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  • Hosting and scaling a Facebook application in the cloud? [migrated]

    - by DhruvPathak
    We would be building a Facebook application in Django (Python), but still not sure of where to host it economically, and with a good provision to scale in case the app gets viral. Some details about the app: Would be HTML based like a website,using django as a framework. 100K is the number of expected pageviews in a day, if the app is viral. The users will not generate any media content, only some database data will be generated by them. It would be great if someone with more experience can guide on following points: A) Hosting on Google app engine or Amazon EC2 or some other cloud like RackSpace : Preferable points found in AppEngine were ease of deployment, cost effectiveness and easy scaling. For EC2: Full hold of the virtual machine,Amazon NoSQL and RDMBS database services in case we decide to use them. B) Does backend technology affect monthly cost? eg. would CPU and memory usage difference of Django over , for example , PHP framework like CodeIgnitor really make remarkable difference in running costs. (Here is the article that triggered this thought process : http://journal.dedasys.com/2010/01/12/rough-estimates-of-the-dollar-cost-of-scaling-web-platforms-part-i#comments) C) Does something like Heroku , which provides additional services over Amazon EC2, prove to be better than raw cloud management? It is not that we are trying for premature scaling, we just want to have a good start so that we are ready to handle unpredicted growth and scale.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Need a Quick Sure Method to Produce a Formatted Explain Plan? This will help!

    - by user702295
    Please use the following on the production machine to get formatted explain plan and sql trace using the SLOW sql (e.g. 'T_COMB_LIST.COMB_ID = 216') or any other value that takes longer: -- Open new session is SQL*Plus */ -- Make sure you are using updated PLAN_TABLE -- This can be done by dropping it and recreate it by running: -- SQL> @?/rdbms/admin/utlxplan.sql) set lines 1000 set pages 1000 spool xplan_1.txt EXPLAIN PLAN FOR <<<<Replace this line with exactly the same query you used above. Force hard parse by modifying the case of a character>>>> @?/rdbms/admin/utlxplp spool off EXIT --Open a second session is SQL*Plus ALTER SESSION SET max_dump_file_size = unlimited; ALTER SESSION SET tracefile_identifier = '10046'; ALTER SESSION SET statistics_level = ALL; ALTER SESSION SET events '10046 trace name context forever, level 12'; <<<<Replace this line with exactly the same query you used above. Force hard parse by modifying the case of a character>>>> select 'verify cursor closed' from dual; ALTER SYSTEM SET EVENTS '10046 trace name context off'; EXIT Make sure spooled file is formatted properly and that the 10046 trace has relevant explain plan in it.  Please Upload both files (10046 trace is generated in udump). Need instructions to find udump?   sqlplus "/ as sysdba" show parameters dump_dest This will show you bdump, cdump and udump locations.

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  • Creating Engaging Online Experiences is Easy and Intuitive for Marketers with Oracle WebCenter Sites 11g

    - by Christie Flanagan
    Last month, we announced the availability of Oracle WebCenter Sites 11g, the latest release of our web experience management solution. This new release is really geared toward enabling marketers and business users to drive customer acquisition and brand loyalty by simplifying the whole process of creating, managing and optimizing engaging online experiences.  To show you just how this works, we’ve created the video below which takes you through the tasks a typical marketer might execute using Oracle WebCenter Sites to manage their online presence -- everything from page editing to page creation, right on through to optimizing the mobile experience and moderating user-generated comments and reviews is covered here. I hope this video has give you a flavor for just how easy and intuitive it is for marketers and other business users to manage engaging and interactive online experiences using Oracle WebCenter Sites.  To see more about the new release, please check out the recording of our launch webcast. On Demand Webcast - Introducing Oracle WebCenter Sites: Transforming the Online Experience Enabling marketers and business users is a key requirement for creating and managing contextually relevant, social, and interactive online experiences. Oracle WebCenter Sites transforms the online experience into one that is simple and intuitive to manage as a content contributor, encourages interaction between site visitors and their social networks, and provides marketers with automated targeting options for optimizing online engagement. View this webcast now to learn more.

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  • MVC pattern synchronisation

    - by Hariprasad
    I am facing a problem in synchronizing my model and view threads I have a view which is table. In it, user can select a few rows. I update the view as soon as the user clicks on any row since I don't want the UI to be slow. This updating is done by a logic which runs in the controller thread below. At the same time, the controller will update the model data too, which takes place in a different thread. i.e., controller puts the query in a queue, which is then executed by the model thread - which is a single-threaded interface. As soon as the query executes, controller will get a signal. Now, In order to keep the view and model synchronized, I will update the view again based on the return value of the query (the data returned by model) - even though I updated the view already for that user action. But, I am facing issues because, its taking a lot of time for the model to return the result, by that time user would have performed multiple clicks. So, as a result of updating the view again based on the information from model, the view sometimes goes back to the state in which the previous clicks were made (Suppose user clicks thrice on different rows. I update the view as soon as the click happens. Also, I update the view when I get data back from the model - which is supposed to be same as the already updated state of the view. Now, when the user clicks third time, I get data for the first click from model. As a result, view goes back to a state which is generated by the first click) Is there any way to handle such a synchronization issue?

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  • License validation and calling home

    - by VitalyB
    I am developing an application that, when bought, can be activated using a license. Currently I am doing offline validation which is a bit troubling to me. I am aware there is nothing to do against cracks (i.e modified binaries), however, I am thinking to trying to discourage license-key pirating. Here is my current plan: When the user activates the software and after offline validation is successful, it tries to call home and validate the license. If home approves of the license or if home is unreachable, or if the user is offline, the license gets approved. If home is reached and tells the license is invalid, validation fails. Licensed application calls home the same way every time during startup (in background). If license is revoked (i.e pirated license or generated via keygen), the license get deactivated. This should help with piracy of licenses - An invalid license will be disabled and a valid license that was pirated can be revoked (and its legal owner supplied with new license). Pirate-users will be forced to use cracked version which are usually version specific and harder to reach. While it generally sounds good to me, I have some concerns: Users tend to not like home-calling and online validation. Would that kind of validation bother you? Even though in case of offline/failure the application stays licensed? It is clear that the whole scheme can be thwarted by going offline/firewall/etc. I think that the bother to do one of these is great enough to discourage casual license sharing, but I am not sure. As it goes in general with licensing and DRM variations, I am not sure the time I spend on that kind of protection isn't better spent by improving my product. I'd appreciate your input and thoughts. Thanks!

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  • [EF + Oracle]Object Context

    - by JTorrecilla
    Prologue After EF episodes I and II, we are going to see the Object Context. What is Object Context? It is a class which manages the DB connection, and the different Entities of our model. When Visual Studio creates the EF model, like I explain previously, also generates a Class that extends ObjectContext. ObjectContext provides: - DB connection - Add, update and delete functions. - Object Sets of Entities. - State of Pending Changes. This class will give a function, for each Entity, like  Esta clase va a contar con una función, para cada entidad, del tipo “AddTo{ENTITY}({Entity_Type } value)”, which are going to add a Entity to the related ObjectSet. In addition, it has a property, for each Entity, like “ObjectSet<TEntity> Entity”, does will keep the related record set. It will be filled with the CreateObjectSet<TEntity> function of Base class (ObjectContext). What is an ObjectSet? It is a class that allows us to manage the Entity Set from a Type. It inherits from: · ObjectQuery<TEntity> · IObjectSet<TEntity> · IQueryAble<TEntity · IEnumerable<TEntity · IQueryAble · IEnumerable An ObjectSet is a class property that allows query, insert, delete and update records from a determinate Entity. In following chapters we will see how to query Entities. LazyLoadingEnabled A very important property of the Context is “LazyLoadingEnabled”. This Boolean property lets indicate if the data loading is lazy, in other words, the Object will not be created and query until not be needed. Finally In this post we have seen what the VS generated context is, some of the characteristics, and where to see Entity data. In next chapters we will see, CRUD operations, and how to query ObjectSets.

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • Pipe an infinite stream to internal loop?

    - by Sh3ljohn
    I've seen a lot of things about redirecting stdout to a TCP socket, but no real example of how to do it in practice, specifically when the output stream generated by the first "command" never ends. To talk about something concrete, let's take programs like servers that typically output their log endlessly to stdout (well, as long as they run). If you redirect the output to a log file on the disk, then this file is always open (therefore not readable by others?) and grows infinitely, which eventually is going to cause problems. This might be a nood question, but I don't know what it does or how to do it so. How to redirect the output of a command to the internal loop? I want to make sure that data is sent EVERY time something is written to stdout, and that the pipe won't wait for the command to end (never happens ideally!). Is that right? If 2 is true, is there a buffer system to send chunks of data once it reaches a certain size only? Could you give me concrete command line examples to do the above? Thanks in advance

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  • How to avoid "DO YOU HAZ TEH CODEZ" situations?

    - by volothamp
    I have a strange situation at work, where a colleague of mine often asks me and other co-workers for working code. I would like to help him, but this constant request of trivial snippets interrupts my thoughts and sometimes makes it hard to concentrate. Plus, I have the impression (...) that this requests are generated by lack of competence, more than by laziness. In fact, he often asks things pretending to know the answer, since when I solve the problem he usually says things like "Sure", "Yes, that's what I thought", giving me the impression that my answer isn't worth it. How can I solve this embarrassing situation? Should I show more explicitly in front of other colleagues his lack of knowledge (by saying things like: "do it yourself if you can, please") or continue giving him what he wants? I think that he should aggregate all his answers in one, so that I can give him a portion of my time and he can work all by himself on his things. There is no hierarchy in the team, I must say we both have a similar seniority of five years, more or less. For the same reason I believe I cannot report to management, since trivial questions are often ignored. I discussed with other two members and they agree with me: in fact he often ask things cycling through colleagues.

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  • Why is my USB data transfer so slow?

    - by Dave M G
    Whenever I do any kind of file transfer using USB, whether to a USB stick, or with my Android phone, or anything else, it is ridiculously slow. It says 59.8 KB/sec, which would be an awesome speed if this were 1991 and I was using a modem to dial up to my local BBS. Surely USB technology is better than that...? 37 seconds to move less data than the equivelent of 1 MP3 file? Also, regardless of what it says about speed and time, the reality is much, much slower. I routinely see it say something like "37 seconds left" and have to wait for minutes. Sometimes, if I want to move large amounts of files, it can say it will take 8 hours or more. Is this normal? My computer may not be the most awesome on the market, and about a year old, but it's an i5 with 4GB RAM and modern components, so surely this isn't the hardware's fault. What can I do to get better USB data transfer performance? Also, I did look at this question, but my newbie eyes don't see anything that look like an actual solution, just a lot of discussion about what transfer rates could or should be. Update: As requested in the comments, I've generated a whole bunch of output from the command line, and put it on Ubuntu Pastebin. Please see it here.

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  • Partitions for dual boot install with Windows

    - by Tim
    Following is the layout of the current partitions of my single hard drive viewed from Windows 7: C: has Windows 7 system files and my personal data; Q: for Lenovo recovery; SYSTEM_DRV: for Windows boot files; My goals are: to create another partition D: for my personal data, and dedicate C: for Windows system files and applications only. to install Ubuntu alongside Windows. D: will be shared between the two OSes. My questions are: Is it correct that the free space generated from shrinking C: will only be able to create an extended partition, since there are already 3 primary partitions? So must D: be one logical partition on the extended partition, just as the partitions for Ubuntu will be? Will this be bad sometime? If yes, other better solutions? What are the good utilities to accomplish the partition tasks? Can Ubuntu installer solely handle them? Or better to have some of the jobs done in Windows with some recommended softwares? Thanks and regards!

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  • "That's cool. But it would be even better if..."

    - by Geertjan
    I recently talked to some NetBeans users who were interested in a demonstration of the features that will be part of NetBeans IDE 7.2. (See the 7.2 New and Noteworthy for the full list.) One of the new features I demonstrated was this one. In an interface declaration, NetBeans IDE 7.2 will provide a hint, as can be seen in the sidebar below: When the lightbulb is clicked, or Alt-Enter is pressed, this will be shown: When the hint is invoked, the user will see this: And then the user will be able to enter the name of a class, and the name of a package, and assuming the defaults above are taken, a class with this content will be generated: package demo; public class WordProcessorImpl implements WordProcessor {     @Override     public String process(String word) {         throw new UnsupportedOperationException("Not supported yet.");     } } When I demonstrated the above, the response from the audience was: "That's cool. But it would be even better if..." it was possible to implement an interface into an existing class. it was possible to select a class and specify the interfaces that it should implement. it was possible, in the context of a NetBeans Platform application, to specify the module where the class should be implemented. So I created some issues: Implement an interface into an existing class http://netbeans.org/bugzilla/show_bug.cgi?id=210804 Select class and specify interfaces to implement http://netbeans.org/bugzilla/show_bug.cgi?id=210805 Allow user to select module for generating implementation http://netbeans.org/bugzilla/show_bug.cgi?id=210807

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.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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  • JSR 308 Moves Forward

    - by abuckley
    I am pleased to announce a number of recent milestones for JSR 308, Annotations on Java Types: Adoption of JCP 2.8 Thanks to the agreement of the Expert Group, JSR 308 operates under JCP 2.8 from September 2012. There is a publicly archived mailing list for EG members, and a companion list for anyone who wishes to follow EG traffic by email. There is also a "suggestion box" mailing list where anyone can send feedback to the E.G. directly. Feedback will be discussed on the main EG list. Co-spec lead Prof. Michael Ernst maintains an issue tracker and a document archive. Early-Access Builds of the Reference Implementation Oracle has published binaries for all platforms of JDK 8 with support for type annotations. Builds are generated from OpenJDK's type-annotations/type-annotations forest (notably the langtools repo). The forest is owned by the Type Annotations project. Integration with Enhanced Metadata On the enhanced metadata mailing list, Oracle has proposed support for repeating annotations in the Java language in Java SE 8. For completeness, it must be possible to repeat annotations on types, not only on declarations. The implementation of repeating annotations on declarations is already in the type-annotations/type-annotations forest (and hence in the early-access builds above) and work is underway to extend it to types.

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  • Storing revisions of a document

    - by dev.e.loper
    This is a follow up question to my original question. I'm thinking of going with generating diffs and storing those diffs in the database 'History' table. I'm using diff-match-patch library to generate what is called a 'patch'. On every save, I compare previous and new version and generate this patch. The patch could be used to generate a document at specific point in time. My dilemma is how to store this data. Should I: a Insert a new database record for every patch? b. Store these patches in javascript array and store that array in history table. So there is only one db History record for document with an array of all the patches. Concerns with: a. Too many db records generated. Will be slow and CPU intensive to query. b. Only one record. If record is somehow corrupted/deleted. Entire revision history is gone. I'm looking for suggestions, concerns with either approach.

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • How do I add a boot from cd option to yaboot?

    - by Sergiu
    So I'm dual-booting Ubuntu 12.04.1 on my iMac G5 powepc alongside Mac OS X and I want to add a boot cd option to yaboot because I'm trying to boot a scratched Mac OS X installation DVD that takes a while to read and the frst bootstrap moves on too fast. How do I edit the timeout for the first bootstrap anyways? So, my main question is, how do I add a cd booting option to yaboot and then, how doI boot it? The devalias from OpenFrmware tells me that 1 have 2 cd-rom instaled, on is /ht/pci@3/ata-6/disk@0 and the other on ends with a 1 instead of a zero. These are the contents of my yaboot.conf file: yaboot.conf generated by the Ubuntu installer run: "man yaboot.conf" for details. Do not make changes until you have!! see also: /usr/share/doc/yaboot/examples for example configurations. For a dual-boot menu, add one or more of: bsd=/dev/hdaX, macos=/dev/hdaY, macosx=/dev/hdaZ boot="/dev/disk/by-id/scsi-SATA_ST3160023AS_5MT1GCWA-part2" device=/ht@0,f2000000/pci@3/k2-sata-root@c/@0/@0 partition=4 root="UUID=798a048f-ee48-49e0-bba3-111aed8dee04" timeout=12000 install=/usr/lib/yaboot/yaboot magicboot=/usr/lib/yaboot/ofboot enablecdboot macosx="/dev/disk/by-id/scsi-SATA_ST3160023AS_5MT1GCWA-part3" image=/boot/vmlinux label=Linux read-only initrd=/boot/initrd.img append="quiet splash" What do I add here so that yaboot will boot from my cd in like 3 minutes after startup? Thanks!

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  • What's wrong performing unit test against concrete implementation if your frameworks are not going to change?

    - by palm snow
    First a bit of background: We are re-architecting our product suite that was written 10 years ago and served its purpose. One thing that we cannot change is the database schema as we have 500+ client base using this system. Our db schema has over 150+ tables. We have decided on using Entity Framework 4.1 as DAL and still evaluating various frameworks for storing our business logic. I am investigation to bring unit testing into the mix but I also confused as to how far I need to go with setting up a full blown TDD environment. One aspect of setting up unit testing is by getting into implementing Repository, unit of work and mocking frameworks etc. This mean there will be cost and investment on the code-bloat associated with all these frameworks. I understand some of this could be auto-generated but when it comes to things like behaviors, that will be mostly hand written. Just to be clear, I am not questioning the important of unit testing your code. I am just not sure we need all its components (like repository, mocking etc.) when we are fairly certain of storage mechanism/framework (SQL Server/Entity Framework). All that code bloat with generic repositories make sense when you need a generic layers with ability to change this whenever you like however its very likely a YAGNI in our case. What we need is more of integration testing where we can unit-test our code with concrete repository objects and test data in database. In this scenario, just running integration test seem to be more beneficial in our case. Any thoughts if I am missing any thing here?

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  • Website migration from WordPress to a static site and doing 301 redirects without access to existing site?

    - by user3114468
    Currently working on a project that is a hosted on WordPress that is being migrated to a static site. However I presently do not have access to the existing site as it's managed by another developer. The concern is not the lack of having access to content as the site owner has generated very little content (reason for migration) and we were able to do this manually. Rather the concern is to do 301 redirects. The site will not change domains but URLs such as from example.com/?page_id=3 to example.com/services. To add, the site is migrating to new server using same domain name. I thought maybe this could be done via editing permalinks prior to migration and WordPress would update automatically if configured to write on server. But if not configured (as this is not always the case) I do not have htaccess to fix it in case there are suddenly a bunch of 404 errors for every page. Really could use some help on the best procedure to follow in this case. This is the first migration project I've worked on.

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  • Kubuntu never gets to the login screen

    - by searchfgold6789
    I am not sure if Xorg is using the right device... The system in question is an A4-1400 CPU with built-in Radeon Graphics. I added a PCIe Radeon HD 5750, and changed the BIOS so it would use that card automatically. Now it appears that I can see output from the TV plugged into the HDMI port, and boot into recovery mode, but cannot get to a desktop - X doesn't start. It just freezes at the Kubuntu splash screen. I have no idea how to get X to use the proper graphics card. I pasted the Xorg.log to http://paste.ubuntu.com/6261137/. And the Xorg.conf generated by aticonfig --initial is at http://paste.ubuntu.com/6261161/ Also, see lspci and lshw -c display outputs. I can provide more information, but something does tell me X is not using the right graphics card and I've no idea where to begin how to fix it... I faced a similar issue before with another distribution but found no information anywhere on how to make X use a specific graphics card. Or maybe it's not that simple.

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  • MySQL Connector/NET 6.9.1 beta has been release

    - by Roberto Garcia
    Dear MySQL users, MySQL Connector/Net 6.9.1 a new version of the all-managed .NET driver for MySQL has been released. This is a beta release for 6.9.x and is not recommended for production environments. It is appropriate for use with MySQL server versions 5.5-5.7. It is now available in source and binary form from http://dev.mysql.com/downloads/connector/net/#downloadsandmirrorsites (note that not all mirror sites may be up to date at this point-if you can't find this version on some mirror, please try again later or choose another download site.) Changes in MySQL Connector/Net 6.9.1 (2014-05-29, Beta)    Functionality Added or Changed      * Asynchronous methods are now supported.    Bugs Fixed      * When a client refreshed a web page associated with an expired        session and if the ASP.NET project was using <SessionState ...        regenerateExpiredSessionId="true" ...>, a "duplicate entry"        exception was generated from the MySqlSessionProvider. (Bug        #18657550, Bug #70409) The documentation is available at: http://dev.mysql.com/doc/refman/5.7/en/connector-net.html Enjoy and thanks for the support! On behalf of the MySQL Connector/NET and the MySQL/ORACLE RE Team. 

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.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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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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