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  • Indexed view deadlocking

    - by Dave Ballantyne
    Deadlocks can be a really tricky thing to track down the root cause of.  There are lots of articles on the subject of tracking down deadlocks, but seldom do I find that in a production system that the cause is as straightforward.  That being said,  deadlocks are always caused by process A needs a resource that process B has locked and process B has a resource that process A needs.  There may be a longer chain of processes involved, but that is the basic premise. Here is one such (much simplified) scenario that was at first non-obvious to its cause: The system has two tables,  Products and Stock.  The Products table holds the description and prices of a product whilst Stock records the current stock level. USE tempdb GO CREATE TABLE Product ( ProductID INTEGER IDENTITY PRIMARY KEY, ProductName VARCHAR(255) NOT NULL, Price MONEY NOT NULL ) GO CREATE TABLE Stock ( ProductId INTEGER PRIMARY KEY, StockLevel INTEGER NOT NULL ) GO INSERT INTO Product SELECT TOP(1000) CAST(NEWID() AS VARCHAR(255)), ABS(CAST(CAST(NEWID() AS VARBINARY(255)) AS INTEGER))%100 FROM sys.columns a CROSS JOIN sys.columns b GO INSERT INTO Stock SELECT ProductID,ABS(CAST(CAST(NEWID() AS VARBINARY(255)) AS INTEGER))%100 FROM Product There is a single stored procedure of GetStock: Create Procedure GetStock as SELECT Product.ProductID,Product.ProductName FROM dbo.Product join dbo.Stock on Stock.ProductId = Product.ProductID where Stock.StockLevel <> 0 Analysis of the system showed that this procedure was causing a performance overhead and as reads of this data was many times more than writes,  an indexed view was created to lower the overhead. CREATE VIEW vwActiveStock With schemabinding AS SELECT Product.ProductID,Product.ProductName FROM dbo.Product join dbo.Stock on Stock.ProductId = Product.ProductID where Stock.StockLevel <> 0 go CREATE UNIQUE CLUSTERED INDEX PKvwActiveStock on vwActiveStock(ProductID) This worked perfectly, performance was improved, the team name was cheered to the rafters and beers all round.  Then, after a while, something else happened… The system updating the data changed,  The update pattern of both the Stock update and the Product update used to be: BEGIN TRAN UPDATE... COMMIT BEGIN TRAN UPDATE... COMMIT BEGIN TRAN UPDATE... COMMIT It changed to: BEGIN TRAN UPDATE... UPDATE... UPDATE... COMMIT Nothing that would raise an eyebrow in even the closest of code reviews.  But after this change we saw deadlocks occuring. You can reproduce this by opening two sessions. In session 1 begin transaction Update Product set ProductName ='Test' where ProductID = 998 Then in session 2 begin transaction Update Stock set Stocklevel = 5 where ProductID = 999 Update Stock set Stocklevel = 5 where ProductID = 998 Hop back to session 1 and.. Update Product set ProductName ='Test' where ProductID = 999 Looking at the deadlock graphs we could see the contention was between two processes, one updating stock and the other updating product, but we knew that all the processes do to the tables is update them.  Period.  There are separate processes that handle the update of stock and product and never the twain shall meet, no reason why one should be requiring data from the other.  Then it struck us,  AH the indexed view. Naturally, when you make an update to any table involved in a indexed view, the view has to be updated.  When this happens, the data in all the tables have to be read, so that explains our deadlocks.  The data from stock is read when you update product and vice-versa. The fix, once you understand the problem fully, is pretty simple, the apps did not guarantee the order in which data was updated.  Luckily it was a relatively simple fix to order the updates and deadlocks went away.  Note, that there is still a *slight* risk of a deadlock occurring, if both a stock update and product update occur at *exactly* the same time.

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  • What causes critical glib errors (when coding using messaging menu)?

    - by fluteflute
    If I run the python code below (almost entirely from this useful blog post) then I get three identical nasty looking error messages in the terminal. What might be causing them? I note the number (5857 in the example below) changes slightly on each run. What does this number signify? Is it a memory location or something similar? (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed I'm running this on Natty, I should probably find out if I get the same errors in 10.10 though... import gtk def show_window_function(x, y): print x print y # get the indicate module, which does all the work import indicate # Create a server item mm = indicate.indicate_server_ref_default() # If someone clicks your server item in the MM, fire the server-display signal mm.connect("server-display", show_window_function) # Set the type of messages that your item uses. It's not at all clear which types # you're allowed to use, here. mm.set_type("message.im") # You must specify a .desktop file: this is where the MM gets the name of your # app from. mm.set_desktop_file("/usr/share/applications/nautilus.desktop") # Show the item in the MM. mm.show() # Create a source item mm_source = indicate.Indicator() # Again, it's not clear which subtypes you are allowed to use here. mm_source.set_property("subtype", "im") # "Sender" is the text that appears in the source item in the MM mm_source.set_property("sender", "Unread") # If someone clicks this source item in the MM, fire the user-display signal mm_source.connect("user-display", show_window_function) # Light up the messaging menu so that people know something has changed mm_source.set_property("draw-attention", "true") # Set the count of messages in this source. mm_source.set_property("count", "15") # If you prefer, you can set the time of the last message from this source, # rather than the count. (You can't set both.) This means that instead of a # message count, the MM will show "2m" or similar for the time since this # message arrived. # mm_source.set_property_time("time", time.time()) mm_source.show() gtk.main()

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  • SQL Script to Assign All Items to ALL Sites with Dynamics GP

    - by Ryan McBee
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} When setting up new items within Microsoft Dynamics GP, you will often run into the error message below which reads “This site is not assigned to the selected item.  Do you want to assign this site?”  The fix is quite simple given that you simply click the Add button below which opens up the Item Quantities Maintenance window which you will hit the save button and proceed with the entry of your Sales Order or Purchase Order.   If you have a lot of new items into GP and have just one Site ID setup, the best approach to assigning your items to a particular site is by going to the Site Maintenance Window which is located in Cards>>Inventory>>Site.  Once you are in the window below, you can click the Assign button to assign Items to the Site selected.     However, if you have you a lot of Sites and Items created, this can be quite a cumbersome and time consuming process.  For that, I have created the following SQL Script below that Assigns all Items to all Site ID’s within Microsoft Dynamics GP 2010.    declare @item varchar(100)       , @loc varchar(100)       , @ItemExist int         DECLARE TablePositionCursor CURSOR FOR         SELECT itemnmbr from IV00101 i         OPEN TablePositionCursor       FETCH NEXT FROM TablePositionCursor INTO @item       WHILE (@@fetch_status <> -1)             BEGIN                         DECLARE TablePositionCursor2 CURSOR FOR                         select locncode from IV40700                   OPEN TablePositionCursor2                   FETCH NEXT FROM TablePositionCursor2 INTO  @loc                   WHILE (@@fetch_status <> -1)                         BEGIN                           SELECT @ItemExist = isnull(count(*), 0) FROM IV00102 where ITEMNMBR = @item and LOCNCODE = @loc                                                 if @ItemExist  = 0                               BEGIN                                      insert into iv00102 values(                                     @item                                     ,@loc                                     ,''                                     ,2                                     ,''                                     ,0                                     ,0                                     ,0                                     ,0                                     ,'01/01/1900'                                     ,''                                     ,'01/01/1900'                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,'01/01/1900'                                     ,'01/01/1900'                                     ,'01/01/1900'                                     ,'01/01/1900'                                     ,0                                     ,''                                     ,''                                     ,''                                     ,1                                     ,0                                     ,0                                     ,1                                     ,0                                     ,0                                     ,1                                     ,2                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,1                                     ,0                                     ,0                                     ,0                                     ,3                                     ,0                                     ,0                                     ,0                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,1                                     ,1                                     ,''                                     ,1                                     ,1                                     ,0                                     ,1                                     ,1                                     ,1                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                       )                         END                               FETCH NEXT FROM TablePositionCursor2 INTO @loc                         END                   DEALLOCATE TablePositionCursor2                     FETCH NEXT FROM TablePositionCursor INTO  @item             END       DEALLOCATE TablePositionCursor     The script below works just for GP 2010 since the columns in the IV00102 have changed from version to version.  If you need it for prior versions, please email me and I will send it to you.   Disclaimer: I tested this on limited data, if you find an issue or have a suggestion for improvement, please let me know and I will post the update here for everyone.  This blog is provided "AS IS" with no warranties, and confers no rights.

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

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  • How to "translate" interdependent object states in code?

    - by Earl Grey
    I have the following problem. My UI interace contains several buttons, labels, and other visual information. I am able to describe every possible workflow scenario that should be be allowed on that UI. That means I can describe it like this - when button A is pressed, the following should follow - In the case of that A button, there are three independent factors that influence the possible result when pushing the A button. The state of the session (blank, single, multi, multi special), the actual work that is being done by the system at the moment of pressing the A button (nothing was happening, work was being done, work was paused) and a separate UI element that has two states (on , off)..This gives me a 3 dimensional cube with 24 possible outcomes. I could write code for this using if cycles, switch cycles etc....but the problem is, I have another 7 buttons on that ui, I can enter this UI from different states..some buttons change the state, some change parameters... To sum up, the combinations are mindbogling and I am not able come up with a methodology that scales and is systematically reliable. I am able to describe EVERY workflow with words, I am sure my description is complete and without logical errors. But I am not able to translate that into code. I was trying to draw flowcharts but it soon became visually too complicated due to too many if "emafors". Can you advice how to proceeed?

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  • Checking if an object is inside bounds of an isometric chunk

    - by gopgop
    How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk. I draw the isometric chunk's tiles using OpenGL Quads. My first try was checking in a square pattern kind of thing: e = object; this = isometric chunk; if (e.getLocation().getX() < this.getLocation().getX()+World.CHUNK_WIDTH*World.TILE_WIDTH && e.getLocation().getX() > this.getLocation().getX()) { if (e.getLocation().getY() > this.getLocation().getY() && e.getLocation().getY() < this.getLocation().getY()+World.CHUNK_HEIGHT*World.TILE_HEIGHT) { return true; } } return false; What happens here is that it checks in a SQUARE around the chunk so not the real isometric bounds. Image example: (THE RED IS WHERE THE PROGRAM CHECKS THE BOUNDS) What I have now: Desired check: Ultimately I want to do the same for each tile in the chunk. EXTRA INFO: Till now what I had in my game is you could only move tile by tile but now I want them to move freely but I still need them to have a tile location so no matter where they are on the tile their tile location will be that certain tile. then when they are inside a different tile's bounding box then their tile location becomes the new tile. Same thing goes with chunks. the player does have an area but the area does not matter in this case. and as long as the X and Y are inside the bounding box then it should return true. they don't have to be completely on the tile.

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  • Isometric Movement in Javascript In the DOM

    - by deep
    I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the specific angles, but I am stuck on an aspect of this. https://chillibyte.makes.org/thimble/movement function draw() { if (keyPressed) { if (whichKey == keys.left) { move(-1,0) } if (whichKey == keys.right) { move(1,0) } if (whichKey == keys.up) { move(0,-1) } if (whichKey == keys.down) { move(0,1) } } } This gives normal up, down , left, and right. i want to refactor this so that i can plugin two variables into the move() function, which will give the movement wanted. Now for the trig. /| / | / | y / | /a___| x Take This Right angled Triangle. given that x is 1, y must be equal to tan(a) That Seems right. However, when I do Math.tan(45), i get a number similar to 1.601. Why? To Sum up this question. I have a function, and i need a function which will converts an angle to a value, which will tell me the number of pixels that i need to go up by, if i only go across 1. Is it Math.tan that i want? or is it something else?

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  • Script Task/Component and Template Information

    The Script Task and Script component are often used by people developing SSIS packages because they are easy to use and now because SSIS could be perceived to be more developer friendly they are very powerful. That being said we should no be using them everywhere.  There are generally Tasks/Components already provided that will do the job it may be that we have to rethink the way we want to draw our package. I had cause last week to break out the script component in SQL Server 2008 SP1 and found that it was broken.  I don’t know when it broke as I do not use them all that often.  My error was as below.     Something must have overwritten this template information.  I looked in Event Viewer and tried the things it suggested but the templates still did not work.  Here is how I got them eventually to work for me (Your Mileage may vary) Open up a Command Prompt window using an administrator level account and “as an administrator” vsta.exe /hostid SSIS_ScriptTask /setup vsta.exe /hostid SSIS_ScriptComponent /setup   This worked for me.  Hope it helps.

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  • Can I become a Game Designer? [on hold]

    - by user32721
    This is my first time posting something on a forum in 4 years. I am posting this because I want to adjust my expectations and goals regarding game design. I am in college in Morocco (Al Akhawayn university). just started my junior year. I am a communications major (school of humanities) and a gender studies minor. I want to become a video game designer. It is the only career that I am interested in. I have been playing ever since I was 5 and haven't stopped yet. Currently I don't have any noteworthy skills to become a designer. I don't know how to program (don't really have the patience for it) and I can't draw to save my life. I haven't tried visual software like MAYA or MAX so I can't comment on graphic design. So I basically want to know whether my current education is capable of helping me reach my goal. If not then should I take a master's in game design (in the U.S?) or switch my minor to computer science? I am sorry that this post is long! I look forward to hearing your advice!

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • Should I make the Cells in a Tiledmap as null when my player hits it

    - by Vishal Kumar
    I am making a Tile Based game using Libgdx. I took the idea from SuperKoalio platformer demo by Mario Zencher. When I wanted to implement Collectables in my game , I simply draw the coins using Tiled Map Editor. When my player hits that, I use to set that cell as null. Someday on this site suggested me not to do so... never use null. I agreed. What can be any other way. If I am using layer.setCell(x,y) to set the cell to any other cell... even if an transparent one .. my player seems to be stopped by an invisible object/hurdle. This is my code: for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); try{ type = layer.getCell((int) tile.x, (int) tile.y).getTile().getProperties().get("tileType").toString(); } catch(Exception e){ System.out.print("Exception in Tiles Property"+e); type="nonbreakable"; } //Let us destroy this cell if(("award".equals(type))){ layer.setCell((int) tile.x, (int) tile.y, null); listener.coin(); score+=100; test = ""+layer.getCell(0, 0).getTile().getProperties().get("tileType"); } //DOING THIS GIVES A BAD EFFECT if(("killer".equals(type))){ //player.health--; //layer.setCell((int) tile.x, (int) tile.y, layer.getCell(20,0)); } // we actually reset the player y-position here // so it is just below/above the tile we collided with // this removes bouncing :) if (player.velocity.y > 0) { player.position.y = (tile.y - Player.height); } Is this a right approach? OR I should create separate Sprite Class called Coin.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Events Driven Library XNA C#

    - by SchautDollar
    Language: C# w/ XNA Framework Relevant and Hopefully Helpful Background Info: I am making a library using the XNA framework for games I make with XNA. The Library has a folder(Namespace) dedication to the GUI. The GUI Controls inherit a base class hooked with the appropriate Interfaces. After a control is made, the programmer can hook the control with a "Frame" or "Module" that will tell the controls when to update and draw with an event. To make a "Frame" or "Module", you would inherit a class with the details coded in. (Kind of how win forms does it.) My reason for doing this is to simplify the process of creating menus with intractable controls. The only way I could think of for making the events for all the controls to function without being class specific would be to typecast a control to an object and typecast it back. (As I have read, this can be terribly inefficient.) Problem: Unfortunately, after I have implemented interfaces into the base classes and changed public delegate void ClickedHandler(BaseControl cntrl); to public delegate void ClickedHandler(Object cntrl, EventArgs e); my game has decreased in performance. This performance could be how I am firing the events, as what happens is the one menu will start fine, but then slowly but surely will freeze up. Every other frame works just fine, I just think it has something to do with the events and... that is why I am asking about them. Question: Is there a better more industry way of dealing with GUI Libraries other then using and implementing Events? Goal: To create a reusable feature rich XNA Control Library implementing performance enhancing standards and so on. Thank-you very much for taking your time to read this. I also hope this will help others possibly facing what I am facing right now.

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  • Delivering SOA Governance with EAMS and Oracle Enterprise Repository by Link Consulting Team

    - by JuergenKress
    In the last 12 years Link Consulting has been making its presence in specific areas such as Governance and Architecture, both in terms of practices and methodologies, products, know-how and technological expertise. The Enterprise Architecture Management System - Oracle Enterprise Edition (EAMS - OER Edition) is the result of this experience and combines the architecture management solution with OER in order to deliver a product specialized for SOA Governance that gathers the better of two worlds in solution that enables SOA Governance projects, initiatives and programs. Enterprise Architecture Management System Enterprise Architecture Management System (EAMS), is an automation based solution that enables the efficient management of Enterprise Architectures. The solution uses configured enterprise repositories and takes advantages of its features to provide automation capabilities to the users. EAMS provides capabilities to create/customize/analyze repository data, architectural blueprints, reports and analytic charts. Oracle Enterprise Repository Oracle Enterprise Repository (OER) is one of the major and central elements of the Oracle SOA Governance solution. Oracle Enterprise Repository provides the tools to manage and govern the metadata for any type of software asset, from business processes and services to patterns, frameworks, applications, components, and models. OER maps the relationships and inter-dependencies that connect those assets to improve impact analysis, promote and optimize their reuse, and measure their impact on the bottom line. It provides the visibility, feedback, controls, and analytics to keep your SOA on track to deliver business value. The intense focus on automation helps to overcome barriers to SOA adoption and streamline governance throughout the lifecycle. Core capabilities of the OER include: Asset Management Asset Lifecycle Management Usage Tracking Service Discovery Version Management Dependency Analysis Portfolio Management EAMS - OER Edition The solution takes the advantages and features from both products and combines them in a symbiotic tool that enhances the quality of SOA Governance Initiatives and Programs. EAMS is able to produce a vast number of outputs by combining its analytical engine, SOA-specific configurations and the assets in OER and other related tools, catalogs and repositories. The configurations encompass not only the extendable parametrization of the metadata but also fully configurable blueprints, PowerPoint reports, charts and queries. The SOA blueprints The solution comes with a set of predefined architectural representations that help the organization better perceive their SOA landscape. More blueprints can be easily created in order to accommodate the organizations needs in terms of detail, audience and metadata. Charts & Dashboards The solution encompasses a set of predefined charts and dashboards that promote a more agile way to control and explore the assets. Time Based Visualization All representations are time bound, and with EAMS - OER you can truly govern SOA with a complete view of the Past, Present and Future; The solution delivers Gap Analysis, a project oriented approach while taking into consideration the As-Was, As-Is an To-Be. Time based visualization differentiating factors: Extensive automation and maintenance of architectural representations Organization wide solution. Easy access and navigation to and between all architectural artifacts and representations. Flexible meta-model, customization and extensibility capabilities. Lifecycle management and enforcement of the time dimension over all the repository content. Profile based customization. Comprehensive visibility Architectural alignment Friendly and striking user interfaces For more information on EAMS visit us here. For more information on SOA visit us here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: Link Consulting,OER,OSR,SOA Governance,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • SQL – What is the latest Version of NuoDB? – A Quick Contest to Get Amazon Gift Cards

    - by Pinal Dave
    We had a great contest earlier last week - What ACID stands in the Database? – Contest to Win 24 Amazon Gift Cards and Joes 2 Pros 2012 Kit. It has received quite a few responses. Just like any other contest, not everyone was winner. The kind folks at NuoDB decided to give another chance to everyone who have not won in the last contest. This means if you have missed to take part in the earlier contest or if you have taken part and not won, you still have one more chance to win Amazon Gift Card. Here is the quick contest: You just have to go and download NuoDB. The first 10 people who will download the NuoDB will get 10 – USD 10 cards. Remaining everyone will be entered into a lucky draw of Amazon Gift cards of USD 50. Winners will be announced in next 24 hours. Bonus Round: If you have entered in the contest above, you can also enter to win latest Beginning SSRS Joes 2 Pros book. You just have to leave a comment over here with your experience about your experience with NuoDB and what is the latest version of the product. Here are few of the blog post I wrote earlier on that subject: Part 1 – Install NuoDB in 90 Seconds Part 2 – Manage NuoDB Installation Part 3 – Explore NuoDB Database Part 4 – Migrate from SQL Server to NuoDB Part 5 - NuoDB and Third Party Explorer – SQuirreL SQL Client, SQL Workbench/J and DbVisualizer Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Adding complexity by generalising: how far should you go?

    - by marcog
    Reference question: http://stackoverflow.com/questions/4303813/help-with-interview-question The above question asked to solve a problem for an NxN matrix. While there was an easy solution, I gave a more general solution to solve the more general problem for an NxM matrix. A handful of people commented that this generalisation was bad because it made the solution more complex. One such comment is voted +8. Putting aside the hard-to-explain voting effects on SO, there are two types of complexity to be considered here: Runtime complexity, i.e. how fast does the code run Code complexity, i.e. how difficult is the code to read and understand The question of runtime complexity is something that requires a better understanding of the input data today and what it might look like in the future, taking the various growth factors into account where necessary. The question of code complexity is the one I'm interested in here. By generalising the solution, we avoid having to rewrite it in the event that the constraints change. However, at the same time it can often result in complicating the code. In the reference question, the code for NxN is easy to understand for any competent programmer, but the NxM case (unless documented well) could easily confuse someone coming across the code for the first time. So, my question is this: Where should you draw the line between generalising and keeping the code easy to understand?

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  • Can't read .cso files but I can read their .hlsl versions?

    - by Jader J Rivera
    Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after fidgeting around I discover that it's only the .cso files I can't read. I can read anything else (which means it works) even their .hlsl files. Which is strange because the .hlsl (high level shader language) files are supposed to turn into .cso (compiled shader object) files. What I'm currently doing is: vector<byte> Read(string File){ vector<byte> Text; fstream file(File, ios::in | ios::ate | ios::binary); if(file.is_open()){ Text.resize(file.tellg()); file.seekg(0 , ios::beg); file.read(reinterpret_cast<char*>(&Text[0]), Text.size()); file.close(); } return Text; }; If I then implement it. Read("VertexShader.hlsl"); //Works Read("VertexShader.cso"); //Doesn't Works?!?! And I need the .cso version of the shader to draw my sexy triangles. Without it my life and application will never continue and I have no idea what could be wrong. (I've also asked this at stack overflow but still no answers.)

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  • Acceptance tests done first...how can this be accomplished?

    - by Crazy Eddie
    The basic gist of most Agile methods is that a feature is not "done" until it's been developed, tested, and in many cases released. This is supposed to happen in quick turnaround chunks of time such as "Sprints" in the Scrum process. A common part of Agile is also TDD, which states that tests are done first. My team works on a GUI program that does a lot of specific drawing and such. In order to provide tests, the testing team needs to be able to work with something that at least attempts to perform the things they are trying to test. We've found no way around this problem. I can very much see where they are coming from because if I was trying to write software that targeted some basically mysterious interface I'd have a very hard time. Although we have behavior fairly well specified, the exact process of interacting with various UI elements when it comes to automation seems to be too unique to a feature to allow testers to write automated scripts to drive something that does not exist. Even if we could, a lot of things end up turning up later as having been missing from the specification. One thing we considered doing was having the testers write test "scripts" that are more like a set of steps that must be performed, as described from a use-case perspective, so that they can be "automated" by a human being. This can then be performed by the developer(s) writing the feature and/or verified by someone else. When the testers later get an opportunity they automate the "script" for regression purposes mainly. This didn't end up catching on in the team though. The testing part of the team is actually falling behind us by quite a margin. This is one reason why the apparently extra time of developing a "script" for a human being to perform just did not happen....they're under a crunch to keep up with us developers. If we waited for them, we'd get nothing done. It's not their fault really, they're a bottle neck but they're doing what they should be and working as fast as possible. The process itself seems to be set up against them. Very often we end up having to go back a month or more in what we've done to fix bugs that the testers have finally gotten to checking. It's an ugly truth that I'd like to do something about. So what do other teams do to solve this fail cascade? How can we get testers ahead of us and how can we make it so that there's actually time for them to write tests for the features we do in a sprint without making us sit and twiddle our thumbs in the meantime? As it's currently going, in order to get a feature "done", using agile definitions, would be to have developers work for 1 week, then testers work the second week, and developers hopefully being able to fix all the bugs they come up with in the last couple days. That's just not going to happen, even if I agreed it was a reasonable solution. I need better ideas...

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  • How the SPARC T4 Processor Optimizes Throughput Capacity: A Case Study

    - by Ruud
    This white paper demonstrates the architected latency hiding features of Oracle’s UltraSPARC T2+ and SPARC T4 processors That is the first sentence from this technical white paper, but what does it exactly mean? Let's consider a very simple example, the computation of a = b + c. This boils down to the following (pseudo-assembler) instructions that need to be executed: load @b, r1 load @c, r2 add r1,r2,r3 store r3, @a The first two instructions load variables b and c from an address in memory (here symbolized by @b and @c respectively). These values go into registers r1 and r2. The third instruction adds the values in r1 and r2. The result goes into register r3. The fourth instruction stores the contents of r3 into the memory address symbolized by @a. If we're lucky, both b and c are in a nearby cache and the load instructions only take a few processor cycles to execute. That is the good case, but what if b or c, or both, have to come from very far away? Perhaps both of them are in the main memory and then it easily takes hundreds of cycles for the values to arrive in the registers. Meanwhile the processor is doing nothing and simply waits for the data to arrive. Actually, it does something. It burns cycles while waiting. That is a waste of time and energy. Why not use these cycles to execute instructions from another application or thread in case of a parallel program? That is exactly what latency hiding on the SPARC T-Series processors does. It is a hardware feature totally transparent to the user and application. As soon as there is a delay in the execution, the hardware uses these otherwise idle cycles to execute instructions from another process. As a result, the throughput capacity of the system improves because idle cycles are no longer wasted and therefore more jobs can be run per unit of time. This feature has been in the SPARC T-series from the beginning, so why this paper? The difference with previous publications on this topic is in the amount of detail given. How this all works under the hood is fully explained using two example programs. Starting from the assembly language instructions, it is demonstrated in what way these programs execute. To really see what is happening we go down to the processor pipeline level, where the gaps in the execution are, and show in what way these idle cycles are filled by other copies of the same program running simultaneously. Both the SPARC T4 as well as the older UltraSPARC T2+ processor are covered. You may wonder why the UltraSPARC T2+ is included. The focus of this work is on the SPARC T4 processor, but to explain the basic concept of latency hiding at this very low level, we start with the UltraSPARC T2+ processor because it is architecturally a much simpler design. From the single issue, in-order pipelines of this processor we then shift gears and cover how this all works on the much more advanced dual issue, out-of-order architecture of the T4. The analysis and performance experiments have been conducted on both processors. The results depend on the processor, but in all cases the theoretical estimates are confirmed by the experiments. If you're interested to read a lot more about this and find out how things really work under the hood, you can download a copy of the paper here. A paper like this could not have been produced without the help of several other people. I want to thank the co-author of this paper, Jared Smolens, for his very valuable contributions and our highly inspiring discussions. I'm also indebted to Thomas Nau (Ulm University, Germany), Shane Sigler and Mark Woodyard (both at Oracle) for their feedback on earlier versions of this paper. Karen Perkins (Perkins Technical Writing and Editing) and Rick Ramsey at Oracle were very helpful in providing editorial and publishing assistance.

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  • CodePlex Daily Summary for Saturday, November 10, 2012

    CodePlex Daily Summary for Saturday, November 10, 2012Popular ReleasesImageGlass: Version 1.5: http://i1214.photobucket.com/albums/cc483/phapsuxeko/ImageGlass/1.png v1.5.4401.3015 Thumbnail bar: Increase loading speed Thumbnail image with ratio Support personal customization: mouse up, mouse down, mouse hover, selected item... Scroll to show all items Image viewer Zoom by scroll, or selected rectangle Speed up loading Zoom to cursor point New background design and customization and others... v1.5.4430.483 Thumbnail bar: Auto move scroll bar to selected image Show / Hi...Building Windows 8 Apps with C# and XAML: Full Source Chapters 1 - 10 for Windows 8 Fix 002: This is the full source from all chapters of the book, compiled and tested on Windows 8 RTM. Includes: A fix for the Netflix example from Chapter 6 that was missing a service reference A fix for the ImageHelper issue (images were not being saved) - this was due to the buffer being inadequate and required streaming the writeable bitmap to a buffer first before encoding and savingmyCollections: Version 2.3.2.0: New in this version : Added TheGamesDB.net API for Games and NDS Added Support for Windows Media Center Added Support for myMovies Added Support for XBMC Added Support for Dune HD Added Support for Mede8er Added Support for WD HDTV Added Fast search options Added order by Artist/Album for music You can now create covers and background for games You can now update your ID3 tag with the info of myCollections Fixed several provider Performance improvement New Splash ...Draw: Draw 1.0: Drawing PadPdfReport: PdfReport 1.4: - Added Html Footer Template. - Added a new HeaderTemplate (HtmlHeader) to simplify creating the headers of pages and groups by using HTML. See HtmlHeader/HtmlHeaderPdfReport.cs sample for more info. - Added a new sample (HtmlCellTemplate/HtmlCellTemplatePdfReport.cs) to show how to use the HtmlField template for creating the custom cell templates. - Added transparency setting to DiagonalWatermark. See ProgressReportPdfReport for more info. - Added DynamicCompile/DynamicCompilePdfReport.cs sa...Player Framework by Microsoft: Player Framework for Windows 8 (v1.0): IMPORTANT: List of breaking changes from preview 7 Ability to move control panel or individual elements outside media player. more info... New Entertainment app theme for out of the box support for Windows 8 Entertainment app guidelines. more info... VSIX reference names shortened. Allows seeing plugin name from "Add Reference" dialog without resizing. FreeWheel SmartXML now supports new "Standard" event callback type. Other minor misc fixes and improvements ADDITIONAL DOWNLOADSSmo...WebSearch.Net: WebSearch.Net 3.1: WebSearch.Net is an open-source research platform that provides uniform data source access, data modeling, feature calculation, data mining, etc. It facilitates the experiments of web search researchers due to its high flexibility and extensibility. The platform can be used or extended by any language compatible for .Net 2 framework, from C# (recommended), VB.Net to C++ and Java. Thanks to the large coverage of knowledge in web search research, it is necessary to model the techniques and main...Umbraco CMS: Umbraco 4.10.0: NugetNuGet BlogRead the release blog post for 4.10.0. Whats newMVC support New request pipeline Many, many bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesWe have done all we can not to break backwards compatibility, but we had to do some minor breaking changes: Removed graphicHeadlineFormat config setting from umbracoSettings.config (an old relic from the 3.x days) U4-690 DynamicNode ChildrenAsList was fixed, altering it'...MySQL Tuner for Windows: 0.3: Welcome to the third beta of MySQL Tuner for Windows! This release fixes bugs in the displaying of numbers, and a crash that occurred due to the program incorrectly closing and disposing of resources, Be warned that there will be bugs in this release, so please do not use on production or critical systems. Do post details of issues found to the issue tracker, and I will endeavour to fix them, when I can. I would love to have your feedback, and if possible your support! Requirements Microso...SharePoint Manager 2013: SharePoint Manager 2013 Release ver 1.0.12.1106: SharePoint Manager 2013 Release (ver: 1.0.12.1106) is now ready for SharePoint 2013. The new version has an expanded view of the SharePoint object model and has been tested on SharePoint 2013 RTM. As a bonus, the new version is also available for SharePoint 2010 as a separate download.D3D9Client: D3D9Client R7: New release for Orbiter 2010-P1 - Added horizon/sun angle for night-lights into the configuration file (default 10deg) - Some runway lights related bugs are fixed - Added more configuration options for runway lightsFiskalizacija za developere: FiskalizacijaDev 1.2: Verzija 1.2. je, prije svega, odgovor na novu verziju Tehnicke specifikacije (v1.1.) koja je objavljena prije nekoliko dana. Pored novosti vezanih uz (sitne) izmjene u spomenutoj novoj verziji Tehnicke dokumentacije, projekt smo prošili sa nekim dodatnim feature-ima od kojih je vecina proizašla iz vaših prijedloga - hvala :) Novosti u v1.2. su: - Neusuglašenost zahtjeva (http://fiskalizacija.codeplex.com/workitem/645) - Sample projekt - iznosi se množe sa 100 (http://fiskalizacija.codeplex.c...MFCMAPI: October 2012 Release: Build: 15.0.0.1036 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeJayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.3: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like OData, MongoDB, WebSQL, SqLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video Sencha Touch 2 example app using JayData: Netflix browser. What's new in JayData 1.2.3 For detailed release notes check the release notes. TypeScript supportWrite your code in a ...MCEBuddy 2.x: MCEBuddy 2.3.7: Changelog for 2.3.7 (32bit and 64bit) 1. Improved performance of MP4 Fast and M4V Fast Profiles (no deinterlacing, removed --decomb) 2. Improved priority handling 3. Added support for Pausing and Resume conversions 4. Added support for fallback to source directory if network destination directory is unavailable 5. MCEBuddy now installs ShowAnalyzer during installation 6. Added support for long description atom in iTunesFoxyXLS: FoxyXLS Releases: Source code and samplesWindow Manager: Window Manager 1.0: First releaseProDinner - ASP.NET MVC Sample (EF4.4, N-Tier, jQuery): 8: update to ASP.net MVC Awesome 3.0 udpate to EntityFramework 4.4 update to MVC 4 added dinners grid on homepageASP.net MVC Awesome - jQuery Ajax Helpers: 3.0: added Grid helper added XML Documentation added textbox helper added Client Side API for AjaxList removed .SearchButton from AjaxList AjaxForm and Confirm helpers have been merged into the Form helper optimized html output for AjaxDropdown, AjaxList, Autocomplete works on MVC 3 and 4BlogEngine.NET: BlogEngine.NET 2.7: Cheap ASP.NET Hosting - $4.95/Month - Click Here!! Click Here for More Info Cheap ASP.NET Hosting - $4.95/Month - Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.7 instructions. If you looking for Web Application Project, ...New ProjectsAuthor-it Variables Report Plug-in: The Variable Information Plug-in is an Author-it plug-in that displays information about all the variables in a library.bobthebuilder: Bob the builderCalendarSite: This webapplicaton is a calendar and appoinement manager app.ControlIP: This project helps users make the control task in a projectDaily Math Training: Daily Math Training app is Windows 8 app for children.Diablo III: This Project will contain several Diablo III related Implementations (a Windows 8 App another API Implementation, maybe some Calculators...)gelform: Ejercicio UTNJHashWin: Calcular hash MD5 SHA1 SHA256 SHA512 de arquivos MultiTask .NET 4.0 C# Marron TFS: Marron TFSMiddle Tennessee State University Robotics Team: Home of the MTSU Raider Robotics team.myexam: examN2F Router: The Zibings, N2Framework, url mapping/router project.NZBMatrix Advanced Feed Reader: This project is simple filter for NZBMatrix website feeds to update user with new movies which falls into the predefined customizable search templates.OpenTrading: Projeto em VB .net 3.5 que utiliza Active Record para mapeamento do banco de dados diretamente na classe das entidades e NHibernate para persistência dos dadosProjeto Parque - PI: Este projeto é resultado de um trabalho que realizamos todos os semestres na faculdade. 4º BSI - Centro Universitário Senac. QuesSys: this project is about examinationsample of inheritance: this project a sample of inheritance between classes at C#SharePoint 2013 Search Query Tool: Tool to test and debug the Search REST API in SharePoint 2013. Issue GET and POST search and suggestions queries. Use also against SharePoint Online. SharePoint Metro Grid: SharePoint 2010/2013 web part that displays links in Metro Tile Grid format. Just like Windows 8. Includes 215 images in 7 different sizes. Or use your own.SQL Server Partitioned Table Framework: The SQL Server Partitioned Table Framework (PTF) consists of a set of T-SQL Procedures that ease the maintenance work associated with partitioned tables.String -By GigaPlux Inc.: String OS is a operating system that was developed using C# and is based on the cosmos project .It has a beautiful File System by GRUNT.svu cms: first cms with chat and message between user vConsole for Windows 8: Just a very simple little app to help IT folks stuck in vSphere 5.0 with Win 8 console issues until you get to the next version of vSphereWikiprep#: The Wikiprep program is completely written in C# and based on .Net 4.0 . It processes Wikipedia dumps.Windows 8 Lock Screen: Windows 8 Lock Screen is a app that works like the Windows 8 Lock Screenwsccproject: updates will be made in due time during development

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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  • SSIS Debugging Tip: Using Data Viewers

    - by Jim Giercyk
    When you have an SSIS package error, it is often very helpful to see the data records that are causing the problem.  After all, if your input has 50,000 records and 1 of them has corrupt data, it can be a chore.  Your execution results will tell you which column contains the bad data, but not which record…..enter the Data Viewer. In this scenario I have created a truncation error.  The input length of [lastname] is 50, but the output table has a length of 15.  When it runs, at least one of the records causes the package to fail.     Now what?  We can tell from our execution results that there is a problem with [lastname], but we have no idea WHICH record?     Let’s identify the row that is actually causing the problem.  First, we grab the oft’ forgotten Row Count shape from our toolbar and connect it to the error output from our input query.  Remember that in order to intercept errors with the error output, you must redirect them.     The Row Count shape requires 1 integer variable.  For our purposes, we will not reference the variable, but it is still required in order for the package to run.  Typically we would use the variable to hold the number of rows in the table and refer back to it later in our process.  We are simply using the Row Count as a “Dead End” for errors.  I called my variable RowCounter.  To create a variable, with no shapes selected, right-click on the background and choose Variable.     Once we have setup the Row Count shape, we can right-click on the red line (error output) from the query, and select Data Viewers.  In the popup, we click the add button and we will see this:     There are other fancier options we can play with, but for now we just want to view the output in a grid.  WE select Grid, then click OK on all of the popup windows to shut them down.  We should now see a grid with a pair of glasses on the error output line.     So, we are ready to catch the error output in a grid and see that is causing the problem!  This time when we run the package, it does not fail because we directed the error to the Row Count.  We also get a popup window showing the error record in a grid.  If there were multiple errors we would see them all.     Indeed, the [lastname] column is longer than 15 characters.  Notice the last column in the grid, [Error Code – Description].  We knew this was a truncation error before we added the grid, but if you have worked with SSIS for any length of time, you know that some errors are much more obscure.  The description column can be very useful under those circumstances! Data viewers can be used any time we want to see the data that is actually in the pipeline;  they stop the package temporarily until we shut them.  Also remember that the Row Count shape can be used as a “Dead End”.  It is useful during development when we want to see the output from a dataflow, but don’t want to update a table or file with the data.  Data viewers are an invaluable tool for both development and debugging.  Just remember to REMOVE THEM before putting your package into production

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • The Iron Bird Approach

    - by David Paquette
    It turns out that designing software is not so different than designing commercial aircraft.  I just finished watching a video that talked about the approach that Bombardier is taking in designing the new C Series aircraft.  I was struck by the similarities to agile approaches to software design.  In the video, Bombardier describes how they are using an Iron Bird to work through a number of design questions in advance of ever having a version of the aircraft that can ever be flown.  The Iron Bird is a life size replica of the plane.  Based on the name, I would assume the plane is built in a very heavy material that could never fly.  Using this replica, Bombardier is able to valid certain assumptions such as the length of each wire in the electric system.  They are also able to confirm that some parts are working properly (like the rudders).  They even go as far as to have a complete replica of the cockpit.  This allows Bombardier to put pilots in the cockpit to run through simulated take-off and landing sequences. The basic tenant of the approach seems to be Validate your design early with working prototypes Get feedback from users early, well in advance of finishing the end product   In software development, we tend to think of ourselves as special.  I often tell people that it is difficult to draw comparisons to building items in the physical world (“Building software is nothing like building a sky scraper”).  After watching this video, I am wondering if designing/building software is actually a lot like designing/building commercial aircraft.   Watch the video here (http://www.theglobeandmail.com/report-on-business/video/video-selling-the-c-series/article4400616/)

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