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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • What are the best patterns/designs for stateful API development?

    - by Svante
    I am about to implement a API for my TCP/IP server written in Java. Right now I have a temporary method that takes a String, executes a command based on the String and returns a String basically like the following. public void communicate(BufferedReader in, PrintWriter out) { while(true) { out.println(handleCommand(in.readLine())); } } private String handleCommand(String command) { if (command.equals("command1") { // do stuff return "Command 1 executed"; } else if (command.equals("command2") { // do some other stuff return "Command 2 executed"; } } I really want to do something more extensible, smarter and stateful, so I could handle more complex and stateful commands and without the method/class getting bloated. How would you start? Suggestions, ideas, or links for further reading are very welcome.

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  • Drawing Shape in DebugView (Farseer)

    - by keyvan kazemi
    As the title says, I need to draw a shape/polygon in Farseer using debugview. I have this piece of code which converts a Texture to polygon: //load texture that will represent the tray trayTexture = Content.Load<Texture2D>("tray"); //Create an array to hold the data from the texture uint[] data = new uint[trayTexture.Width * trayTexture.Height]; //Transfer the texture data to the array trayTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(data, trayTexture.Width, false); //Since it is a concave polygon, we need to partition it into several smaller convex polygons _list = BayazitDecomposer.ConvexPartition(verts); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); foreach (Vertices verti in _list) { verti.Scale(ref vertScale); } tray = BodyFactory.CreateCompoundPolygon(MyWorld, _list, 10); Now in DebugView I guess I have to use "DrawShape" method which requires: DrawShape(Fixture fixture, Transform xf, Color color) My question is how can I get the variables needed for this method, namely Fixture and Transform?

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  • What is a good design pattern and terminology for decoupling output?

    - by User
    I have a program where I want to save some data record. And I want the output type to be flexible such that I could save the data record to a text file, xml file, database, push to a webservice. My take on it would be to create an interface such as DataStore with a Save() method, and the concrete subclasses such as TextFileDataStore, DatabaseDataStore, etc. What is the proper name/terminology for this type of pattern (I'm using the term "DataStore", log4net names things "appenders", .net they talk about "providers" and "persistence")? I want to come up with good class names (and method names) that fit with a convention if there is one. can you point me to a decent example, preferably in C#, C++, or java? Update Managed to find this stack overflow question, Object persistence terminology: 'repository' vs. 'store' vs. 'context' vs. 'retriever' vs. (…), which captures the terminology part of my question pretty well although there's not a decent answer yet.

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  • How to generate "language-safe" UUIDs?

    - by HappyDeveloper
    I always wanted to use randomly generated strings for my resources' IDs, so I could have shorter URLs like this: /user/4jz0k1 But I never did, because I was worried about the random string generation creating actual words, eg: /user/f*cker. This brings two problems: it might be confusing or even offensive for users, and it could mess with the SEO too. Then I thought all I had to do was to set up a fixed pattern like adding a number every 2 letters. I was very happy with my 'generate_safe_uuid' method, but then I realized it was only better for SEO, and worse for users, because it increased the ratio of actual words being generated, eg: /user/g4yd1ck5 Now I'm thinking I could create a method 'replace_numbers_with_letters', and check that it haven't formed any words against a dictionary or something. Any other ideas? ps. As I write this, I also realized that checking for words in more than one language (eg: english and french, spanish, etc) would be a mess, and I'm starting to love numbers-only IDs again.

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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • PHP - Internal APIs/Libraries - What makes sense?

    - by Mark Locker
    I've been having a discussion lately with some colleagues about the best way to approach a new project, and thought it'd be interesting to get some external thoughts thrown into the mix. Basically, we're redeveloping a fairly large site (written in PHP) and have differing opinions on how the platform should be setup. Requirements: The platform will need to support multiple internal websites, as well as external (non-PHP) projects which at the moment consist of a mobile app and a toolbar. We have no plans/need in the foreseeable future to open up an API externally (for use in products other than our own). My opinion: We should have a library of well documented native model classes which can be shared between projects. These models will represent everything in our database and can take advantage of object orientated features such as inheritance, traits, magic methods, etc. etc. As well as employing ORM. We can then add an API layer on top of these models which can basically accept requests and route them to the appropriate methods, translating the response so that it can be used platform independently. This routing for each method can be setup as and when it's required. Their opinion: We should have a single HTTP API which is used by all projects (internal PHP ones or otherwise). My thoughts: To me, there are a number of issues with using the sole HTTP API approach: It will be very expensive performance wise. One page request will result in several additional http requests (which although local, are still ones that Apache will need to handle). You'll lose all of the best features PHP has for OO development. From simple inheritance, to employing the likes of ORM which can save you writing a lot of code. For internal projects, the actual process makes me cringe. To get a users name, for example, a request would go out of our box, over the LAN, back in, then run through a script which calls a method, JSON encodes the output and feeds that back. That would then need to be JSON decoded, and be presented as an array ready to use. Working with arrays, as appose to objects, makes me sad in a modern PHP framework. Their thoughts (and my responses): Having one method of doing thing keeps things simple. - You'd only do things differently if you were using a different language anyway. It will become robust. - Seeing as the API will run off the library of models, I think my option would be just as robust. What do you think? I'd be really interested to hear the thoughts of others on this, especially as opinions on both sides are not founded on any past experience.

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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  • Java Error Using Loops [migrated]

    - by Shaun
    I am facing a error in Java using the method Loops. I am a basic user learning Java and I am following a book with teaches you the basics of Java. I have this problem when I use this code in my Java Program. It gives me an red line under my code. Here's my code: public class Game{ public static void main(String[] args){ for (int dex = 0; dex < 1000; dex++) { if (dex % 12 == 0) { System.out.println(“#: “ + dex); } } } } I have been following the tutorials correctly. I am a bit lost where I have gone or done wrong. I have my public static codes and such as you'd require in any Java programming. Here's are the error given): Cannot resolve method: 'Println(? , ?)' Expression expected ',' or ')' expected Unexpected Token ';' expected

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  • Syncing objects to a remote server, and caching on local storage

    - by Harry
    What's the best method of sycing objects (as JSON) to a remote server, with local caching? I have some objects that will pretty much just be plain-text with some extra meta-data. I was thinking of perhaps including a "last modified date" for both Local storage and Remote storage. This could then be used to determine which object is the most recent. For example, even though objects will be saved to both local and remote when they are saved, sometimes the user may not have internet access, or the server may be down, or any other number of things. In this case, the last modified date for remote storage would be reverted to its previous date. Local storage would remain as it is. At this point, the user could exit the application, and when they reload the application would then look at the last modified dates of the local and remote storages, and decide. Is there anything I'm missing with this? Is there a better method that I could use?

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  • Am I violating LSP if the condition can be checked?

    - by William
    This base class for some shapes I have in my game looks like this. Some of the shapes can be resized, some of them can not. private Shape shape; public virtual void SetSizeOfShape(int x, int y) { if (CanResize()){ shape.Width = x; shape.Height = y; } else { throw new Exception("You cannot resize this shape"); } } public virtual bool CanResize() { return true; } In a sub class of a shape that I don't ever want to resize I am overriding the CanResize() method so a piece of client code can check before calling the SetSizeOfShape() method. public override bool CanResize() { return false; } Here's how it might look in my client code: public void DoSomething(Shape s) { if(s.CanResize()){ s.SetSizeOfShape(50, 70); } } Is this violating LSP?

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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • ReSharper 5.0 Adds New Add Parameter Refactoring

    In this post, Ill show a simple example of how when you add a parameter to C# method, ReSharper gives you a simple prompting to ask if you want to add a parameter to your method, or create an... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...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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  • How to write loosely coupled classes in node.js

    - by lortabac
    I am trying to understand how to design node.js applications, but it seems there is something I can't grasp about asynchronous programming. Let's say my application needs to access a database. In a synchronous environment I would implement a data access class with a read() method, returning an associative array. In node.js, because code is executed asynchronously, this method can't return a value, so, after execution, it will have to "do" something as a side effect. It will then contain at least 1 line of extraneous code which has nothing to do with data access. Multiply this for all methods and all classes and you will very soon have an unmanageable "code soup". What is the proper way to handle this problem? Am I approaching it the wrong way?

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  • Try/Catch or test parameters

    - by Ondra Morský
    I was recently on a job interview and I was given a task to write simple method in C# to calculate when the trains meet. The code was simple mathematical equation. What I did was that I checked all the parameters on the beginning of the method to make sure, that the code will not fail. My question is: Is it better to check the parameters, or use try/catch? Here are my thoughts: Try/catch is shorter Try/catch will work always even if you forget about some condition Catch is slow in .NET Testing parameters is probably cleaner code (Exceptions should be exceptional) Testing parameters gives you more control over return values I would prefer testing parameters in methods longer than +/- 10 lines, but what do you think about using try/catch in simple methods just like this – i.e. return (a*b)/(c+d); There are many similar questions on stackexchnage, but I am interested in this particular scenario.

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  • Checking For Empty Enumerations

    While spelunking in some code recently I saw a method that looked something like this: public void Foo<T>(IEnumerable<T> items) { if(items == null || items.Count() == 0) { // Warn about emptiness } } This method accepts a generic enumeration and then proceeds to check if the enumeration is null or empty. Do you see the potential problem with this code? Ill give you a hint, its this line: items.Count() == 0 Whats the problem? Well that line right there has the potential...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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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Encapsulating code in F# (Part 1)

    - by MarkPearl
    I have been looking at F# for a while now and seem a few really interesting samples and snippets on howto’s. This has been great to see the basic outline of the language and the possibilities, however a nagging question in the back of my mind has been what does an F# project look like? How do I code group code in F# so that it can be modularized and brought in and out of a project easily? My Expert F# book has an entire chapter (7) dedicated to this and after browsing the other chapters of the book I decided that this topic was something I really wanted to know more about now! Because of my C# background I keep trying to think in F# of objects. So to try and get a clearer idea of how to do things the F# way I am first going to take a very simplified C# example and try to “translate” it. using System; namespace ConsoleApplication1 { namespace ExampleOfEncapsulationInCSharp { class Program { static void EncapsulatedVariableInAMethod() { int count = 10; Console.WriteLine(count); } static void Main(string[] args) { EncapsulatedVariableInAMethod(); Console.ReadLine(); } } } } From the above example the count integer is encapsulated within EncapsulatedVariableInAMethod method. You couldn’t access the count variable from outside the scope of its parent method but have full access to it within the method. Lets look at my F# equivalent… open System let EncapsulatedVariableInAMethod = let count = 10 Console.WriteLine(count) () EncapsulatedVariableInAMethod Console.ReadLine()   Now, when I first attempted to write the F# code I got stuck… I didn’t have the Console.WriteLine calls but had the following… open System let EncapsulatedVariableInAMethod = let count = 10 EncapsulatedVariableInAMethod Console.ReadLine()   The compiler didn’t like the let before the count = 10. This is because every F# expression must evaluate to a value. If I did not want to make the Console call, I would still need to evaluate the expression to something – and for this reason the Unit Type is provided. I could have done something like…. open System let EncapsulatedVariableInAMethod = let count = 10 () EncapsulatedVariableInAMethod Console.ReadLine()   Which the compiler would be happy with…

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  • How to CURL and avoid timeout death (Twitter Down) [migrated]

    - by David
    Twitter is down right now, and one of my site's home pages relies on getting data from Twitter (relies is the problem - it should be more of an accessory feature, as it just shows follow count from its feed). Here's the code in question: function socials_Twitter_GetFollowerCount($username) { $method = function () use ($username) { return file_get_contents('https://api.twitter.com/1/users/show.json?screen_name='.$username.'&include_entities=true'); }; $json = cache('bmdtwitter', 3600, $method, false); $json = json_decode($json, true); return intval($json['followers_count']); } What is a good way to make it so if Twitter is down (or not responsive for some reasonable amount of time), our site doesn't appear to be down (I think the timeout maybe defaulting to 30-60 seconds or more).

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  • How do I consolidate the differences between iOS and Android update loops?

    - by kkan
    I'm currently working on moving some Android-ndk code to the iPhone. From looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering. Then add a selector to handle the update methods. The render method itself looks like it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using C++ time.h. Is it possible to implement the same here bypassing Apple's loop? I'd really like the keep the structures of the code similar.

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  • Finding Tools Guidance in OUM

    - by user716869
    OUM is not tool – specific. However, it does include tool guidance.  Tool guidance in OUM includes: a mention of a tool that could be used to complete a specific task(s) templates created with a specific tool example work products in a specific tool links to tool resources Tool Supplemental Guides So how do you find all this helpful tool information? Start at the lowest level first – the Task Overview.  Even though the task overviews are written tool-agnostic, they sometimes mention suggestions, or examples of a tool that might be used to complete the task.  More specific tool information can be found in the Task Overview, Templates and Tools section.  In some cases, the tool used to create the template (for example, Microsoft Word, Powerpoint, Project and Visio) is useful. The Templates and Tools section also provides more specific tool guidance, such as links to: White Papers Viewlets Example Work Products Additional Resources Tool Supplemental Guides If you’re more interested in seeing what tools might be helpful in general for your project or to see if there is any tool guidance for a specific tool that your project is committed to using, go to the Supplemental Guidance page in OUM.  This page is available from the Method Navigation pull down located in the header of almost every OUM page. When you open the Supplemental Guidance page, the first thing you see is a table index of everything that is included on the page.  At the top of the right column are all the Tool Supplemental Guides available in OUM.  Use the index to navigate to any of the guides. Next in the right column is Discipline/Industry/View Resources and Samples.  Use the index to navigate to any of these topics and see what’s available and more specifically, if there is any tool guidance available.  For example, if you navigate to the Cloud Resources, you will find a link to the IT Strategies from Oracle page that provides information for Cloud Practitioner Guides, Cloud Reference Architectures and Cloud White Papers, including the Cloud Candidate Selection Tool and Cloud Computing Maturity Model. The section for Method Tool and Technique Cross References can take you to the Task to Tool Cross Reference.  This page provides a task listing with possible helpful tools and links to more information regarding the tools.  By no means is this tool guidance all inclusive.  You can use other tools not mentioned in OUM to complete an OUM task. The Method Tool and Technique Cross References can also take you to the various Technique pages (Index and Cross References).  While techniques are not necessarily “tools,” they can certainly provide valuable assistance in completing tasks. In the Other Resources section of the Supplemental Guidance page, you find links to the viewlets and white papers that are included within OUM.

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  • Main class passes dbConn obj to all its services, I need to change the dbConn for one of its services. - suggestion for design pattern

    - by tech_learner
    There is this main class and there are several services ( which uses db connection to retrieve data ) These services are initialized in the main class db properties are obtained from the property file and then dbconnection is opened by calling a method dbOpen() written in the main class and the resultant connection object is set to the service objects by iterating through the list of services and by calling setConnection method on the service note: that the services are instantiated in the main class and the main class is not a superclass for services. I also need to mention that there is this recycle db connection scenario only main class is aware of. /** connects to DB, optionally recycling existing connection), * throws RuntimeException if unable to connect */ private void connectDb(boolean recycle) { try { if (recycle) { log.status( log.getSB().append("Recycling DB Connection") ); closeDb(); } openDb(); for ( int i = 0 ; i < service.length ; i++ ) { service[i].setConnection(db); } } One of the service needs to use a different database, what is the best design pattern to use?

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  • [EF + Oracle] Inserting Data (Sequences) (2/2)

    - by JTorrecilla
    Prologue In the previous chapter we have see how to create DB records with EF, now we are going to Some Questions about Oracle.   ORACLE One characteristic from SQL Server that differs from Oracle is “Identity”. To all that has not worked with SQL Server, this property, that applies to Integer Columns, lets indicate that there is auto increment columns, by that way it will be filled automatically, without writing it on the insert statement. In EF with SQL Server, the properties whose match with Identity columns, will be filled after invoking SaveChanges method. In Oracle DB, there is no Identity Property, but there is something similar. Sequences Sequences are DB objects, that allow to create auto increment, but there are not related directly to a Table. The syntax is as follows: name, min value, max value and begin value. 1: CREATE SEQUENCE nombre_secuencia 2: INCREMENT BY numero_incremento 3: START WITH numero_por_el_que_empezara 4: MAXVALUE valor_maximo | NOMAXVALUE 5: MINVALUE valor_minimo | NOMINVALUE 6: CYCLE | NOCYCLE 7: ORDER | NOORDER 8:    How to get sequence value? To obtain the next val from the sequence: 1: SELECT nb_secuencia.Nextval 2: From Dual Due to there is no direct way to indicate that a column is related to a sequence, there is several ways to imitate the behavior: Use a Trigger (DB), Use Stored Procedures or Functions(…) or my particularly option. EF model, only, imports Table Objects, Stored Procedures or Functions, but not sequences. By that, I decide to create my own extension Method to invoke Next Val from a sequence: 1: public static class EFSequence 2: { 3: public static int GetNextValue(this ObjectContext contexto, string SequenceName) 4: { 5: string Connection = ConfigurationManager.ConnectionStrings["JTorrecillaEntities2"].ConnectionString; 6: Connection=Connection.Substring(Connection.IndexOf(@"connection string=")+19); 7: Connection = Connection.Remove(Connection.Length - 1, 1); 8: using (IDbConnection con = new Oracle.DataAccess.Client.OracleConnection(Connection)) 9: { 10: using (IDbCommand cmd = con.CreateCommand()) 11: { 12: con.Open(); 13: cmd.CommandText = String.Format("Select {0}.nextval from DUAL", SequenceName); 14: return Convert.ToInt32(cmd.ExecuteScalar()); 15: } 16: } 17:  18: } 19: } This Object Context’s extension method are going to invoke a query with the Sequence indicated by parameter. It takes the connection strings from the App settings, removing the meta data, that was created by VS when generated the EF model. And then, returns the next value from the Sequence. The next value of a Sequence is unique, by that, when some concurrent users are going to create records in the DB using the sequence will not get duplicates. This is my own implementation, I know that it could be several ways to do and better ways. If I find any other way, I promise to post it. To use the example is needed to add a reference to the Oracle (ODP.NET) dll.

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  • Do threads delete themselves?

    - by Prog
    Let's say I was working on a Swing application. Most of it is run on the EDT using SwingUtilities.invokeLater() inside the main method, because I heard (please correct me if I'm wrong) that that's what you need to do with Swing. However, some parts of it shouldn't run on the EDT. These parts are parts that take long to complete (I assume that this is because long tasks on the EDT will interfere with GUI stuff the EDT should be doing, and thus these kinds of tasks should be run on parallel, on a different thread. Is this assumption correct?) To do this, when I need to perform a task that takes long to complete and thus can't be run on the EDT like the rest of the program, I create a new thread and run that task inside it. My question is: When the run() method of that new thread finishes, aka the thread finished it's job. Does it delete itself? Or does it keep existing in the memory?

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  • How to deploy a single website to multiple physical servers.?

    - by user70122
    I want to deploy my PHP and Ajax based Dating website to multiple physical servers. Does anyone know the method. Is there possible any method to save the files and setting (and also the user input), on all of the physical server, so that the servers do the following jobs. Servers used as a network, speeding up the process giving a robust thing to the end user. Data to be stored on all the servers' hard drivers, and Every server have the internet connection from different provider, so for example a. if any of the internet providers gets down, or b. there occur any hardware or power failure, the website still runs, without a break and without any data loss. Does anyone know about some online course, or some comprehensive tutorials about this topic ?

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