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  • How can I change the size of my SD card partition on os x 10.6.8 using gparted or disk utility?

    - by user1068636
    I"m running OS X 10.6.8 and I would like to use gparted to resize a partition on my SD card by following instructions on this page: http://mitchtech.net/easy-gui-install-re-partition-raspberry-pi-on-ubuntu/ However, it appears like gparted is suitable only for linux environment. I was wondering what alternatives do I have on os x to achieve increasing the size of the partition on my SD card? Would appreciate all / any advice.

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  • Get a script to run at startup (linux)

    - by Dan Graves
    I am trying to get a simple script to run automatically at startup. A friend told me to do this but it did not work. Could someone take a look to see what it is missing? *(Also I am brand new to linux, so this is pretty foreign to me) Here is what I was told to do: In terminal sudo nano /etc/init.d/obabp.sh Then enter this text: #!/bin/bash sudo python /home/pi/gits/RPi-OBABP/src/obabp.py save file and then $ sudo chmod +x /etc/init.d/obabp.sh $ sudo shutdown -r now

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  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

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  • How to convert objects in reflection (Linq to XML)

    - by user829174
    I have the following code which is working fine, the code creates plugins in reflection via run time: using System; using System.Collections.Generic; using System.Linq; using System.IO; using System.Xml.Linq; using System.Reflection; using System.Text; namespace WindowsFormsApplication1 { public abstract class Plugin { public string Type { get; set; } public string Message { get; set; } } public class FilePlugin : Plugin { public string Path { get; set; } } public class RegsitryPlugin : Plugin { public string Key { get; set; } public string Name { get; set; } public string Value { get; set; } } static class MyProgram { [STAThread] static void Main(string[] args) { string xmlstr =@" <Client> <Plugin Type=""FilePlugin""> <Message>i am a file plugin</Message> <Path>c:\</Path> </Plugin> <Plugin Type=""RegsitryPlugin""> <Message>i am a registry plugin</Message> <Key>HKLM\Software\Microsoft</Key> <Name>Version</Name> <Value>3.5</Value> </Plugin> </Client> "; Assembly asm = Assembly.GetExecutingAssembly(); XDocument xDoc = XDocument.Load(new StringReader(xmlstr)); Plugin[] plugins = xDoc.Descendants("Plugin") .Select(plugin => { string typeName = plugin.Attribute("Type").Value; var type = asm.GetTypes().Where(t => t.Name == typeName).First(); Plugin p = Activator.CreateInstance(type) as Plugin; p.Type = typeName; foreach (var prop in plugin.Descendants()) { var pi = type.GetProperty(prop.Name.LocalName); object newVal = Convert.ChangeType(prop.Value, pi.PropertyType); pi.SetValue(p, newVal, null); } return p; }).ToArray(); // //"plugins" ready to use // } } } I am trying to modify the code and adding new class named DetailedPlugin so it will be able to read the following xml: string newXml = @" <Client> <Plugin Type=""FilePlugin""> <Message>i am a file plugin</Message> <Path>c:\</Path> <DetailedPlugin Type=""DetailedFilePlugin""> <Message>I am a detailed file plugin</Message> </DetailedPlugin> </Plugin> <Plugin Type=""RegsitryPlugin""> <Message>i am a registry plugin</Message> <Key>HKLM\Software\Microsoft</Key> <Name>Version</Name> <Value>3.5</Value> <DetailedPlugin Type=""DetailedRegsitryPlugin""> <Message>I am a detailed registry plugin</Message> </DetailedPlugin> </Plugin> </Client> "; for this i modified my classes to the following: public abstract class Plugin { public string Type { get; set; } public string Message { get; set; } public DetailedPlugin DetailedPlugin { get; set; } // new } public class FilePlugin : Plugin { public string Path { get; set; } } public class RegsitryPlugin : Plugin { public string Key { get; set; } public string Name { get; set; } public string Value { get; set; } } // new classes: public abstract class DetailedPlugin { public string Type { get; set; } public string Message { get; set; } } public class DetailedFilePlugin : Plugin { public string ExtraField1 { get; set; } } public class DetailedRegsitryPlugin : Plugin { public string ExtraField2{ get; set; } } from here i need some help to accomplish reading the xml and create the plugins with the nested DetailedPlugin

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  • Developing an Implementation Plan with Iterations by Russ Pitts

    - by user535886
    Developing an Implementation Plan with Iterations by Russ Pitts  Ok, so you have come to grips with understanding that applying the iterative concept, as defined by OUM is simply breaking up the project effort you have estimated for each phase into one or more six week calendar duration blocks of work. Idea being the business user(s) or key recipient(s) of work product(s) being developed never go longer than six weeks without having some sort of review or prototyping of the work results for an iteration…”think-a-little”, “do-a-little”, and “show-a-little” in a six week or less timeframe…ideally the business user(s) or key recipients(s) are involved throughout. You also understand the OUM concept that you only plan for that which you have knowledge of. The concept further defined, a project plan initially is developed at a high-level, and becomes more detailed as project knowledge grows. Agreeing to this concept means you also have to admit to the fallacy that one can plan with precision beyond six weeks into a project…Anything beyond six weeks is a best guess in most cases when dealing with software implementation projects. Project planning, as defined by OUM begins with the Implementation Plan view, which is a very high-level perspective of the effort estimated for each of the five OUM phases, as well as the number of iterations within each phase. You might wonder how can you predict the number of iterations for each phase at this early point in the project. Remember project planning is not an exact science, and initially is high-level and abstract in nature, and then becomes more detailed and precise as the project proceeds. So where do you start in defining iterations for each phase for a project? The following are three easy steps to initially define the number of iterations for each phase: Step 1 => Start with identifying the known factors… …Prior to starting a project you should know: · The agreed upon time-period for an iteration (e.g 6 weeks, or 4 weeks, or…) within a phase (recommend keeping iteration time-period consistent within a phase, if not for the entire project) · The number of resources available for the project · The number of total number of man-day (effort) you have estimated for each of the five OUM phases of the project · The number of work days for a week Step 2 => Calculate the man-days of effort required for an iteration within a phase… Lets assume for the sake of this example there are 10 project resources, and you have estimated 2,536 man-days of work effort which will need to occur for the elaboration phase of the project. Let’s also assume a week for this project is defined as 5 business days, and that each iteration in the elaboration phase will last a calendar duration of 6 weeks. A simple calculation is performed to calculate the daily burn rate for a single iteration, which produces a result of… ((Number of resources * days per week) * duration of iteration) = Number of days required per iteration ((10 resources * 5 days/week) * 6 weeks) = 300 man days of effort required per iteration Step 3 => Calculate the number of iterations that can occur within a phase Next calculate the number of iterations that can occur for the amount of man-days of effort estimated for the phase being considered… (number of man-days of effort estimated / number of man-days required per iteration) = # of iterations for phase (2,536 man-days of estimated effort for phase / 300 man days of effort required per iteration) = 8.45 iterations, which should be rounded to a whole number such as 9 iterations* *Note - It is important to note this is an approximate calculation, not an exact science. This particular example is a simple one, which assumes all resources are utilized throughout the phase, including tech resources, etc. (rounding down or up to a whole number based on project factor considerations). It is also best in many cases to round up to higher number, as this provides some calendar scheduling contingency.

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  • EPM 11.1.2.2.000 - released

    - by THE
    Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* 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-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Oracle’s EPM System Development Team is pleased to announce General Availability of Oracle Hyperion Enterprise Performance Management System release 11.1.2.2.  This release is available on the Oracle Software Delivery Cloud (  https://edelivery.oracle.com).  This is a localized release available in multiple languages. See "System Requirements and Supported Platforms for Oracle Enterprise Performance Management System 11.1.2.2" ( http://www.oracle.com/technetwork/middleware/ias/downloads/fusion-certification-100350.html)  for details.  In this release, EPM System products extend the new features and products offered with release 11.1.2.1. Please visit the product "New Features Guides" ( http://docs.oracle.com/cd/E17236_01/index.htm), available in the Enterprise Performance Management System Documentation Library for more information. Note: Oracle Hyperion Calculation Manager has replaced Oracle Hyperion Business Rules as the mechanism for designing and managing business rules, therefore, Business Rules is no longer released with EPM System Release 11.1.2.2. If you are applying 11.1.2.2 as a maintenance release, or upgrading to Release 11.1.2.2, and have been using Business Rules in an earlier release, you must migrate to Calculation Manager rules in Release 11.1.2.2. See Oracle Enterprise Performance Management System Installation and Configuration Guide. The EPM System Media pack on Oracle Software Delivery Cloud has been simplified.  Software downloads have been merged together. See the Media Pack Readme for a list of downloads needed for your domain/product. IBM WebSphere 7.0.0.19+ (AS, ND) is now supported as an application server.  Documentation about deploying to WebSphere is in the chapter titled “Deploying EPM System Products to WebSphere Application Server” in the Oracle Enterprise Performance Management System Installation and Configuration Guide. FireFox 10.x+ and Internet Explorer 9 are now supported Web browsers. Microsoft Office 2010 64 bit is now supported. Microsoft Windows Installer (MSI) Client Installers are now provided for Oracle Essbase Client, Oracle Essbase Administration Services Console, Oracle Essbase Studio Console, and Oracle Hyperion Financial Management Client. Online Help content for EPM System products is served from a central Oracle download location, which reduces the download and installation time for EPM System. You can also install and configure online Help to run locally. For more information, see the Oracle Enterprise Performance Management System Installation and Configuration Guide.  For more information on , please see the “Oracle Enterprise Performance Management System, Release 11.1.2.2.000 Readme ( http://docs.oracle.com/cd/E17236_01/epm.1112/epm_1112200_readme.pdf).

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  • DIY Arcade Build Packed into an IKEA Console Table

    - by Jason Fitzpatrick
    If you checked out the Raspberry Pi-powered arcade table we shared earlier this week but want an all-in-one solution that doesn’t require as much configuration, this table uses a pre-programmed board that comes loaded with arcade classics. Courtesy of tinker Casper36, we’re treated to a compact build hidden inside an IKEA console table. One of the most polished aspects of this build is how well hidden the flush-mounted screen is under the dark glass tabletop–when the screen it just looks like the table has a patterned glass insert. Hit up the link below for the full photo build-log. IKEA Console Arcade Build [via Make] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • C++ Little Wonders: The C++11 auto keyword redux

    - by James Michael Hare
    I’ve decided to create a sub-series of my Little Wonders posts to focus on C++.  Just like their C# counterparts, these posts will focus on those features of the C++ language that can help improve code by making it easier to write and maintain.  The index of the C# Little Wonders can be found here. This has been a busy week with a rollout of some new website features here at my work, so I don’t have a big post for this week.  But I wanted to write something up, and since lately I’ve been renewing my C++ skills in a separate project, it seemed like a good opportunity to start a C++ Little Wonders series.  Most of my development work still tends to focus on C#, but it was great to get back into the saddle and renew my C++ knowledge.  Today I’m going to focus on a new feature in C++11 (formerly known as C++0x, which is a major move forward in the C++ language standard).  While this small keyword can seem so trivial, I feel it is a big step forward in improving readability in C++ programs. The auto keyword If you’ve worked on C++ for a long time, you probably have some passing familiarity with the old auto keyword as one of those rarely used C++ keywords that was almost never used because it was the default. That is, in the code below (before C++11): 1: int foo() 2: { 3: // automatic variables (allocated and deallocated on stack) 4: int x; 5: auto int y; 6:  7: // static variables (retain their value across calls) 8: static int z; 9:  10: return 0; 11: } The variable x is assumed to be auto because that is the default, thus it is unnecessary to specify it explicitly as in the declaration of y below that.  Basically, an auto variable is one that is allocated and de-allocated on the stack automatically.  Contrast this to static variables, that are allocated statically and exist across the lifetime of the program. Because auto was so rarely (if ever) used since it is the norm, they decided to remove it for this purpose and give it new meaning in C++11.  The new meaning of auto: implicit typing Now, if your compiler supports C++ 11 (or at least a good subset of C++11 or 0x) you can take advantage of type inference in C++.  For those of you from the C# world, this means that the auto keyword in C++ now behaves a lot like the var keyword in C#! For example, many of us have had to declare those massive type declarations for an iterator before.  Let’s say we have a std::map of std::string to int which will map names to ages: 1: std::map<std::string, int> myMap; And then let’s say we want to find the age of a given person: 1: // Egad that's a long type... 2: std::map<std::string, int>::const_iterator pos = myMap.find(targetName); Notice that big ugly type definition to declare variable pos?  Sure, we could shorten this by creating a typedef of our specific map type if we wanted, but now with the auto keyword there’s no need: 1: // much shorter! 2: auto pos = myMap.find(targetName); The auto now tells the compiler to determine what type pos should be based on what it’s being assigned to.  This is not dynamic typing, it still determines the type as if it were explicitly declared and once declared that type cannot be changed.  That is, this is invalid: 1: // x is type int 2: auto x = 42; 3:  4: // can't assign string to int 5: x = "Hello"; Once the compiler determines x is type int it is exactly as if we typed int x = 42; instead, so don’t' confuse it with dynamic typing, it’s still very type-safe. An interesting feature of the auto keyword is that you can modify the inferred type: 1: // declare method that returns int* 2: int* GetPointer(); 3:  4: // p1 is int*, auto inferred type is int 5: auto *p1 = GetPointer(); 6:  7: // ps is int*, auto inferred type is int* 8: auto p2 = GetPointer(); Notice in both of these cases, p1 and p2 are determined to be int* but in each case the inferred type was different.  because we declared p1 as auto *p1 and GetPointer() returns int*, it inferred the type int was needed to complete the declaration.  In the second case, however, we declared p2 as auto p2 which means the inferred type was int*.  Ultimately, this make p1 and p2 the same type, but which type is inferred makes a difference, if you are chaining multiple inferred declarations together.  In these cases, the inferred type of each must match the first: 1: // Type inferred is int 2: // p1 is int* 3: // p2 is int 4: // p3 is int& 5: auto *p1 = GetPointer(), p2 = 42, &p3 = p2; Note that this works because the inferred type was int, if the inferred type was int* instead: 1: // syntax error, p1 was inferred to be int* so p2 and p3 don't make sense 2: auto p1 = GetPointer(), p2 = 42, &p3 = p2; You could also use const or static to modify the inferred type: 1: // inferred type is an int, theAnswer is a const int 2: const auto theAnswer = 42; 3:  4: // inferred type is double, Pi is a static double 5: static auto Pi = 3.1415927; Thus in the examples above it inferred the types int and double respectively, which were then modified to const and static. Summary The auto keyword has gotten new life in C++11 to allow you to infer the type of a variable from it’s initialization.  This simple little keyword can be used to cut down large declarations for complex types into a much more readable form, where appropriate.   Technorati Tags: C++, C++11, Little Wonders, auto

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  • Event Logging in LINQ C# .NET

    The first thing you'll want to do before using this code is to create a table in your database called TableHistory: CREATE TABLE [dbo].[TableHistory] (     [TableHistoryID] [int] IDENTITY NOT NULL ,     [TableName] [varchar] (50) NOT NULL ,     [Key1] [varchar] (50) NOT NULL ,     [Key2] [varchar] (50) NULL ,     [Key3] [varchar] (50) NULL ,     [Key4] [varchar] (50) NULL ,     [Key5] [varchar] (50) NULL ,     [Key6] [varchar] (50)NULL ,     [ActionType] [varchar] (50) NULL ,     [Property] [varchar] (50) NULL ,     [OldValue] [varchar] (8000) NULL ,     [NewValue] [varchar] (8000) NULL ,     [ActionUserName] [varchar] (50) NOT NULL ,     [ActionDateTime] [datetime] NOT NULL ) Once you have created the table, you'll need to add it to your custom LINQ class (which I will refer to as DboDataContext), thus creating the TableHistory class. Then, you'll need to add the History.cs file to your project. You'll also want to add the following code to your project to get the system date: public partial class DboDataContext{ [Function(Name = "GetDate", IsComposable = true)] public DateTime GetSystemDate() { MethodInfo mi = MethodBase.GetCurrentMethod() as MethodInfo; return (DateTime)this.ExecuteMethodCall(this, mi, new object[] { }).ReturnValue; }}private static Dictionary<type,> _cachedIL = new Dictionary<type,>();public static T CloneObjectWithIL<t>(T myObject){ Delegate myExec = null; if (!_cachedIL.TryGetValue(typeof(T), out myExec)) { // Create ILGenerator DynamicMethod dymMethod = new DynamicMethod("DoClone", typeof(T), new Type[] { typeof(T) }, true); ConstructorInfo cInfo = myObject.GetType().GetConstructor(new Type[] { }); ILGenerator generator = dymMethod.GetILGenerator(); LocalBuilder lbf = generator.DeclareLocal(typeof(T)); //lbf.SetLocalSymInfo("_temp"); generator.Emit(OpCodes.Newobj, cInfo); generator.Emit(OpCodes.Stloc_0); foreach (FieldInfo field in myObject.GetType().GetFields( System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic)) { // Load the new object on the eval stack... (currently 1 item on eval stack) generator.Emit(OpCodes.Ldloc_0); // Load initial object (parameter) (currently 2 items on eval stack) generator.Emit(OpCodes.Ldarg_0); // Replace value by field value (still currently 2 items on eval stack) generator.Emit(OpCodes.Ldfld, field); // Store the value of the top on the eval stack into // the object underneath that value on the value stack. // (0 items on eval stack) generator.Emit(OpCodes.Stfld, field); } // Load new constructed obj on eval stack -> 1 item on stack generator.Emit(OpCodes.Ldloc_0); // Return constructed object. --> 0 items on stack generator.Emit(OpCodes.Ret); myExec = dymMethod.CreateDelegate(typeof(Func<t,>)); _cachedIL.Add(typeof(T), myExec); } return ((Func<t,>)myExec)(myObject);}I got both of the above methods off of the net somewhere (maybe even from CodeProject), but it's been long enough that I can't recall where I got them.Explanation of the History ClassThe History class records changes by creating a TableHistory record, inserting the values for the primary key for the table being modified into the Key1, Key2, ..., Key6 columns (if you have more than 6 values that make up a primary key on any table, you'll want to modify this), setting the type of change being made in the ActionType column (INSERT, UPDATE, or DELETE), old value and new value if it happens to be an update action, and the date and Windows identity of the user who made the change.Let's examine what happens when a call is made to the RecordLinqInsert method:public static void RecordLinqInsert(DboDataContext dbo, IIdentity user, object obj){ TableHistory hist = NewHistoryRecord(obj); hist.ActionType = "INSERT"; hist.ActionUserName = user.Name; hist.ActionDateTime = dbo.GetSystemDate(); dbo.TableHistories.InsertOnSubmit(hist);}private static TableHistory NewHistoryRecord(object obj){ TableHistory hist = new TableHistory(); Type type = obj.GetType(); PropertyInfo[] keys; if (historyRecordExceptions.ContainsKey(type)) { keys = historyRecordExceptions[type].ToArray(); } else { keys = type.GetProperties().Where(o => AttrIsPrimaryKey(o)).ToArray(); } if (keys.Length > KeyMax) throw new HistoryException("object has more than " + KeyMax.ToString() + " keys."); for (int i = 1; i <= keys.Length; i++) { typeof(TableHistory) .GetProperty("Key" + i.ToString()) .SetValue(hist, keys[i - 1].GetValue(obj, null).ToString(), null); } hist.TableName = type.Name; return hist;}protected static bool AttrIsPrimaryKey(PropertyInfo pi){ var attrs = from attr in pi.GetCustomAttributes(typeof(ColumnAttribute), true) where ((ColumnAttribute)attr).IsPrimaryKey select attr; if (attrs != null && attrs.Count() > 0) return true; else return false;}RecordLinqInsert takes as input a data context which it will use to write to the database, the user, and the LINQ object to be recorded (a single object, for instance, a Customer or Order object if you're using AdventureWorks). It then calls the NewHistoryRecord method, which uses LINQ to Objects in conjunction with the AttrIsPrimaryKey method to pull all the primary key properties, set the Key1-KeyN properties of the TableHistory object, and return the new TableHistory object. The code would be called in an application, like so: Continue span.fullpost {display:none;}

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • EHome IR receiver and Ubuntu 13 - any one have this working?

    - by squakie
    I have a "generic" USB IR receiver I purchased off of Ebay to make my life a little easier with XBMC on my Ubuntu box. I am currently running 13.10 and have never tried nor have any knowledge of IR in Ubuntu. I know of lirc, and I know a lot of it is now included in the kernel. My understanding is that lirc in basic terms maps pulses from an remote control to functions - like keyboard or mouse clicks. It is also my understanding that I might still need a driver or something for my device. lsusb shows the device as: Bus 006 Device 003: ID 147a:e016 Formosa Industrial Computing, Inc. eHome Infrared Receiver dmesg shows the following pertaining to the device: [43635.311985] usb 6-2: USB disconnect, device number 2 [43641.344387] usb 6-2: new full-speed USB device number 3 using ohci-pci [43641.543454] usb 6-2: New USB device found, idVendor=147a, idProduct=e016 [43641.543467] usb 6-2: New USB device strings: Mfr=1, Product=2, SerialNumber=3 [43641.543473] usb 6-2: Product: eHome Infrared Transceiver [43641.543478] usb 6-2: Manufacturer: Formosa21 [43641.543483] usb 6-2: SerialNumber: FM000623 [43641.555736] Registered IR keymap rc-rc6-mce [43641.555968] input: Media Center Ed. eHome Infrared Remote Transceiver (147a:e016) as /devices/pci0000:00/0000:00:12.0/usb6/6-2/6-2:1.0/rc/rc2/input15 [43641.556221] rc2: Media Center Ed. eHome Infrared Remote Transceiver (147a:e016) as /devices/pci0000:00/0000:00:12.0/usb6/6-2/6-2:1.0/rc/rc2 [43641.556584] input: MCE IR Keyboard/Mouse (mceusb) as /devices/virtual/input/input16 [43641.557186] rc rc2: lirc_dev: driver ir-lirc-codec (mceusb) registered at minor = 0 [43641.731965] mceusb 6-2:1.0: Registered Formosa21 eHome Infrared Transceiver with mce emulator interface version 1 [43641.731978] mceusb 6-2:1.0: 2 tx ports (0x0 cabled) and 2 rx sensors (0x0 active) (excuse the double spacing, but I had to put in extra cr/lf using "enter" or the entire thing was just one long unreadable string). When I connect the same IR receiver to a Raspberry Pi running OpenELEC/XBMC there is no flashing led unless I press a remote button, and the device works. In Ubuntu, the led is constantly blinking, and nothing happens when I press a remote key. I tried the command line program to test but it never echoes anything back to the terminal window. I believe it must need some sort of driver or something else, but I am completely in the dark on this. If it matters I also have: - Logitech wireless keyboard/mouse USB receiver - Tenda USB wireless adapter And.....I've also noticed some errors now that show in dmesg that seem to somehow related to HDMI if that makes any sense: 46721.144731] HDMI: ELD buf size is 0, force 128 [46721.144749] HDMI: invalid ELD data byte 0 [46721.444025] HDMI: ELD buf size is 0, force 128 [46721.444061] HDMI: invalid ELD data byte 0 [46721.743375] HDMI: ELD buf size is 0, force 128 [46721.743411] HDMI: invalid ELD data byte 0 [46722.043092] HDMI: ELD buf size is 0, force 128 [46722.043118] HDMI: invalid ELD data byte 0 [46722.343086] HDMI: ELD buf size is 0, force 128 [46722.343122] HDMI: invalid ELD data byte 0 [46722.642517] HDMI: ELD buf size is 0, force 128 [46722.642574] HDMI: invalid ELD data byte 0 [46722.942459] HDMI: ELD buf size is 0, force 128 [46722.942485] HDMI: invalid ELD data byte 0 [46723.242103] HDMI: ELD buf size is 0, force 128 [46723.242129] HDMI: invalid ELD data byte 0 [46723.541877] HDMI: ELD buf size is 0, force 128 [46723.541923] HDMI: invalid ELD data byte 0 [58366.651954] HDMI: ELD buf size is 0, force 128 [58366.651980] HDMI: invalid ELD data byte 0 [58366.951523] HDMI: ELD buf size is 0, force 128 [58366.951549] HDMI: invalid ELD data byte 0 [58367.251075] HDMI: ELD buf size is 0, force 128 [58367.251121] HDMI: invalid ELD data byte 0 [58367.550517] HDMI: ELD buf size is 0, force 128 [58367.550563] HDMI: invalid ELD data byte 0 [58367.850219] HDMI: ELD buf size is 0, force 128 [58367.850256] HDMI: invalid ELD data byte 0 [58368.150160] HDMI: ELD buf size is 0, force 128 [58368.150185] HDMI: invalid ELD data byte 0 [58368.449544] HDMI: ELD buf size is 0, force 128 [58368.449570] HDMI: invalid ELD data byte 0 [58368.749583] HDMI: ELD buf size is 0, force 128 [58368.749629] HDMI: invalid ELD data byte 0 [58369.049280] HDMI: ELD buf size is 0, force 128 [58369.049326] HDMI: invalid ELD data byte 0 [58394.706273] HDMI: ELD buf size is 0, force 128 [58394.706300] HDMI: invalid ELD data byte 0 [58394.706350] HDMI: ELD buf size is 0, force 128 [58394.706367] HDMI: invalid ELD data byte 0 [58395.003032] HDMI: ELD buf size is 0, force 128 [58395.003058] HDMI: invalid ELD data byte 0 [58395.302680] HDMI: ELD buf size is 0, force 128 [58395.302705] HDMI: invalid ELD data byte 0 [58395.602442] HDMI: ELD buf size is 0, force 128 [58395.602477] HDMI: invalid ELD data byte 0 [58395.902143] HDMI: ELD buf size is 0, force 128 [58395.902179] HDMI: invalid ELD data byte 0 [58396.201839] HDMI: ELD buf size is 0, force 128 [58396.201875] HDMI: invalid ELD data byte 0 [58396.501538] HDMI: ELD buf size is 0, force 128 [58396.501574] HDMI: invalid ELD data byte 0 [58396.801232] HDMI: ELD buf size is 0, force 128 [58396.801268] HDMI: invalid ELD data byte 0 [58397.100583] HDMI: ELD buf size is 0, force 128 [58397.100627] HDMI: invalid ELD data byte 0 [63095.766042] systemd-hostnamed[8875]: Warning: nss-myhostname is not installed. Changing the local hostname might make it unresolveable. Please install nss-myhostname! dave@davepc:~$ EDIT: Maybe another way to look at this would be what does Ubuntu do or not do that OpenELEC does or doesn't do (on Raspberry Pi) such that it works in OpenELEC but not in Ubuntu?

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  • OpenJDK DIO Project Now Live! Java SE Embedded API Accessing Peripherals

    - by hinkmond
    The DIO project on OpenJDK is now live! For those who grew up in the 1970's and 1980's, you might remember Ronnie James Dio, lead singer of Black Sabbath after Ozzy was fired, and lead singer of his own band, Dio. Well, this DIO is not that Dio. This DIO is the OpenJDK Device I/O project which provides a Java-level API for accessing generic device peripherals on embedded devices, like your Raspberry Pi running Java SE Embedded software. See: OpenJDK DIO Project Here's a quote: + General Purpose Input/Output (GPIO) + Inter-Integrated Circuit Bus (I2C) + Universal Asynchronous Receiver/Transmitter (UART) + Serial Peripheral Interface If you're familiar with Pi4J, then you're going to like DIO. And, if you liked Ozzy, you probably liked Ronnie James Dio. This will probably make Robert Savage happy too. The part about DIO being live now, not the part about Dio replacing Ozzy, because everyone likes Ozzy. Hinkmond

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  • Meet us at Devoxx!

    - by terrencebarr
    It’s Devoxx time again! If you’re at Devoxx, sure to check the schedule for a whole range of exciting Java and Oracle topics: JavaFX, OpenJDK, JDK 7, Java Embedded, Java EE, JCP, NetBeans, Greenfoot, as well as Java Duchess and JUG meetings. Talks, labs, BOFs, demos, and more. Embedded Java will also play a prominent role. Want to see Java on Raspberry Pi in action? Find out why what’s happening with Java in IoT (Internet of Things)? Play with NetBeans and Tinkerforge? Check out the full Devoxx schedule. Why do I think Java has the most exciting part of its future still ahead of it? Catch up with me at my talk on Wed 14:00:  ”Small, Smart, Connected: Java in the Internet of Things”. Cheers, – Terrence Filed under: Mobile & Embedded Tagged: embedded, Embedded Java, Java, Java Embedded, JavaFX, NetBeans, OpenJDK

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  • as3 3D camera lookat

    - by Johannes Jensen
    I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x and z coordinates, here is my code so far: var dx:Number = camera.x - lookAt.x; var dy:Number = camera.y - lookAt.y; var dz:Number = camera.z - lookAt.z; camera.rotationY = Math.atan2(dz, dx) * (180 / Math.PI) + 270; so no matter the x or z position, the point is always on the mid of the screen, IF and only if y matches with the camera. So what I need is to calculate the rotationX (which are measured in degrees not radians), and I was wondering how I would do this?

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • RPi and Java Embedded GPIO: Sensor Hardware for Java Enabled Interface

    - by hinkmond
    Now here's the hardware you'll need to make a Java app interface with a static charge sensor connected to your Raspberry Pi via the GPIO port. It means another Fry's run of course. That's not too bad during Christmas since you can browse all the gadget and toys while doing your shopping for sensor hardware for your RPi. Here's a your shopping list: 1 - NTE312 JFET N-channel transistor (this is in place of the MPF-102) 1 - Set of Jumper Wires 1 - LED 1 - 300 ohm resistor 1 - set of header pins Grab all that from Fry's or your local hobby electronics shop and come back here for how to connect it together. Oh, and don't go too crazy buying all the other electronic toys and gadgets that catch your eye because of the holiday displays at the store. Hinkmond

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  • Java Day Tokyo 2014 ????????

    - by OTN-J Master
    5?22?(?)???????????????Java Day Tokyo 2014?????????????????Create the Future with Java??????Java?????????????????????Java???????????????????????????????????Java 8??Java 8????????(3?)??????????????????????????????????????? ¦ IoT?????Java-???????????????????????????Java?????????????????????????????? (????Nandini Ramani?Cameron Purdy?Simon Ritter)Nandini Ramani??Java SE?Java ME??Cameron Purdy?Java EE??Simon Ritter?Java????????????????????????????????????????????Java SE 8?????????????Oracle Java for MIPS(32???/64????)????????????????????????OTN?????????????????????????Java????????????????????????¦??????????????????IoT????????3????????????????????JavaOne 2013???????????????????????????????????????????????????????·Lego Mindstorms?????Stephen Chin(Java Technology Ambassador)???????????Lego Duke Segway????Lego Mindstorms??????????????????Duke???2????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????????Duke Segway????????????????Duke?????????????????????????????????????????????? ·DukePadRaspberry Pi ??????Java SE Embedded?????????????????????????????????????JavaFX???????????????????????????????????????????????????????????(??????????????)????????????????????????????????????????????????????????????????????????? ·Chess RobotDukePad????????????????????????????????????DukePad??????????????????????????????????????????????????????????????¦Java???????2015??Java????20???????(?????????!)???Java?????????????????????????????????????????Java???????????????????????????????????????????????????????????????????????????????¦Java Magazine ????Java????????????????????????????????????????????????????????????Java 8 ?????????????????IoT???????????????????????????????????????????????????????????????????????????????????????????????Java????????????????????????????????????????????????????????????????????????Java Magazine????????????????????????????????????Java Magazine ????????OTN?????????Java????????????PDF??????eBook???????????????????? ??????????Facebook???:Java Day TokyoJava Day Tokyo 2013

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  • The JavaOne 2012 Sunday Technical Keynote

    - by Janice J. Heiss
    At the JavaOne 2012 Sunday Technical Keynote, held at the Masonic Auditorium, Mark Reinhold, Chief Architect, Java Platform Group, stated that they were going to do things a bit differently--"rather than 20 minutes of SE, and 20 minutes of FX, and 20 minutes of EE, we're going to mix it up a little," he said. "For much of it, we're going to be showing a single application, to show off some of the great work that's been done in the last year, and how Java can scale well--from the cloud all the way down to some very small embedded devices, and how JavaFX scales right along with it."Richard Bair and Jasper Potts from the JavaFX team demonstrated a JavaOne schedule builder application with impressive navigation, animation, pop-overs, and transitions. They noted that the application runs seamlessly on either Windows or Macs, running Java 7. They then ran the same application on an Ubuntu Linux machine--"it just works," said Blair.The JavaFX duo next put the recently released JavaFX Scene Builder through its paces -- dragging and dropping various image assets to build the application's UI, then fine tuning a CSS file for the finished look and feel. Among many other new features, in the past six months, JavaFX has released support for H.264 and HTTP live streaming, "so you can get all the real media playing inside your JavaFX application," said Bair. And in their developer preview builds of JavaFX 8, they've now split the rendering thread from the UI thread, to better take advantage of multi-core architectures.Next, Brian Goetz, Java Language Architect, explored language and library features planned for Java SE 8, including Lambda expressions and better parallel libraries. These feature changes both simplify code and free-up libraries to more effectively use parallelism. "It's currently still a lot of work to convert an application from serial to parallel," noted Goetz.Reinhold had previously boasted of Java scaling down to "small embedded devices," so Blair and Potts next ran their schedule builder application on a small embedded PandaBoard system with an OMAP4 chip set. Connected to a touch screen, the embedded board ran the same JavaFX application previously seen on the desktop systems, but now running on Java SE Embedded. (The systems can be seen and tried at four of the nearby JavaOne hotels.) Bob Vandette, Java Embedded Architect, then displayed a $25 Rasberry Pi ARM-based system running Java SE Embedded, noting the even greater need for the platform independence of Java in such highly varied embedded processor spaces. Reinhold and Vandetta discussed Project Jigsaw, the planned modularization of the Java SE platform, and its deferral from the Java 8 release to Java 9. Reinhold demonstrated the promise of Jigsaw by running a modularized demo version of the earlier schedule builder application on the resource constrained Rasberry Pi system--although the demo gods were not smiling down, and the application ultimately crashed.Reinhold urged developers to become involved in the Java 8 development process--getting the weekly builds, trying out their current code, and trying out the new features:http://openjdk.java.net/projects/jdk8http://openjdk.java.net/projects/jdk8/spechttp://jdk8.java.netFrom there, Arun Gupta explored Java EE. The primary themes of Java EE 7, Gupta stated, will be greater productivity, and HTML 5 functionality (WebSocket, JSON, and HTML 5 forms). Part of the planned productivity increase of the release will come from a reduction in writing boilerplate code--through the widespread use of dependency injection in the platform, along with default data sources and default connection factories. Gupta noted the inclusion of JAX-RS in the web profile, the changes and improvements found in JMS 2.0, as well as enhancements to Java EE 7 in terms of JPA 2.1 and EJB 3.2. GlassFish 4 is the reference implementation of Java EE 7, and currently includes WebSocket, JSON, JAX-RS 2.0, JMS 2.0, and more. The final release is targeted for Q2, 2013. Looking forward to Java EE 8, Gupta explored how the platform will provide multi-tenancy for applications, modularity based on Jigsaw, and cloud architecture. Meanwhile, Project Avatar is the group's incubator project for designing an end-to-end framework for building HTML 5 applications. Santiago Pericas-Geertsen joined Gupta to demonstrate their "Angry Bids" auction/live-bid/chat application using many of the enhancements of Java EE 7, along with an Avatar HTML 5 infrastructure, and running on the GlassFish reference implementation.Finally, Gupta covered Project Easel, an advanced tooling capability in NetBeans for HTML5. John Ceccarelli, NetBeans Engineering Director, joined Gupta to demonstrate creating an HTML 5 project from within NetBeans--formatting the project for both desktop and smartphone implementations. Ceccarelli noted that NetBeans 7.3 beta will be released later this week, and will include support for creating such HTML 5 project types. Gupta directed conference attendees to: http://glassfish.org/javaone2012 for everything about Java EE and GlassFish at JavaOne 2012.

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  • Number crunching algo for learning multithreading?

    - by Austin Henley
    I have never really implemented anything dealing with threads; my only experience with them is reading about them in my undergrad. So I want to change that by writing a program that does some number crunching, but splits it up into several threads. My first ideas for this hopefully simple multithreaded program were: Beal's Conjecture brute force based on my SO question. Bailey-Borwein-Plouffe formula for calculating Pi. Prime number brute force search As you can see I have an interest in math and thought it would be fun to incorporate it into this, rather than coding something such as a server which wouldn't be nearly as fun! But the 3 ideas don't seem very appealing and I have already done some work on them in the past so I was curious if anyone had any ideas in the same spirit as these 3 that I could implement?

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  • Markdown, LaTeX combined in WYSIWYG editor. Is there any?

    - by om-nom-nom
    I really like the way markdown is implemented in SE bunch of sites, where I can easily write code blocks, performing formatting or even use latex on some of sites like writing $\pi$. I also like how this online editor looks and feels. But it's all online. Is there any offline WYSIWYG analogs of notepag or WMD in Ubuntu that optionally supports pdf as an output format? Both markdown and latex desired. I desire to simultaneously use Markdown and LaTeX. I'm planing to use an editor for writing some technical stuff with math, but it's annoying to be constantly in "LaTeX-mode". So it would be awesome to immerse in LaTeX when I need formulas and use markdown when I need to speak on natural language. UPD. Almost all answers was quite useful, but none of them answers directly on my question. I'll accept @N.N. answer as a most complete.

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  • DataCash @ Hackathon

    - by John Breakwell
    Originally posted on: http://geekswithblogs.net/Plumbersmate/archive/2013/06/28/datacash--hackathon.aspxBack in May, DataCash was a sponsor for one of the biggest networking events for payments developers – Trans-hacktion. The 3-day Hackathon, organised by Birdback, was focused on the latest innovations in the payments and financial technology and held at the London Google Campus.  The event included demos from DataCash and other payments companies followed by hacking sessions. Teams had to hack a product that used partner APIs and present the hack in 3 minutes on the final day. The prizes up for grabs were: KingHacker3D Printer & Champagne 1stPebble Watch & 1 year of GitHub Silver plan 2ndAIAIAI Headphones & 1 year of GitHub Bronze plan 3rdRaspberry Pi & 6 months of GitHub Bronze plan APIUp Bracelet. Nintendo NES + Super Mario Game ANDBerg Cloud Little Printer & 100$ AWS credit & more...

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  • Java 8 for Tablets, Pis, and Legos at Silicon Valley JUG - 8/20/2014

    - by hinkmond
    A bunch of people attended the Silicon Valley Java Users Group meeting last night and saw Stephen Chin talk about "Java 8 for Tablets, Pis, and Legos". I was there and thought Stephen's presentation and demos were very cool as always. Here are some photos (mostly taken by Arun) from last night. See: Photos from SV JUG 8/20/2014 The most interesting combination of the topics from last night (to me at least) is to combine Lambdas from Java SE Embedded 8 with running on an embedded device like the Raspberry Pi, or even better on an i.MX6 target device with a quad-core processor. Lambdas and Embedded, now that's a cool combo... Hinkmond

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • Rotate a vector by given degrees (errors when value over 90)

    - by Ivan
    I created a function to rotate a vector by a given number of degrees. It seems to work fine when given values in the range -90 to +90. Beyond this, the amount of rotation decreases, i.e., I think objects are rotating the same amount for 80 and 100 degrees. I think this diagram might be a clue to my problem, but I don't quite understand what it's showing. Must I use a different trig function depending on the radians value? The programming examples I've been able to find look similar to mine (not varying the trig functions). Vector2D.prototype.rotate = function(angleDegrees) { var radians = angleDegrees * (Math.PI / 180); var ca = Math.cos(radians); var sa = Math.sin(radians); var rx = this.x*ca - this.y*sa; var ry = this.x*sa + this.y*ca; this.x = rx; this.y = ry; };

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