.hpp #ifndef GEORGERINGO_HPP_INCLUDED #define GEORGERINGO_HPP_INCLUDED // define GEORGERINGO_DLL when building libgerogreringo.dll # if defined(_WIN32) && !defined(__GNUC__) # ifdef GEORGERINGO_DLL # define GEORGERINGO_DECL _ _declspec(dllexport) # else # define GEORGERINGO_DECL _ _declspec(dllimport) # endif # endif // WIN32 #ifndef GEORGERINGO_DECL # define GEORGERINGO_DECL #endif // Prints "George, and Ringo\n" #ifdef __MWERKS__ # pragma export on #endif GEORGERINGO_DECL void georgeringo( ); #ifdef __MWERKS__ # pragma export off #endif #endif // GEORGERINGO_HPP_INCLUDED // libgeorgeringo/ georgeringo.cpp #include "george.hpp" #include "ringo.hpp" #include "georgeringo.hpp" void georgeringo( ) { george( ); ringo( ); } Project 3: Executable that depends on the previous libraries Lastly, I try to link the aforecompiled static and dynamic libraries into one project called "helloBeatlesII" which has the project directory "C:\helloBeatlesII" (note that this directory does not nest the other project directories). The linking process that I did is described below: To the "helloBeatlesII" solution, I added the solutions "libjohnpaul" and "libgeorgeringo"; then I changed the properties of the "helloBeatlesII" project to additionally point to the include directories of the other two projects on which it depends ("C:\libgeorgeringo\libgeorgeringo" & "C:\libjohnpaul\libjohnpaul"); added "libgeorgeringo" and "libjohnpaul" to the project dependencies of the "helloBeatlesII" project and made sure that the "helloBeatlesII" project was built last. Trying to compile this project gives me the following unsuccessful build: 1------ Build started: Project: helloBeatlesII, Configuration: Debug Win32 ------ 1Build started 10/13/2012 5:48:32 PM. 1InitializeBuildStatus: 1 Touching "Debug\helloBeatlesII.unsuccessfulbuild". 1ClCompile: 1 helloBeatles.cpp 1ManifestResourceCompile: 1 All outputs are up-to-date. 1helloBeatles.obj : error LNK2019: unresolved external symbol "void __cdecl georgeringo(void)" (?georgeringo@@YAXXZ) referenced in function _main 1helloBeatles.obj : error LNK2019: unresolved external symbol "void __cdecl johnpaul(void)" (?johnpaul@@YAXXZ) referenced in function _main 1E:\programming\cpp\vs-projects\cpp-cookbook\helloBeatlesII\Debug\helloBeatlesII.exe : fatal error LNK1120: 2 unresolved externals 1 1Build FAILED. 1 1Time Elapsed 00:00:01.34 ========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ========== At this point I decided to call in the cavalry. I am new to VS2010, so in all likelihood I am missing something straightforward.

    Read the article

  • Lessons Building KeyRef (a .NET developer learning Rails)

    - by Liam McLennan
    Just because I like to build things, and I like to learn, I have been working on a keyboard shortcut reference site. I am using this as an opportunity to improve my ruby and rails skills. The first few days were frustrating. Perhaps the learning curve of all the fun new toys was a bit excessive. Finally tonight things have really started to come together. I still don’t understand the rails built-in testing support but I will get there. Interesting Things I Learned Tonight RubyMine IDE Tonight I switched to RubyMine instead of my usual Notepad++. I suspect RubyMine is a powerful tool if you know how to use it – but I don’t. At the moment it gives me errors about some gems not being activated. This is another one of those things that I will get to. I have also noticed that the editor functions significantly differently to the editors I am used to. For example, in visual studio and notepad++ if you place the cursor at the start of a line and press left arrow the cursor is sent to the end of the previous line. In RubyMine nothing happens. Haml Haml is my favourite view engine. For my .NET work I have been using its non-union Mexican CLR equivalent – nHaml. Multiple CSS Classes To define a div with more than one css class haml lets you chain them together with a ‘.’, such as: .span-6.search_result contents of the div go here Indent Consistency I also learnt tonight that both haml and nhaml complain if you are not consistent about indenting. As a consequence of the move from notepad++ to RubyMine my haml views ended up with some tab indenting and some space indenting. For the view to render all of the indents within a view must be consistent. Sorting Arrays I guessed that ruby would be able to sort an array alphabetically by a property of the elements so my first attempt was: Application.all.sort {|app| app.name} which does not work. You have to supply a comparer (much like .NET). The correct sort is: Application.all.sort {|a,b| a.name.downcase <=> b.name.downcase} MongoMapper Find by Id Since document databases are just fancy key-value stores it is essential to be able to easily search for a document by its id. This functionality is so intrinsic that it seems that the MongoMapper author did not bother to document it. To search by id simply pass the id to the find method: Application.find(‘4c19e8facfbfb01794000002’) Rails And CoffeeScript I am a big fan of CoffeeScript so integrating it into this application is high on my priorities. My first thought was to copy Dr Nic’s strategy. Unfortunately, I did not get past step 1. Install Node.js. I am doing my development on Windows and node is unix only. I looked around for a solution but eventually had to concede defeat… for now. Quicksearch The front page of the application I am building displays a list of applications. When the user types in the search box I want to reduce the list of applications to match their search. A quick googlebing turned up quicksearch, a jquery plugin. You simply tell quicksearch where to get its input (the search textbox) and the list of items to filter (the divs containing the names of applications) and it just works. Here is the code: $('#app_search').quicksearch('.search_result'); Summary I have had a productive evening. The app now displays a list of applications, allows them to be sorted and links through to an application page when an application is selected. Next on the list is to display the set of keyboard shortcuts for an application.

    Read the article

  • Building Tag Cloud Declarative ADF Component

    - by Arunkumar Ramamoorthy
    When building a website, there could a requirement to add a tag cloud to let the users know the popular tags (or terms) used in the site. In this blog, we would build a simple declarative component to be used as tag cloud in the page. To start with, we would first create the declarative component, which could display the tag cloud. We will do that by creating a new custom application from the new gallery. Give a name for the app and the project and from the new gallery, let us create a new ADF Declarative Component We need to specify the name for the declarative component, attributes in it etc. as follows For displaying the tags as cloud, we need to pass the content to this component. So, we will create an attribute to hold the values for the tag. Let us name it as "value" and make it as java.lang.String  type. Once after this, to hold the component, we need to create a tag library. This can be done by clicking on the Add Tag Library button. Clicking on OK buttons in all the open dialogs would create a declarative component for us. Now, we need to display the tag cloud based on the value passed to the component. To do that, we assume that the value is a Tree Binding and has two attributes in it, say "Name" and "Weight". To make a tag cloud, we would put together the "Name" in a loop and set it's font size based on the "Weight". After putting our logic to work, here is how the source look Attributes added to the declarative components can be retrieved by using #{attrs.<attribute_name>}. Now, we need to deploy this project as ADF Library Jar file, so that this can be distributed to the consuming applications. We'll select ADF Library Jar as type and create the profile. We would be getting the jar file after deployment. To test the functionality, we could create a simple Fusion Web Application. To add our custom component to the consuming application, we can create a file system connection pointing to the location where the jar file is and add it or, add through the project properties of the ViewController project. Now, our custom component has been added to the consuming application. We could test that by creating a VO in the model project with a query like, select 'Faces' as Name,25 as Weight from dual union all select 'ADF', 15 from dual  union all select 'ADFdi', 30 from dual union all select 'BC4J', 20 from dual union all select 'EJB', 40 from dual union all select 'WS', 35 from dual Add this VO to the AppModule, so that it would be exposed to the data control. Then, we could create a jspx page, and add a tree binding to the VO created. We can now see our Tag Cloud declarative component is available in the component palette.  It can be inserted from the component palette to our page and set it's value property to CollectionModel of the tree binding created. Now that we've created the Declarative component and added that to our page successfully, we can run the page to see how it looks. As per the query, the Tags are displayed in different fonts, based on their weight.

    Read the article

  • Cannot Create New Team Project TFS2010 TF249063 TF218017

    - by Kodicus
    Server: Windows 2008 R2 Standard Team Foundation Server 2010 WSS 3.0 TFS Configuration: Single Server instalation (including SharePoint) The following error occurs when trying to create a new team project from my local machine. The ://sourcecontrol site and ://sourcecontrol/sites/DefaultCollection/ site appears to be functioning fine and my user is a Site collection administrator on both. I can navigate both sites through a browser on my local machine. Thanks for your help! 2010-04-23T10:01:42 | Module: Internal | Team Foundation Server proxy retrieved | Completion time: 0 seconds 2010-04-23T10:01:42 | Module: Wizard | Retrieved IAuthorizationService proxy | Completion time: 0 seconds 2010-04-23T10:01:42 | Module: Wizard | TF30227: Project creation permissions retrieved | Completion time: 0.109382 seconds 2010-04-23T10:01:42 | Module: Internal | The template information for Team Foundation Server "sourcecontrol\DefaultCollection" was retrieved from the Team Foundation Server. | Completion time: 0.15626 seconds ---begin Exception entry--- Time: 2010-04-23T10:03:24 Module: Wizard Exception Message: TF218017: A SharePoint site could not be created for use as the team project portal. The following error occurred: TF249063: The following Web service is not available: ://sourcecontrol/_vti_bin/TeamFoundationIntegrationService.asmx. This Web service is used for the Team Foundation Server Extensions for SharePoint Products. The underlying error is: The underlying connection was closed: A connection that was expected to be kept alive was closed by the server.. Verify that the following URL points to a valid SharePoint Web application and that the application is available: ://sourcecontrol. If the URL is correct and the Web application is operating normally, verify that a firewall is not blocking access to the Web application. (type TeamFoundationServerException) Exception Stack Trace: at Microsoft.VisualStudio.TeamFoundation.WssSiteCreator.CheckCreateSite(TfsTeamProjectCollection tfsServer, Uri adminUri, Uri siteUri) at Microsoft.VisualStudio.TeamFoundation.WssSiteCreator.ValidateSettings(ProjectCreationContext context) at Microsoft.VisualStudio.TeamFoundation.PortfolioProjectForm.OnFinish() Inner Exception Details: Exception Message: TF249063: The following Web service is not available: ://sourcecontrol/_vti_bin/TeamFoundationIntegrationService.asmx. This Web service is used for the Team Foundation Server Extensions for SharePoint Products. The underlying error is: The underlying connection was closed: A connection that was expected to be kept alive was closed by the server.. Verify that the following URL points to a valid SharePoint Web application and that the application is available: ://sourcecontrol. If the URL is correct and the Web application is operating normally, verify that a firewall is not blocking access to the Web application. (type TeamFoundationServiceUnavailableException) Exception Stack Trace: at Microsoft.TeamFoundation.Client.SharePoint.SharePointTeamFoundationIntegrationService.HandleException(Exception e) at Microsoft.TeamFoundation.Client.SharePoint.SharePointTeamFoundationIntegrationService.CheckUrl(String absolutePath, CheckUrlOptions options, Guid configurationServerId, Guid projectCollectionId) at Microsoft.TeamFoundation.Client.SharePoint.WssUtilities.CheckUrl(ICredentials credentials, Uri adminUrl, Uri siteUrl, CheckUrlOptions options, Guid configurationServerId, Guid projectCollectionId) at Microsoft.TeamFoundation.Client.SharePoint.WssUtilities.CheckCreateSite(TfsConnection tfs, Uri adminUrl, Uri siteUrl) at Microsoft.VisualStudio.TeamFoundation.WssSiteCreator.CheckCreateSite(TfsTeamProjectCollection tfsServer, Uri adminUri, Uri siteUri) Inner Exception Details: Exception Message: The underlying connection was closed: A connection that was expected to be kept alive was closed by the server. (type WebException) Exception Stack Trace: at System.Net.WebRequest.GetResponse() at Microsoft.TeamFoundation.Client.TeamFoundationClientProxyBase.AsyncWebRequest.ExecRequest(Object obj) Inner Exception Details: Exception Message: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host. (type IOException) Exception Stack Trace: at System.Net.Sockets.NetworkStream.Read(Byte[] buffer, Int32 offset, Int32 size) at System.Net.PooledStream.Read(Byte[] buffer, Int32 offset, Int32 size) at System.Net.Connection.SyncRead(WebRequest request, Boolean userRetrievedStream, Boolean probeRead) Inner Exception Details: Exception Message: An existing connection was forcibly closed by the remote host (type SocketException) Exception Stack Trace: at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.NetworkStream.Read(Byte[] buffer, Int32 offset, Int32 size) --- end Exception entry ---

    Read the article

  • Building a Repository Pattern against an EF 5 EDMX Model - Part 1

    - by Juan
    I am part of a year long plus project that is re-writing an existing application for a client.  We have decided to develop the project using Visual Studio 2012 and .NET 4.5.  The project will be using a number of technologies and patterns to include Entity Framework 5, WCF Services, and WPF for the client UI.This is my attempt at documenting some of the successes and failures that I will be coming across in the development of the application.In building the data access layer we have to access a database that has already been designed by a dedicated dba. The dba insists on using Stored Procedures which has made the use of EF a little more difficult.  He will not allow direct table access but we did manage to get him to allow us to use Views.  Since EF 5 does not have good support to do Code First with Stored Procedures, my option was to create a model (EDMX) against the existing database views.   I then had to go select each entity and map the Insert/Update/Delete functions to their respective stored procedure. The next step after I had completed mapping the stored procedures to the entities in the EDMX model was to figure out how to build a generic repository that would work well with Entity Framework 5.  After reading the blog posts below, I adopted much of their code with some changes to allow for the use of Ninject for dependency injection.http://www.tcscblog.com/2012/06/22/entity-framework-generic-repository/ http://www.tugberkugurlu.com/archive/generic-repository-pattern-entity-framework-asp-net-mvc-and-unit-testing-triangle IRepository.cs public interface IRepository : IDisposable where T : class { void Add(T entity); void Update(T entity, int id); T GetById(object key); IQueryable Query(Expression> predicate); IQueryable GetAll(); int SaveChanges(); int SaveChanges(bool validateEntities); } GenericRepository.cs public abstract class GenericRepository : IRepository where T : class { public abstract void Add(T entity); public abstract void Update(T entity, int id); public abstract T GetById(object key); public abstract IQueryable Query(Expression> predicate); public abstract IQueryable GetAll(); public int SaveChanges() { return SaveChanges(true); } public abstract int SaveChanges(bool validateEntities); public abstract void Dispose(); } One of the issues I ran into was trying to do an update. I kept receiving errors so I posted a question on Stack Overflow http://stackoverflow.com/questions/12585664/an-object-with-the-same-key-already-exists-in-the-objectstatemanager-the-object and came up with the following hack. If someone has a better way, please let me know. DbContextRepository.cs public class DbContextRepository : GenericRepository where T : class { protected DbContext Context; protected DbSet DbSet; public DbContextRepository(DbContext context) { if (context == null) throw new ArgumentException("context"); Context = context; DbSet = Context.Set(); } public override void Add(T entity) { if (entity == null) throw new ArgumentException("Cannot add a null entity."); DbSet.Add(entity); } public override void Update(T entity, int id) { if (entity == null) throw new ArgumentException("Cannot update a null entity."); var entry = Context.Entry(entity); if (entry.State == EntityState.Detached) { var attachedEntity = DbSet.Find(id); // Need to have access to key if (attachedEntity != null) { var attachedEntry = Context.Entry(attachedEntity); attachedEntry.CurrentValues.SetValues(entity); } else { entry.State = EntityState.Modified; // This should attach entity } } } public override T GetById(object key) { return DbSet.Find(key); } public override IQueryable Query(Expression> predicate) { return DbSet.Where(predicate); } public override IQueryable GetAll() { return Context.Set(); } public override int SaveChanges(bool validateEntities) { Context.Configuration.ValidateOnSaveEnabled = validateEntities; return Context.SaveChanges(); } #region IDisposable implementation public override void Dispose() { if (Context != null) { Context.Dispose(); GC.SuppressFinalize(this); } } #endregion IDisposable implementation } At this point I am able to start creating individual repositories that are needed and add a Unit of Work.  Stay tuned for the next installment in my path to creating a Repository Pattern against EF5.

    Read the article

  • Error installing TFS in Windows 8

    - by Davi Fiamenghi
    Trying to install TFS on my computer in order to make a demonstration. I can't figure out what else can I do to solve these errors: Information [ System Checks ] TF255142: Windows Firewall is not enabled. If you enable Windows Firewall after configuring Team Foundation Server, you must add exceptions for ports used by Team Foundation Server to Windows Firewall. Error [ Application Tier ] TF255120: Compatibility mode for Internet Information Services (IIS) 6.0 is not enabled. Team Foundation Server requires this on this operating system. Error [ Application Tier ] TF255456: You must configure Internet Information Services (IIS) to use the Static Content component. Team Foundation Server requires the Static Content component in IIS. Error [ Application Tier ] TF255397: Windows Authentication has not been configured as a role service in Internet Information Services (IIS). Team Foundation Server requires that Windows Authentication is installed as one of the role services in IIS. Error [ Application Tier ] TF255397: Windows Authentication has not been configured as a role service in Internet Information Services (IIS). Team Foundation Server requires that Windows Authentication is installed as one of the role services in IIS. Error [ Application Tier ] TF255397: Windows Authentication has not been configured as a role service in Internet Information Services (IIS). Team Foundation Server requires that Windows Authentication is installed as one of the role services in IIS. Here are my IIS features: (I installed and restarted the computer) Everything requested on the errors are installed, running on Windows 8 Consumer Preview Build 8250. IIS is working normally on http: //localhost:80 "Default Application" Please, Am I missing something?

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >