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  • Any suggestions how it would be good to promote software in a small company ?

    - by Derfder
    Ok, I know if I am Red hat or other giant and offer some support etc. I can be profitable, in fact, Red Hat is doing quite well. However, what about a small company where I create a small program. e.g. an instant messenger for a windows or linux (just as an illustration) and I want to sell it. But how can I sell it if it is free and everybody can download it? Any advice? I like the idea of FSF by Richard Stallman, however I am missing the way how to sell my software under GNU/GPL licence. Any advice, how can I solve this problem? Any profitable small business software developers around with their opinion? Any links or names of small companies taht I can look at and study their model of business?

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  • How can I test if my rotated rectangle intersects a corner?

    - by Raven Dreamer
    I have a square, tile-based collision map. To check if one of my (square) entities is colliding, I get the vertices of the 4 corners, and test those 4 points against my collision map. If none of those points are intersecting, I know I'm good to move to the new position. I'd like to allow entities to rotate. I can still calculate the 4 corners of the square, but once you factor in rotation, those 4 corners alone don't seem to be enough information to determine if the entity is trying to move to a valid state. For example: In the picture below, black is unwalkable terrain, and red is the player's hitbox. The left scenario is allowed because the 4 corners of the red square are not in the black terrain. The right scenario would also be (incorrectly) allowed, because the player, cleverly turned at a 45* angle, has its corners in valid spaces, even if it is (quite literally) cutting the corner. How can I detect scenarios similar to the situation on the right?

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  • OWSM vs. OEG - When to use which component - 11g

    - by Prakash Yamuna
    A lot of people both internal to Oracle and customers keep asking about when should OWSM be used vs. OEG. Sometime back I posted Oracle's vision for layered SOA security Here is a quick summary: Use OWSM in Green Zone Use OEG in Red Zone (DMZ) If you need end-to-end security in which case they will want both OWSM and OEG. This is the topology I would recommend for most customers. If you need only Green Zone security - then use OWSM in conjunction with Oracle FMW products like SOA Suite, OSB, ADF, WLS, BI, etc both on the Client Side and Service Side (assuming you are using FMW technologies for both Clients and Services). If you need only Red Zone security - then use OEG on the Service Side. You can use OWSM for the Client Side if you are using FMW to build your clients.

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  • Oracle Applications Day 2012. Experience the Global Innovation of Management Applications

    - by antonella.buonagurio
    10 ottobre 2012 – Milano, East End Studios | 17 ottobre 2012 - Roma, Officine Farneto Sono aperte le iscrizioni per partecipare agli appuntamenti dedicati alla comunità di Clienti e Partner: un’occasione imperdibile a Milano e Roma per condividere le soluzioni più innovative e le esperienze più significative sulle scelte strategiche per affrontare le sfide attuali e future. Iscriviti sul sito sito Oracle Applications Day 2012 ti offre l’opportunità di partecipare al concorso fotografico Oracle I.M.A.G.E. e vincere un iPad! Scatta le immagini che per te descrivono i cinque concept dell’evento (Innovation, Management, Applications, Global, Experience) ed inviale tramite il tuo smartphone. Per partecipare al contest visita la pagina Concorso sul sito E non dimenticare ORACLE RED! Diventa protagonista della comunicazione visiva dell’Oracle Applications Day: scatta la tua immagine Red Oracle e postala su INSTAGRAM con il cancelletto/hashtag #OracleApps_Red. Le tue foto potranno diventare lo slideshow che verrà proiettato in apertura dei lavori. Per ulteriori informazioni visita il sito Non perdere l’evento più “social cool” dell’anno! Il Team Oracle

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  • How Mature is Your Database Change Management Process?

    - by Ben Rees
    .dbd-banner p{ font-size:0.75em; padding:0 0 10px; margin:0 } .dbd-banner p span{ color:#675C6D; } .dbd-banner p:last-child{ padding:0; } @media ALL and (max-width:640px){ .dbd-banner{ background:#f0f0f0; padding:5px; color:#333; margin-top: 5px; } } -- Database Delivery Patterns & Practices Further Reading Organization and team processes How do you get your database schema changes live, on to your production system? As your team of developers and DBAs are working on the changes to the database to support your business-critical applications, how do these updates wend their way through from dev environments, possibly to QA, hopefully through pre-production and eventually to production in a controlled, reliable and repeatable way? In this article, I describe a model we use to try and understand the different stages that customers go through as their database change management processes mature, from the very basic and manual, through to advanced continuous delivery practices. I also provide a simple chart that will help you determine “How mature is our database change management process?” This process of managing changes to the database – which all of us who have worked in application/database development have had to deal with in one form or another – is sometimes known as Database Change Management (even if we’ve never used the term ourselves). And it’s a difficult process, often painfully so. Some developers take the approach of “I’ve no idea how my changes get live – I just write the stored procedures and add columns to the tables. It’s someone else’s problem to get this stuff live. I think we’ve got a DBA somewhere who deals with it – I don’t know, I’ve never met him/her”. I know I used to work that way. I worked that way because I assumed that making the updates to production was a trivial task – how hard can it be? Pause the application for half an hour in the middle of the night, copy over the changes to the app and the database, and switch it back on again? Voila! But somehow it never seemed that easy. And it certainly was never that easy for database changes. Why? Because you can’t just overwrite the old database with the new version. Databases have a state – more specifically 4Tb of critical data built up over the last 12 years of running your business, and if your quick hotfix happened to accidentally delete that 4Tb of data, then you’re “Looking for a new role” pretty quickly after the failed release. There are a lot of other reasons why a managed database change management process is important for organisations, besides job security, not least: Frequency of releases. Many business managers are feeling the pressure to get functionality out to their users sooner, quicker and more reliably. The new book (which I highly recommend) Lean Enterprise by Jez Humble, Barry O’Reilly and Joanne Molesky provides a great discussion on how many enterprises are having to move towards a leaner, more frequent release cycle to maintain their competitive advantage. It’s no longer acceptable to release once per year, leaving your customers waiting all year for changes they desperately need (and expect) Auditing and compliance. SOX, HIPAA and other compliance frameworks have demanded that companies implement proper processes for managing changes to their databases, whether managing schema changes, making sure that the data itself is being looked after correctly or other mechanisms that provide an audit trail of changes. We’ve found, at Red Gate that we have a very wide range of customers using every possible form of database change management imaginable. Everything from “Nothing – I just fix the schema on production from my laptop when things go wrong, and write it down in my notebook” to “A full Continuous Delivery process – any change made by a dev gets checked in and recorded, fully tested (including performance tests) before a (tested) release is made available to our Release Management system, ready for live deployment!”. And everything in between of course. Because of the vast number of customers using so many different approaches we found ourselves struggling to keep on top of what everyone was doing – struggling to identify patterns in customers’ behavior. This is useful for us, because we want to try and fit the products we have to different needs – different products are relevant to different customers and we waste everyone’s time (most notably, our customers’) if we’re suggesting products that aren’t appropriate for them. If someone visited a sports store, looking to embark on a new fitness program, and the store assistant suggested the latest $10,000 multi-gym, complete with multiple weights mechanisms, dumb-bells, pull-up bars and so on, then he’s likely to lose that customer. All he needed was a pair of running shoes! To solve this issue – in an attempt to simplify how we understand our customers and our offerings – we built a model. This is a an attempt at trying to classify our customers in to some sort of model or “Customer Maturity Framework” as we rather grandly term it, which somehow simplifies our understanding of what our customers are doing. The great statistician, George Box (amongst other things, the “Box” in the Box-Jenkins time series model) gave us the famous quote: “Essentially all models are wrong, but some are useful” We’ve taken this quote to heart – we know it’s a gross over-simplification of the real world of how users work with complex legacy and new database developments. Almost nobody precisely fits in to one of our categories. But we hope it’s useful and interesting. There are actually a number of similar models that exist for more general application delivery. We’ve found these from ThoughtWorks/Forrester, from InfoQ and others, and initially we tried just taking these models and replacing the word “application” for “database”. However, we hit a problem. From talking to our customers we know that users are far less further down the road of mature database change management than they are for application development. As a simple example, no application developer, who wants to keep his/her job would develop an application for an organisation without source controlling that code. Sure, he/she might not be using an advanced Gitflow branching methodology but they’ll certainly be making sure their code gets managed in a repo somewhere with all the benefits of history, auditing and so on. But this certainly isn’t the case (yet) for the database – a very large segment of the people we speak to have no source control set up for their databases whatsoever, even at the most basic level (for example, keeping change scripts in a source control system somewhere). By the way, if this is you, Red Gate has a great whitepaper here, on the barriers people face getting a source control process implemented at their organisations. This difference in maturity is the same as you move in to areas such as continuous integration (common amongst app developers, relatively rare for database developers) and automated release management (growing amongst app developers, very rare for the database). So, when we created the model we started from scratch and biased the levels of maturity towards what we actually see amongst our customers. But, what are these stages? And what level are you? The table below describes our definitions for four levels of maturity – Baseline, Beginner, Intermediate and Advanced. As I say, this is a model – you won’t fit any of these categories perfectly, but hopefully one will ring true more than others. We’ve also created a PDF with a flow chart to help you find which of these groups most closely matches your team:  Download the Database Delivery Maturity Framework PDF here   Level D1 – Baseline Work directly on live databases Sometimes work directly in production Generate manual scripts for releases. Sometimes use a product like SQL Compare or similar to do this Any tests that we might have are run manually Level D2 – Beginner Have some ad-hoc DB version control such as manually adding upgrade scripts to a version control system Attempt is made to keep production in sync with development environments There is some documentation and planning of manual deployments Some basic automated DB testing in process Level D3 – Intermediate The database is fully version-controlled with a product like Red Gate SQL Source Control or SSDT Database environments are managed Production environment schema is reproducible from the source control system There are some automated tests Have looked at using migration scripts for difficult database refactoring cases Level D4 – Advanced Using continuous integration for database changes Build, testing and deployment of DB changes carried out through a proper database release process Fully automated tests Production system is monitored for fast feedback to developers   Does this model reflect your team at all? Where are you on this journey? We’d be very interested in knowing how you get on. We’re doing a lot of work at the moment, at Red Gate, trying to help people progress through these stages. For example, if you’re currently not source controlling your database, then this is a natural next step. If you are already source controlling your database, what about the next stage – continuous integration and automated release management? To help understand these issues, there’s a summary of the Red Gate Database Delivery learning program on our site, alongside a Patterns and Practices library here on Simple-Talk and a Training Academy section on our documentation site to help you get up and running with the tools you need to progress. All feedback is welcome and it would be great to hear where you find yourself on this journey! This article is part of our database delivery patterns & practices series on Simple Talk. Find more articles for version control, automated testing, continuous integration & deployment.

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  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

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  • How to Inspect Javascript Object

    - by Madhan ayyasamy
    You can inspect any JavaScript objects and list them as indented, ordered by levels.It shows you type and property name. If an object property can't be accessed, an error message will be shown.Here the snippets for inspect javascript object.function inspect(obj, maxLevels, level){  var str = '', type, msg;    // Start Input Validations    // Don't touch, we start iterating at level zero    if(level == null)  level = 0;    // At least you want to show the first level    if(maxLevels == null) maxLevels = 1;    if(maxLevels < 1)             return '<font color="red">Error: Levels number must be > 0</font>';    // We start with a non null object    if(obj == null)    return '<font color="red">Error: Object <b>NULL</b></font>';    // End Input Validations    // Each Iteration must be indented    str += '<ul>';    // Start iterations for all objects in obj    for(property in obj)    {      try      {          // Show "property" and "type property"          type =  typeof(obj[property]);          str += '<li>(' + type + ') ' + property +                  ( (obj[property]==null)?(': <b>null</b>'):('')) + '</li>';          // We keep iterating if this property is an Object, non null          // and we are inside the required number of levels          if((type == 'object') && (obj[property] != null) && (level+1 < maxLevels))          str += inspect(obj[property], maxLevels, level+1);      }      catch(err)      {        // Is there some properties in obj we can't access? Print it red.        if(typeof(err) == 'string') msg = err;        else if(err.message)        msg = err.message;        else if(err.description)    msg = err.description;        else                        msg = 'Unknown';        str += '<li><font color="red">(Error) ' + property + ': ' + msg +'</font></li>';      }    }      // Close indent      str += '</ul>';    return str;}Method Call:function inspect(obj [, maxLevels [, level]]) Input Vars * obj: Object to inspect * maxLevels: Optional. Number of levels you will inspect inside the object. Default MaxLevels=1 * level: RESERVED for internal use of the functionReturn ValueHTML formatted string containing all values of inspected object obj.

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  • Biome Transition in a Grid & Borderless World

    - by API-Beast
    I have a universe: a list of "Systems", each with their own center, type and radius. A small part of such a universe could look like this: Systems: Can be very close to a different system, e.g. overlap Can be inside another, much bigger system Can be very far away from any other systems Spawn system specific entities and particles inside the system radius Have some properties like background color So far so good. However, the player can fly around freely, inside and outside of systems, in real time. How do I interpolate and determine things like the background color now, depending on camera position? E.g. if you are halfway between a green and a red system you should see a background halfway between red and green, or if you are inside a lilac system near the center and at the border of a green system you should get a mostly lilac background etc.

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  • Issue with a point coordinates, which creates an unwanted triangle

    - by Paul
    I would like to connect the points from the red path, to the y-axis in blue. I figured out that the problem with my triangles came from the first point (V0) : it is not located where it should be. In the console, it says its location is at 0,0, but in the emulator, it is not. The code : for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } The output : _polyVertices[i-1].x : 0.000000, _polyVertices[i-1].y : 0.000000 _polyVertices[i].x : 50.000000, _polyVertices[i].y : 0.000000 And the result : (the layer goes up, i could not take the screenshot before the layer started to go up, but the first red point starts at y=0) : Then it creates an unwanted triangle when the code continues : Would you have any idea about this? (So to force the first blue point to start at 0,0, and not at 50,0 as it seems to be now) Here is the code : - (void)generatePath{ float x = 50; //first red point float y = 0; for(int i = 0; i < kMaxKeyPoints+1; i++) { if (i<3){ _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<20){ //going right _hillKeyPoints[i] = CGPointMake(x, y); x += (random() % (int) 30); y += -40; } else if(i<25){ //stabilize _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<30){ //going left _hillKeyPoints[i] = CGPointMake(x, y); //x -= (random() % (int) 10); x = 150 + (random() % (int) 30); y += -40; } else { //back to normal _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } } } -(void)generatePolygons{ static int prevFromKeyPointI = -1; static int prevToKeyPointI = -1; // key points interval for drawing while (_hillKeyPoints[_fromKeyPointI].y > -_offsetY+winSizeTop) { _fromKeyPointI++; } while (_hillKeyPoints[_toKeyPointI].y > -_offsetY-winSizeBottom) { _toKeyPointI++; } if (prevFromKeyPointI != _fromKeyPointI || prevToKeyPointI != _toKeyPointI) { _nPolyVertices = 0; float x1 = 0; int keyPoints = _fromKeyPointI; for (int i=_fromKeyPointI; i<_toKeyPointI; i++){ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); //first blue point _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //CCLOG(@"_nPolyVertices V2 again : %i", _nPolyVertices); //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } prevFromKeyPointI = _fromKeyPointI; prevToKeyPointI = _toKeyPointI; } } - (void) draw { //RED glColor4f(1, 1, 1, 1); for(int i = MAX(_fromKeyPointI, 1); i <= _toKeyPointI; ++i) { glColor4f(1.0, 0, 0, 1.0); ccDrawLine(_hillKeyPoints[i-1], _hillKeyPoints[i]); } //BLUE glColor4f(0, 0, 1, 1); for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } } Thanks

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  • Algorithm to calculate trajectories from vector field

    - by cheeesus
    I have a two-dimensional vector field, i.e., for each point (x, y) I have a vector (u, v), whereas u and v are functions of x and y. This vector field canonically defines a set of trajectories, i.e. a set of paths a particle would take if it follows along the vector field. In the following image, the vector field is depicted in red, and there are four trajectories which are partly visible, depicted in dark red: I need an algorithm which efficiently calculates some trajectories for a given vector field. The trajectories must satisfy some kind of minimum denseness in the plane (for every point in the plane we must have a 'nearby' trajectory), or some other condition to get a reasonable set of trajectories. I could not find anything useful on Google on this, and Stackexchange doesn't seem to handle the topic either. Before I start devising such an algorithm by myself: Are there any known algorithms for this problem? What is their name, for which keywords do I have to search?

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  • How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)

    - by nilspin
    I am working with a game engine, and my task is to add code for simulating fracture of rigid meshes. Right now I'm only working on breaking a cube. I am using Voronoi's algorithm to make a (realistic)fractured shard and I am using the half-plane method to generate a voronoi cell. Now the way I do this is for every seed point, I make planes that are perpendicular bisector planes(the straight black lines in the image) with rest of the seed points and I calculate the intersections of all these planes to give me distinct points(all the orange dots). I've gotten this far. Out of all these calculated intersection points, I only need the ones that are closest and enclosing the seed point(the points encircled in red) and I need to discard all the rest. Information that I have : 1) Plane equations of all planes(defined by normalized normal vectors and their distance from origin) 2) Points of intersection(that I've calculated) Can anybody help me find out how I can find the points encircled in red? Thanks.

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  • .NET Reflector Open Source Alternative

    - by bconlon
    When I found out yesterday that one of my top 5 development tools .NET Reflector will no longer be free at the end of February, I thought I'd see if work had started on a good open source alternative...and guess what...work on ILSpy is already well underway!! There seems to be a difference of opinion on what Red Gate said when they purchased .NET Reflector from Lutz Roeder in 2008. They say that they would try to keep it free, where as others think they promised to keep it free. Either way at the time I thought it was a smart purchase by Red Gate as it would raise their profile overnight within the .Net community. But not only are they going to charge $35 for v7 (which is up to them), they have also time-bombed v6 to force users to pay. This I think will lower their profile overnight within the .Net community!! Maybe they are been slightly naive in thinking the community wouldn't just write an alternative?  #

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  • Azure

    - by Grant Fritchey
    I've been tasked to learn SQL Azure, as well as test all the Red Gate products on it. My one, BIG, fear has been that I'll receive some mongo bill in the mail because I've exceeded the MSDN testing limit. I know people that have had that problem. I've been trying to keep an eye on my usage, but, let's face it, it's not something I think about every day. But now I don't have to. Red Gate has been working with Azure, long before I showed up. They already released a little piece of software that I just found out about, it's called CloudTally. It gathers your usage and sends you a daily email so you can know if you're starting to approach that limit. Check it out, it's free.

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  • Finding Near-Earth Asteroids

    - by TATWORTH
    One of the puzzling aspects of hunting for Near Earth Asteroids is that more has been spent on Hollywood films about potential disasters should one hit the Earth than on finding them in the first place. While there are a number of on-going asteroid search programs, these are all Earth-based at the moment. The limitations of them are:Each telescope can only observe for a maximum average of 12 hours per day.As far as I am aware, all these programs are in the visible light only. (Once an asteroid is found, then radar tracking is possible when it is close.)Being Earth based they cannot see inside the Earth's orbit.The Asteroids being generally dark, do not show up well in visible light.A private group are proposing a radical alternative to this by orbiting an infra-red telescope in the orbit of Venus. In Infra-red, the asteroids are more readily seen. Here are some details: Source SPACE.com: All about our solar system, outer space and exploration

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  • How to install Rosegarden Freedom, and Linux Multimedia Studio properly etc.?

    - by antti
    How do I install this Rosegarden Freedom ? I downloaded it but all I got was files and I don't know how to handle them. Where did disappear Linux Multimedia Studio LMMS which I downloaded but it did not appear on the launcher ? Neither cannot I find LMMS with Terminal. Why there's a red drop on the launcher which says Waiting to install and what should I do ? I downloaded Qsynth and it appears when clicking the red drop but still there appears text Waiting to install. Thank You

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  • SSRS 2008 R2 KPIs with bullet graphs

    Key Performance Indicators are typically displayed in a scorecard with stop light indicators, which are either red, amber or green light icons. The limitation for these kind of indicators is that you can see the actual and target values in two different fields as well as see the status of the KPI in red, amber or green color. If the user wants to figure out the thresholds associated with the KPI, these values are generally not visible. Further, representing the threshold values in the scorecard itself defeats the purpose of the scorecard. The scorecard should display the KPI's status in the most summarized form and use a minimal amount of space on the dashboard. In this tip we would look at how to address this issue.

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  • Partial Shader Signatures HLSL D3D11 C++

    - by ThePhD
    I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what was going wrong with the shaders, because the different named components of the Pixel and Vertex shaders were swapping the data being input: void QuadVertex ( inout float4 position : SV_Position, inout float4 color : COLOR0, inout float2 tex : TEXCOORD0 ) { // ViewProject is a 4x4 matrix, // just included here to show the simple passthrough of the data position = mul(position, ViewProjection); } And a Pixel Shader: float4 QuadPixel ( float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { // Color is filled with position data and tex is // filled with color values from the Vertex Shader return color; } The ID3D11InputLayout and associated C++ code correctly compiles the shaders and sets them up with some simple primitive data: data[0].Position.x = 0.0f * 210; data[0].Position.y = 1.0f * 160; data[0].Position.z = 0.0f; data[1].Position.x = 0.0f * 210; data[1].Position.y = 0.0f * 160; data[1].Position.z = 0.0f; data[2].Position.x = 1.0f * 210; data[2].Position.y = 1.0f * 160; data[2].Position.z = 0.0f; data[0].Colour = Colors::Red; data[1].Colour = Colors::Red; data[2].Colour = Colors::Red; data[0].Texture = Vector2::Zero; data[1].Texture = Vector2::Zero; data[2].Texture = Vector2::Zero; When used with the shader, the float4 color always ended up with the position data, and the float2 tex always ended up with the color data. After a moment, I figured out that the shader's input and output signatures needed to be in the correct order and the correct format and be laid out in the exact order of the output from the Vertex Shader, regardless of the semantics: float4 QuadPixel ( float4 pos : SV_Position, float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { return color; } After finding this out, My question is: Why don't the semantics map the appropriate components when going from Vertex Shader to Pixel Shader? Is there any way that I can make it so certain semantics are always mapped to other semantics, or do I always have to follow the rigid Shader Signature (in this case, Position, Color, and Texture) ? As a side note for why I'm asking: I know that when using XNA, my shader signatures for functions could differ in position and even drop items from Vertex Shader to Pixel Shader function parameters, having only the COLOR0 and TEXCOORD0 components being used (and it would still match up correctly). However, I also know that XNA relied on DX9 (and maybe a little DX10) implementation, and that maybe this kind of flexibility no longer exists in DX11?

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  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

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  • Nearest color algorithm using Hex Triplet

    - by Lijo
    Following page list colors with names http://en.wikipedia.org/wiki/List_of_colors. For example #5D8AA8 Hex Triplet is "Air Force Blue". This information will be stored in a databse table (tbl_Color (HexTriplet,ColorName)) in my system Suppose I created a color with #5D8AA7 Hex Triplet. I need to get the nearest color available in the tbl_Color table. The expected anaser is "#5D8AA8 - Air Force Blue". This is because #5D8AA8 is the nearest color for #5D8AA7. Do we have any algorithm for finding the nearest color? How to write it using C# / Java? REFERENCE http://stackoverflow.com/questions/5440051/algorithm-for-parsing-hex-into-color-family http://stackoverflow.com/questions/6130621/algorithm-for-finding-the-color-between-two-others-in-the-colorspace-of-painte Suggested Formula: Suggested by @user281377. Choose the color where the sum of those squared differences is minimal (Square(Red(source)-Red(target))) + (Square(Green(source)-Green(target))) +(Square(Blue(source)-Blue(target)))

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  • Windows 8 Style Ultimate Tile Theme Backgrounds [Wallpaper Pack]

    - by Asian Angel
    Are you excited about Windows 8? Then add a Windows 8 Tile look to your desktop with this awesome wallpaper pack! Note 1: The wallpapers are set up in a .themepack format but can be easily opened/unzipped with a file zipping software such as IZarc, 7-Zip, PeaZip, etc. Note 2: The wallpapers come in two groups. Group #1 (1920*1080) comes with red, yellow, green, blue, and black wallpapers while Group #2 (1728*1080) comes with red, yellow, green, and blue wallpapers. Ultimate Tile Themepack [deviantART] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • installing 12.04 failing

    - by Steve
    I just downloaded 12.04 burned it to a cd, and booted to into it on my last built computer. It loads a purple screen, then goes to a dos looking screen with a blinking cursor then loads the ubuntu loader. The lights go from red to white and finally they all turn red. This is when the entire screen goes to noise and just hangs. Seems like a hardware issue but I can successfully boot into a non genuine windows7 that I'm looking to replace. I'm not sure what to try, so any help would be appreciated. Thanks.

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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