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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • What is the best practice, point of view of well experienced developers

    - by Damien MIRAS
    My manager pushes me to use his self defined best practices. All of these practices are based on is own assumptions. I disagree with them and I would like to have some feedback of well experienced people about these practices. I would prefer answers from people involved in the maintenance of huge products and people whom have maintained the product for years. Developers with 15+ years of experience are preferred because my manager has that much experience himself. I have 7 years of experience. Here are the practices he wants me to use: never extends classes, use composition and interface instead because extending classes are unmaintainable and difficult to debug. What I think about that Extend when needed, respect "Liskov's Substitution Principle" and you'll never be stuck with a problem, but prefer composition and decoration. I don't know any serious project which has banned inheriting, sometimes it's impossible to not use that, i.e. in a UI framework. Design patterns are just unusable. In PHP, for simple use cases (for example a user needs a web interface to view a database table), his "best practice" is: copy some random php code wich we own, paste and modify it, put html and php code in same file, never use classes in PHP, it doesn't work well for small jobs, and in fact it doesn't work well at all, there is no good tool to work with. Copy & paste PHP code is good practice for maintenance because scripts are independent, if you have a bug somewhere you can fix it without side effects. What I think about that: NEVER EVER COPY code or do it because you have five minutes to deliver something, you will do some refactoring after that. Copy & paste code is a beginners error, if you have errors you'll have the error everywhere any time you have pasted it's a nightmare to maintain. If you repsect the "Open Close Principle" you'll rarely get edge effects, use unit test if you are afraid of that. For small jobs in PHP use at least something you get or write the HTML separately from the PHP code and reuse it any time you need it. Classes in PHP are mature, not as mature as other languages like python or java, but they are usable. There is tools to work with classes in PHP like Zend Studio that work very well. The use of classes or not depends not on the language you use but the programming paradigm you have choosen. I'm a OOP developer, I use PHP5, why do I have to shoot myself in the foot? When you find a simple bug in the code, and you can fix it simply, if you are not working on the code where you have found it, never fix it, even if it takes 5 seconds. He says to me his "best practices" are driven by the fact that he has a lot of experience in maintaining software in production (14 years) and he now knows what works and what doesn't work, what the community says is a fad, and the people advocating such principles as never copy & paste code, are not evolved in maintaining applications. What I think about that: If you find a bug fix it if you can do it quickly inform the people who've touched that code before, check if you have not introduced a new bug, ideally add a unit test for it. I currently work on a web commerce project, which serves 15k unique users per day. The code base has to be maintained and has been maintained this way since 2005. Ideally you include a short description of your position and experience in terms of years effectively maintaining an application which has been in production for real.

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  • How to Draw Lines on the Screen

    - by Geertjan
    I've seen occasional questions on mailing lists about how to use the NetBeans Visual Library to draw lines, e.g., to make graphs or diagrams of various kinds by drawing on the screen. So, rather than drag/drop causing widgets to be added, you'd want widgets to be added on mouse clicks, and you'd want to be able to connect those widgets together somehow. Via the code below, you'll be able to click on the screen, which causes a dot to appear. When you have multiple dots, you can hold down the Ctrl key and connect them together. A guiding line appears to help you position the dots exactly in line with each other. When you go to File | Print, you'll be able to preview and print the diagram you've created. A picture that speaks 1000 words: Here's the code: public final class PlotterTopComponent extends TopComponent { private final Scene scene; private final LayerWidget baseLayer; private final LayerWidget connectionLayer; private final LayerWidget interactionLayer; public PlotterTopComponent() { initComponents(); setName(Bundle.CTL_PlotterTopComponent()); setToolTipText(Bundle.HINT_PlotterTopComponent()); setLayout(new BorderLayout()); this.scene = new Scene(); this.baseLayer = new LayerWidget(scene); this.interactionLayer = new LayerWidget(scene); this.connectionLayer = new LayerWidget(scene); scene.getActions().addAction(new SceneCreateAction()); scene.addChild(baseLayer); scene.addChild(interactionLayer); scene.addChild(connectionLayer); add(scene.createView(), BorderLayout.CENTER); putClientProperty("print.printable", true); } private class SceneCreateAction extends WidgetAction.Adapter { @Override public WidgetAction.State mousePressed(Widget widget, WidgetAction.WidgetMouseEvent event) { if (event.getClickCount() == 1) { if (event.getButton() == MouseEvent.BUTTON1 || event.getButton() == MouseEvent.BUTTON2) { baseLayer.addChild(new BlackDotWidget(scene, widget, event)); repaint(); return WidgetAction.State.CONSUMED; } } return WidgetAction.State.REJECTED; } } private class BlackDotWidget extends ImageWidget { public BlackDotWidget(Scene scene, Widget widget, WidgetAction.WidgetMouseEvent event) { super(scene); setImage(ImageUtilities.loadImage("org/netbeans/plotter/blackdot.gif")); setPreferredLocation(widget.convertLocalToScene(event.getPoint())); getActions().addAction( ActionFactory.createExtendedConnectAction( connectionLayer, new BlackDotConnectProvider())); getActions().addAction( ActionFactory.createAlignWithMoveAction( baseLayer, interactionLayer, ActionFactory.createDefaultAlignWithMoveDecorator())); } } private class BlackDotConnectProvider implements ConnectProvider { @Override public boolean isSourceWidget(Widget source) { return source instanceof BlackDotWidget && source != null ? true : false; } @Override public ConnectorState isTargetWidget(Widget src, Widget trg) { return src != trg && trg instanceof BlackDotWidget ? ConnectorState.ACCEPT : ConnectorState.REJECT; } @Override public boolean hasCustomTargetWidgetResolver(Scene arg0) { return false; } @Override public Widget resolveTargetWidget(Scene arg0, Point arg1) { return null; } @Override public void createConnection(Widget source, Widget target) { ConnectionWidget conn = new ConnectionWidget(scene); conn.setTargetAnchor(AnchorFactory.createCircularAnchor(target, 10)); conn.setSourceAnchor(AnchorFactory.createCircularAnchor(source, 10)); connectionLayer.addChild(conn); } } ... ... ... Note: The code above was written based on the Visual Library tutorials on the NetBeans Platform Learning Trail, in particular via the "ConnectScene" sample in the "test.connect" package, which is part of the very long list of Visual Library samples referred to in the Visual Library tutorials on the NetBeans Platform Learning Trail. The next steps are to add a reconnect action and an action to delete a dot by double-clicking on it. Would be interesting to change the connecting line so that the length of the line were to be shown, i.e., as you draw a line from one dot to another, you'd see a constantly changing number representing the current distance of the connecting line. Also, once lines are connected to form a rectangle, would be cool to be able to write something within that rectangle. Then one could really create diagrams, which would be pretty cool.

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  • Business School graduate joins Oracle

    - by jessica.ebbelaar(at)oracle.com
    My name is Mathias, I work as an Applications Inside Sales Rep for the French market, and I’d like to give you a brief snapshot of my experience at Oracle. First things first, how did you hear about Oracle? Where have you seen the sharp and recognizable red logo? Was it in Charles de Gaulle Airport when your eyes crossed the 20-metre banner with a picture of a strange big machine in the middle? Was it through reading the Forbes 10 top IT companies worldwide ranking? Or is it because IT is your thing and you cannot but know one of the “big four”? Meeting with a Grenoble Alumnus My story is a little different. My plan was to work in sales, in the IT industry. I had heard about Oracle, but my opinion at the time was that this kind of multinational company was way out of reach for a young graduate, even with high enthusiasm and great excitement to be (finally) on the job market. So, I was really surprised when I had an interesting conversation with a top alumnus of my business school. We were at the Grenoble Ecole de Management graduation ceremony (our graduation!), and before the party got really started, I got to chat with her. She told me of the great experience she was getting by living and working in Dublin. She had already figured it all out: “you work with another 100 young people from 10 different nationalities across Europe, you can be based in Dublin, but then once you work really hard you can move to Malaga Spain or other BUs around the world, you can work with different lines of business and learn about new “techy” and business oriented products, move to the field in your home country or elsewhere, etc.” What, what, what? Moving around Europe, trained by the best sales coaches in the world, acquiring strong IT knowledge and getting on board with one of fastest-growing and most watched companies in the world? Well, I was in. The next day (OK, 3 days after, the time to recover), I sent her my CV, and 3 months later I started as a Business Development Consultant at Oracle in Dublin, representing the latest cloud based CRM across the French market. That was 15 months ago. Since then, I moved line of business twice, I’m always learning new things and working with different and senior stakeholders; I have attended hundreds of hours of sales and product training (priceless when you come from a business background); I passed the Dublin Institute of Technology Sales Certification through different trainings given onsite within Oracle; I’ve led projects based around social media and I’ve gotten involved within various sales deals going on my market. Despite all of these great things, two will remain in my spirit: the multiculturalism that I experience every day in the office, and the American style of management - more direct and open than what you can find in “regular French companies”. Sales Progression Board In May 2012, I passed what we call a ‘Sales Progression Board’ to be promoted to an Inside Sales position. I am now in charge of generating revenue through the sale of Oracle applications on my specific territory. Always keeping in my mind my personal ambition: going to the field one day. Interested to join Oracle in the same role as Mathias? Visit http://campus.oracle.com.

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  • PowerShell Script To Find Where SharePoint 2010 Features Are Activated

    - by Brian Jackett
    The script on this post will find where features are activated within your SharePoint 2010 farm.   Problem    Over the past few months I’ve gotten literally dozens of emails, blog comments, or personal requests from people asking “how do I find where a SharePoint feature has been activated?”  I wrote a script to find which features are installed on your farm almost 3 years ago.  There is also the Get-SPFeature PowerShell commandlet in SharePoint 2010.  The problem is that these only tell you if a feature is installed not where they have been activated.  This is especially important to know if you have multiple web applications, site collections, and /or sites.   Solution    The default call (no parameters) for Get-SPFeature will return all features in the farm.  Many of the parameter sets accept filters for specific scopes such as web application, site collection, and site.  If those are supplied then only the enabled / activated features are returned for that filtered scope.  Taking the concept of recursively traversing a SharePoint farm and merging that with calls to Get-SPFeature at all levels of the farm you can find out what features are activated at that level.  Store the results into a variable and you end up with all features that are activated at every level.    Below is the script I came up with (slight edits for posting on blog).  With no parameters the function lists all features activated at all scopes.  If you provide an Identity parameter you will find where a specific feature is activated.  Note that the display name for a feature you see in the SharePoint UI rarely matches the “internal” display name.  I would recommend using the feature id instead.  You can download a full copy of the script by clicking on the link below.    Note: This script is not optimized for medium to large farms.  In my testing it took 1-3 minutes to recurse through my demo environment.  This script is provided as-is with no warranty.  Run this in a smaller dev / test environment first.   001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 function Get-SPFeatureActivated { # see full script for help info, removed for formatting [CmdletBinding()] param(   [Parameter(position = 1, valueFromPipeline=$true)]   [Microsoft.SharePoint.PowerShell.SPFeatureDefinitionPipeBind]   $Identity )#end param   Begin   {     # declare empty array to hold results. Will add custom member `     # for Url to show where activated at on objects returned from Get-SPFeature.     $results = @()         $params = @{}   }   Process   {     if([string]::IsNullOrEmpty($Identity) -eq $false)     {       $params = @{Identity = $Identity             ErrorAction = "SilentlyContinue"       }     }       # check farm features     $results += (Get-SPFeature -Farm -Limit All @params |              % {Add-Member -InputObject $_ -MemberType noteproperty `                 -Name Url -Value ([string]::Empty) -PassThru} |              Select-Object -Property Scope, DisplayName, Id, Url)     # check web application features     foreach($webApp in (Get-SPWebApplication))     {       $results += (Get-SPFeature -WebApplication $webApp -Limit All @params |                % {Add-Member -InputObject $_ -MemberType noteproperty `                   -Name Url -Value $webApp.Url -PassThru} |                Select-Object -Property Scope, DisplayName, Id, Url)       # check site collection features in current web app       foreach($site in ($webApp.Sites))       {         $results += (Get-SPFeature -Site $site -Limit All @params |                  % {Add-Member -InputObject $_ -MemberType noteproperty `                     -Name Url -Value $site.Url -PassThru} |                  Select-Object -Property Scope, DisplayName, Id, Url)                          $site.Dispose()         # check site features in current site collection         foreach($web in ($site.AllWebs))         {           $results += (Get-SPFeature -Web $web -Limit All @params |                    % {Add-Member -InputObject $_ -MemberType noteproperty `                       -Name Url -Value $web.Url -PassThru} |                    Select-Object -Property Scope, DisplayName, Id, Url)           $web.Dispose()         }       }     }   }   End   {     $results   } } #end Get-SPFeatureActivated   Snippet of output from Get-SPFeatureActivated   Conclusion    This script has been requested for a long time and I’m glad to finally getting a working “clean” version.  If you find any bugs or issues with the script please let me know.  I’ll be posting this to the TechNet Script Center after some internal review.  Enjoy the script and I hope it helps with your admin / developer needs.         -Frog Out

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • Where Twitter Stands Heading Into 2013

    - by Mike Stiles
    As Twitter continued throughout 2012 to be a stage on which global politics and culture played itself out, the company itself underwent some adjustments that give us a good indication of what users and brands can expect from the platform in 2013. The power of the network did anything but fade. Celebrities continued to use it to connect one-on-one. Even the Pope signed on this year. It continued to fuel revolutions. It played an exponentially large factor in this US Presidential election. And around the world, the freedom to speak was challenged as users were fired, sued, sometimes even jailed for their tweets. Expect more of the same in 2013, as Twitter has entrenched itself, for individuals, causes and brands, as the fastest, easiest, most efficient way to message the masses so some measure of impact can come from it. It’s changed everything, and it’s not finished. These fun facts reveal the position of strength with which Twitter enters 2013: It now generates a billion tweets every 2.5 days It has 500 million+ users The average Twitter user has tweeted 307 times 32% of everyone using the Internet uses Twitter It’s expected to bring in $540 million in ad revenue by 2014 11 new accounts are created every second High-level Executive Summary: people love it, people use it, and they’re going to keep loving and using it. Whether or not outside developers love it is a different matter. 2012 marked a shift from welcoming the third party support that played at least some role in Twitter being so warmly embraced, to discouraging anything that replicates what Twitter can do itself…or plans to do itself. It’s not the open playground it once was. Now Twitter must spend 2013 proving it can innovate in-house and keep us just as entranced. Likewise, Twitter is distancing itself from Facebook. Images from the #1 platform’s Instagram don’t work on Twitter anymore, and Twitter’s rolling out their own photo filter product. Where the two have lived in a “plenty of room for everybody” symbiosis up to now, 2013 could see the giants ramping up a full-on rivalry. Twitter is exhibiting a deliberate strategy. Updates have centered on more visually appealing search results, and making finding and sharing content easier. Deals have been cut with some media entities so their content stands out. CEO Dick Costolo has said tweets aren’t the attraction, they’re what leads you to content. Twitter aims to be a key distributor of media and info. Add the addition of former News Corp. President Peter Chernin to the board, and their hashtag landing page experience for events, and their media behemoth ambitions get pretty clear. There are challenges ahead and Costolo has also laid those out; entry into China, figuring out how to have Twitter deliver both comprehensive and relevant, targeted experiences, and the visualization of big data. What does this mean for corporations? They can expect a more media-rich evolution and growing emphases on imagery. They can expect more opportunities to create great media content and leverage Twitter for its distribution. And they can expect new ways to surface in searches. Are brands diving in? 56% of customer tweets to companies get completely and totally ignored. Ugh. A study Twitter recently conducted with Compete shows people who see tweets from retailers are more likely to buy a product. And, the more retailer tweets they see, the more likely they are to purchase on the retail site. As more of those tweets point to engaging media content from the brand, the results should get even better. Twitter appears ready for 2013. Enterprise brands have some work to do. @mikestilesPhoto Stuart Miles, freedigitalphotos.net

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  • How to get faster graphics in KVM? VNC is painfully slow with Haiku OS guest, Spice won't install and SDL doesn't work

    - by Don Quixote
    I've been coming up to speed on the Haiku operating system, an Open Source clone of BeOS 5 Pro. I'm using an Apple MacBook Pro as my development machine. Apple's BootCamp BIOS does not support more than four partitions on the internal hard drive. While I can set up extended and logical partitions, doing so will prevent any of the installed operating systems from booting. To run Haiku directly on the iron, I boot it off a USB stick. Using external storage is also helpful because I am perpetually out of filesystem space. While VirtualBox is documented to allow access to physical drives, I could not actually get it to work. Also VirtualBox can only use one of the host CPU's cores. While VB guests can be configured for more than one CPU, they are only emulated. A full build of the Haiku OS takes 4.5 under VB. I had the hope of reducing build times by using KVM instead, but it's not working nearly as well as VirtualBox did. The Linux Kernel Virtual Machine is broken in all manner of fundamental ways as seen from Haiku. But I'm a coder; maybe I could contribute to fixing some of those problems. The first problem I've got is that Haiku's video in virt-manager is quite painfully slow. When I drag Haiku windows around the desktop, they lag quite far behind where my mouse is. It's quite difficult to move a window to a precise position on the screen. Just imagine that the mouse was connected to the window title bar with a really stretchy spring. Also Haiku's mouse lags quite far behind where I have moved it. I found lots of Personal Package Archives that enable Spice from QEMU / KVM at the Ubuntu Personal Package Arhives. I tried a few of the PPAs but none of them worked; with one of them, the command "add-apt-repository" crashed with a traceback. There is a Wiki page about Spice, but it says that it only works on 64-bit. My Early 2006 MacBook Pro is 32-bit. Its Apple Model Identifier is MacBookPro1,1; these use Core Duos NOT Core 2 Duos. I don't mind building a source deb for 32-bit if I can expect it to work. Is there some reason that Spice should be 64-bit only? Does it need features of the x86_64 Instruction Set Architecture that x86 does not have? When I try using SDL from virt-manager, the configuration for Local SDL Window says "Xauth: /home/mike/.Xauthority". When I try to start my guest, virt-manager emits an error. When I Googled the error message, the usual solution was to make ~/.Xauthority readible. However, .Xauthorty does not exist in my home directory. Instead I have a $XAUTHORITY environment variable. There is no way to configure SDL in virt-manager to use $XAUTHORITY instead of ~/.Xauthority. Neither does it work to copy the value of $XAUTHORITY into the file. I am ready to scream, because I've been five fscking days trying to make KVM work for Haiku development. There is a whole lot more that is broken than the slow video. All I really want to do for now is speed up my full builds of Haiku by using "jam -j2" to use both cores in my CPU. I may try Xen next, but the last time I monkeyed with Xen it was far, far more broken than I am finding KVM to be. Just for now, I would be satisfied if there were some way to use my USB stick as a drive in VirtualBox. VB does allow me to configure /dev/sdb as a drive, but it always causes a fatal error when I try to launch the guest. Thank You For Any Advice You Can Give Me. -

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Parsing T-SQL – The easy way

    - by Dave Ballantyne
    Every once in a while, I hit an issue that would require me to interrogate/parse some T-SQL code.  Normally, I would shy away from this and attempt to solve the problem in some other way.  I have written parsers before in the the past using LEX and YACC, and as much fun and awesomeness that path is,  I couldnt justify the time it would take. However, this week I have been faced with just such an issue and at the back of my mind I can remember reading through the SQLServer 2012 feature pack and seeing something called “Microsoft SQL Server 2012 Transact-SQL Language Service “.  This is described there as : “The SQL Server Transact-SQL Language Service is a component based on the .NET Framework which provides parsing validation and IntelliSense services for Transact-SQL for SQL Server 2012, SQL Server 2008 R2, and SQL Server 2008. “ Sounds just what I was after.  Documentation is very scant on this so dont take what follows as best practice or best use, just a practice and a use. Knowing what I was sort of looking for something, I found the relevant assembly in the gac which is the simply named ,’Microsoft.SqlServer.Management.SqlParser’. Even knowing that you wont find much in terms of documentation if you do a web-search, but you will find the MSDN documentation that list the members and methods etc… The “scanner”  class sounded the most appropriate for my needs as that is described as “Scans Transact-SQL searching for individual units of code or tokens.”. After a bit of poking, around the code i ended up with was something like [System.Reflection.Assembly]::LoadWithPartialName("Microsoft.SqlServer.Management.SqlParser") | Out-Null $ParseOptions = New-Object Microsoft.SqlServer.Management.SqlParser.Parser.ParseOptions $ParseOptions.BatchSeparator = 'GO' $Parser = new-object Microsoft.SqlServer.Management.SqlParser.Parser.Scanner($ParseOptions) $Sql = "Create Procedure MyProc as Select top(10) * from dbo.Table" $Parser.SetSource($Sql,0) $Token=[Microsoft.SqlServer.Management.SqlParser.Parser.Tokens]::TOKEN_SET $Start =0 $End = 0 $State =0 $IsEndOfBatch = $false $IsMatched = $false $IsExecAutoParamHelp = $false while(($Token = $Parser.GetNext([ref]$State ,[ref]$Start, [ref]$End, [ref]$IsMatched, [ref]$IsExecAutoParamHelp ))-ne [Microsoft.SqlServer.Management.SqlParser.Parser.Tokens]::EOF) { try{ ($TokenPrs =[Microsoft.SqlServer.Management.SqlParser.Parser.Tokens]$Token) | Out-Null $TokenPrs $Sql.Substring($Start,($end-$Start)+1) }catch{ $TokenPrs = $null } } As you can see , the $Sql variable holds the sql to be parsed , that is pushed into the $Parser object using SetSource,  and then we will use GetNext until the EOF token is returned.  GetNext will also return the Start and End character positions within the source string of the parsed text. This script’s output is : TOKEN_CREATE Create TOKEN_PROCEDURE Procedure TOKEN_ID MyProc TOKEN_AS as TOKEN_SELECT Select TOKEN_TOP top TOKEN_INTEGER 10 TOKEN_FROM from TOKEN_ID dbo TOKEN_TABLE Table note that the ‘(‘, ‘)’  and ‘*’ characters have returned a token type that is not present in the Microsoft.SqlServer.Management.SqlParser.Parser.Tokens Enum that has caused an error which has been caught in the catch block.  Fun, Fun ,Fun , Simple T-SQL Parsing.  Hope this helps someone in the same position,  let me know how you get on.

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • What 5 things should SQL Server get rid of?

    - by BuckWoody
    I’ve been “tagged” by my friend Paul Randal. It’s a high-tech way of making someone else do what you want, but since it’s Paul, well, I guess I’m OK with that. He’s asked in his recent blog entry “What five things would you get rid of in SQL Server if you were in charge?” This is, of course, a delicate issue. After all, I work at Microsoft, so anything I say here might be taken as a criticism that would require action – but of course it really doesn’t. Interestingly, you may have more to do with what goes in to SQL Server than I did even as a Program Manager where I “owned” a feature. Unlike many places I’ve worked, Microsoft really does drive its products by what its users want – not every time, and not every user request, mind you, but overall I think we hit the mark pretty well. So, with all of that said, and of course the obligatory statement of “these are my own opinions, and have nothing to do with any official Microsoft position in any way, and do not reflect the opinions of other Microsoft employees or management”, here goes. 1. Get rid of SQL Server Management Studio Does that surprise you? After all, when I was a Program Manager, I actually owned the general architecture for SSMS. But those on my team probably would have been able to guess this one for you. I think that SSMS is a fine development tool. But I think that it does less of a good job for managing a system. It’s based on Visual Studio, probably one of the best development IDE’s around. And when I develop code, I really like it. But for a monitoring/management tool, I prefer a snap-in to the Microsoft Management Console (MMC). I know, the old one (prior to 3.0) was kludgy, difficult to use and program in. But that’s changed. Of course, when I bring this up, you’ll probably immediately say “But I don’t have that in XP.” And that’s one of the reasons we didn’t go there. (But I still don’t like SSMS for management.) 2. ShrinkDB I think this discussion has been done to death, so I’ll leave it at that. 3. SQL Server Agent Does that one surprise you as well? In my mind, since we ALWAYS ride on Windows, just use the task scheduler there, along with PowerShell. You could log the results in Windows logs, files, back into SQL Server, whatever. It’s just a complexity we don’t need in SQL Server. 4. SQL Server Error Logs We have a full logging setup in Windows. They’re well done, easy to understand and ubiquitous. We should just use that. 5. Several SKU’s I won’t say which, but we have a few SKU’s of SQL Server that need to go. And we need to figure out how to help you understand clearly where you need to go to Enterprise or Data Center.  Most folks are trying to push Standard edition to do things it isn’t designed to do, and then they think SQL Server won’t scale. I think we can do a better job of showing you where Standard Edition will hit the wall, and I think with fewer choices it would be pretty simple for you to pick the right one. Well, once again I’ve probably puzzled some folks and angered others. I think my work here is done. :) Back to you, Paul. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Government Mandates and Programming Languages

    A recent SEC proposal (which, at over 600 pages, I havent read in any detail) includes the following: We are proposing to require the filing of a computer program (the waterfall computer program, as defined in the proposed rule) of the contractual cash flow provisions of the securities in the form of downloadable source code in Python, a commonly used computer programming language that is open source and interpretive. The computer program would be tagged in XML and required to be filed with the Commission as an exhibit. Under our proposal, the filed source code for the computer program, when downloaded and run (by loading it into an open Python session on the investors computer), would be required to allow the user to programmatically input information from the asset data file that we are proposing to require as described above. We believe that, with the waterfall computer program and the asset data file, investors would be better able to conduct their own evaluations of ABS and may be less likely to be dependent on the opinions of credit rating agencies. With respect to any registration statement on Form SF-1 (Section 239.44) or Form SF-3 (Section 239.45) relating to an offering of an asset-backed security that is required to comply with Item 1113(h) of Regulation AB, the Waterfall Computer Program (as defined in Item 1113(h)(1) of Regulation AB) must be written in the Python programming language and able to be downloaded and run on a local computer properly configured with a Python interpreter. The Waterfall Computer Program should be filed in the manner specified in the EDGAR Filer Manual. I dont see how it can be in investors best interests that the SEC demand a particular programming language be used for software related to investment data.  I have a feeling that investors who use computers at all already have software with which they are familiar, and that the vast majority of them are not running an open source scripting language on their machines to do their financial analysis.  In fact, I would wager that most of them are using tools like Excel, and if they really need to script anything, its being done with VBA in Excel. Now, Im not proposing that the SEC should require that the data be provided in Excel format with VBA scripts included so everyone can easily access the data (despite the fact that this would actually be pretty useful generally).  Rather, I think it is ill-advised for a government agency to make recommendations of this nature, period.  If the goal of the recommendation is to ensure that the way things work is codified in a transparent manner, than I can certainly respect that.  It seems to me that this could be accomplished without dictating the technology to use.  To wit: An Excel document could contain all of the data as well as the formulae necessary, and most likely would not require the end-user to install anything on their machine The SEC could simply create a calculator in the cloud such that any/all investors could use a single canonical web-based (or web service based) tool Millions of Java and .NET developers could write their own implementations You can read more about this issue, including the favorable position on it, on Jayanth Varmas blog. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • News From EAP Testing

    - by Fatherjack
    There is a phrase that goes something like “Watch the pennies and the pounds/dollars will take care of themselves”, meaning that if you pay attention to the small things then the larger things are going to fare well too. I am lucky enough to be a Friend of Red Gate and once in a while I get told about new features in their tools and have a test copy of the software to trial. I got one of those emails a week or so ago and I have been exploring the SQL Prompt 6 EAP since then. One really useful feature of long standing in SQL Prompt is the idea of a code snippet that is automatically pasted into the SSMS editor when you type a few key letters. For example I can type “ssf” and then press the tab key and the text is expanded to SELECT * FROM. There are lots of these combinations and it is possible to create your own really easily. To create your own you use the Snippet Manager interface to define the shortcut letters and the code that you want to have put in their place. Let’s look at an example. Say I am writing a blog about something and want to have the demo code create a temporary table. It might looks like this; The first time you run the code everything is fine, a lovely set of dates fill the results grid but run it a second time and this happens.   Yep, we didn’t destroy the temporary table so the CREATE statement fails when it finds the table already exists. No matter, I have a snippet created that takes care of this.   Nothing too technical here but you will see that in the Code section there is $CURSOR$, this isn’t a TSQL keyword but a marker for SQL Prompt to place the cursor in that position when the Code is pasted into the SSMS Editor. I just place my cursor above the CREATE statement and type “ifobj” – the shortcut for my code to DROP the temporary table – which has been defined in the Snippet Manager as below. This means I am right-away ready to type the name of the offending table. Pretty neat and it’s been very useful in saving me lots of time over many years.   The news for SQL Prompt 6 is that Red Gate have added a new Snippet Command of $PASTE$. Let’s alter our snippet to the following and try it out   Once again, we will type type “ifobj” in the SSMS Editor but first of all, highlight the name of the table #TestTable and copy it to your clipboard. Now type “ifobj” and press Tab… Wherever the string $PASTE$ is placed in the snippet, the contents of your clipboard are merged into the pasted TSQL. This means I don’t need to type the table name into the code snippet, it’s already there and I am seeing a fully functioning piece of TSQL ready to run. This means it is it even easier to write TSQL quickly and consistently. Attention to detail like this from Red Gate means that their developer tools stay on track to keep winning awards year after year and help take the hard work out of writing neat, accurate TSQL. If you want to try out SQL Prompt all the details are at http://www.red-gate.com/products/sql-development/sql-prompt/.

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • PowerShell Script To Find Where SharePoint 2007 Features Are Activated

    - by Brian T. Jackett
    Recently I posted a script to find where SharePoint 2010 Features Are Activated.  I built the original version to use SharePoint 2010 PowerShell commandlets as that saved me a number of steps for filtering and gathering features at each level.  If there was ever demand for a 2007 version I could modify the script to handle that by using the object model instead of commandlets.  Just the other week a fellow SharePoint PFE Jason Gallicchio had a customer asking about a version for SharePoint 2007.  With a little bit of work I was able to convert the script to work against SharePoint 2007.   Solution    Below is the converted script that works against a SharePoint 2007 farm.  Note: There appears to be a bug with the 2007 version that does not give accurate results against a SharePoint 2010 farm.  I ran the 2007 version against a 2010 farm and got fewer results than my 2010 version of the script.  Discussing with some fellow PFEs I think the discrepancy may be due to sandboxed features, a new concept in SharePoint 2010.  I have not had enough time to test or confirm.  For the time being only use the 2007 version script against SharePoint 2007 farms and the 2010 version against SharePoint 2010 farms.    Note: This script is not optimized for medium to large farms.  In my testing it took 1-3 minutes to recurse through my demo environment.  This script is provided as-is with no warranty.  Run this in a smaller dev / test environment first. 001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 069 070 function Get-SPFeatureActivated { # see full script for help info, removed for formatting [CmdletBinding()] param(     [Parameter(position = 1, valueFromPipeline=$true)]     [string]     $Identity )#end param     Begin     {         # load SharePoint assembly to access object model         [void][System.Reflection.Assembly]::LoadWithPartialName("Microsoft.SharePoint")             # declare empty array to hold results. Will add custom member for Url to show where activated at on objects returned from Get-SPFeature.         $results = @()                 $params = @{}     }     Process     {         if([string]::IsNullOrEmpty($Identity) -eq $false)         {             $params = @{Identity = $Identity}         }                 # create hashtable of farm features to lookup definition ids later         $farm = [Microsoft.SharePoint.Administration.SPFarm]::Local                         # check farm features         $results += ($farm.FeatureDefinitions | Where-Object {$_.Scope -eq "Farm"} | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                          % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value ([string]::Empty) -PassThru} |                          Select-Object -Property Scope, DisplayName, Id, Url)                 # check web application features         $contentWebAppServices = $farm.services | ? {$_.typename -like "Windows SharePoint Services Web Application"}                 foreach($webApp in $contentWebAppServices.WebApplications)         {             $results += ($webApp.Features | Select-Object -ExpandProperty Definition | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                          % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value $webApp.GetResponseUri(0).AbsoluteUri -PassThru} |                          Select-Object -Property Scope, DisplayName, Id, Url)                         # check site collection features in current web app             foreach($site in ($webApp.Sites))             {                 $results += ($site.Features | Select-Object -ExpandProperty Definition | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                                  % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value $site.Url -PassThru} |                                  Select-Object -Property Scope, DisplayName, Id, Url)                                 # check site features in current site collection                 foreach($web in ($site.AllWebs))                 {                     $results += ($web.Features | Select-Object -ExpandProperty Definition | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                                      % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value $web.Url -PassThru} |                                      Select-Object -Property Scope, DisplayName, Id, Url)                                                        $web.Dispose()                 }                 $site.Dispose()             }         }     }     End     {         $results     } } #end Get-SPFeatureActivated Get-SPFeatureActivated   Conclusion    I have posted this script to the TechNet Script Repository (click here).  As always I appreciate any feedback on scripts.  If anyone is motivated to run this 2007 version script against a SharePoint 2010 to see if they find any differences in number of features reported versus what they get with the 2010 version script I’d love to hear from you.         -Frog Out

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  • (CanvsEngine) Collission problem ( TypeError: this._polygon[this._frame] is undefined) [on hold]

    - by user2127102
    How can i fix this error TypeError: this._polygon[this._frame] is undefined Heres my code: html: <!DOCTYPE Html> <head> <meta charset="utf-8"> <title>Project</title> <link href="css/style.css" rel="stylesheet"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="js/canvasengine-1.3.0.all.min.js"></script> <script src="js/extends/Input.js"></script> <script src="main.js"></script> </head> <body> <canvas id="window"></canvas> </body> main.js: var canvas = CE.defines("window"). extend(Input). ready(function() { canvas.Scene.call("Game"); }); canvas.Scene.new({ name: "Game", materials: { images: { player: "img/character.png", Wall: "img/TestWall.png" } }, ready: function(stage) { var _canvas = this.getCanvas(); _canvas.setSize("browser", "strech"); this.Player = Class.new("Entity", [stage]); this.Player.el.drawImage("player"); stage.append(this.Player.el); this.Wall = Class.new("Entity", [stage]); this.Wall.el.drawImage("Wall"); this.Wall.position(300, 0); stage.append(this.Wall.el); }, render: function(stage) { //Controls ====== //Control calculations var self = this; this.Mover_A; this.Mover_D; this.Mover_W; this.Mover_S; canvas.Input.keyDown(Input.A, function(e) { self.Mover_A = true; }); canvas.Input.keyDown(Input.D, function(e) { self.Mover_D = true; }); canvas.Input.keyDown(Input.W, function(e) { self.Mover_W = true; }); canvas.Input.keyDown(Input.S, function(e) { self.Mover_S = true; console.log(self.Mover_S); }); canvas.Input.keyUp(Input.A, function(e) { self.Mover_A = false; }); canvas.Input.keyUp(Input.D, function(e) { self.Mover_D = false; }); canvas.Input.keyUp(Input.W, function(e) { self.Mover_W = false; }); canvas.Input.keyUp(Input.S, function(e) { self.Mover_S = false; }); x = 0; y = 0; if(this.Mover_A)x -= 1.5; //A if(this.Mover_D)x += 1.5;//D if(this.Mover_W)y -= 1.5;//W if(this.Mover_S)y += 1.5; //S this.Player.move(x, y); this.Player.hit("over", [this.Wall], function(state, el) { this.Player.move(x * -1, y * -1); }); //End Controls ===== stage.refresh(); } });

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  • Meet Matthijs, Dutch Inside Sales Representative for Oracle Direct

    - by Maria Sandu
    Today we would like to share some information around the Dutch Core Technology team in Malaga. Matthijs is one of the team members who decided to relocate from the Netherlands to Malaga to join Oracle Direct two years ago. Matthijs: “For the past two years I have been working as an Oracle Direct Core Technology Inside Sales representative for Named Accounts in the Netherlands, based in Malaga, Spain. In my case, working for the Dutch OD Core Technology team means that I am responsible for the Account Management of Larger companies in the Travel & Transportation and the Manufacturing, Retail & Distribution sector. I work together with the Oracle Field Account Managers and our Field Sales Management in the Netherlands where I am often the main point of contact for customers. This means that I deal with their requests and I manage their various issues, provide solutions and suggestions based on the Oracle Core Technology portfolio. I work on interesting projects with end-customers, making financial proposals and building business cases. It is a very interesting sales environment and for the last two years I improved my skills substantially. This month I will finish my Inside Sales career in Malaga to move to a position within Field Sales in the Netherlands. Oracle Direct has proven to be a great stepping stone for my career. Boost your personal development One of the reasons for joining Oracle was to boost my personal & career development. You can choose from various different trainings to follow all over Europe which enable you to reach both your personal and professional goals. Furthermore, you can decide your own career path and plan the steps necessary to achieve your goal. Many people aim to grow into Field Sales in their native countries, Business Development or Sales Management, but there are many possibilities once you decide to join Oracle. Overall, working at Oracle means working for an international company and one of the worldwide leaders in Enterprise Hardware & Software. Here you get all the tools necessary to develop yourself personally & professionally. Another great advantage of working for Oracle Direct is working from our office in Malaga, Southern Spain where we have over 400 employees from many countries across EMEA. It is a truly international environment! Working and living in Spain gives you an excellent opportunity to learn Spanish and of course enjoy the Spanish lifestyle, cuisine, beaches and much, much more!” Interview day Utrecht If you are inspired by the story of Matthijs and would like to explore the opportunity to join the Technology Sales team for the Dutch market in Malaga, let us know! We will organise an Interview day in the Oracle office in Utrecht on the 18th and 19th of September. We currently have multiple openings in the Core Technology team that focus on selling our Database portfolio in the Dutch market. We are looking for native Dutch speakers with a Bachelors degree, 2-5 years sales experience (ideally in IT) who are willing to relocate to Malaga for at least 2 years! For more information please contact [email protected] or [email protected].

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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