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  • Java Cloud Service for developers

    - by JuergenKress
    The advent of cloud computing has reinvented application development for many companies. “That’s the beauty of the cloud,” says Cameron Purdy, vice president of development, Oracle. “It dramatically improves developer productivity because they can do what they do best without having to manage complex development, testing, staging, and production environments.” The key is to find a platform that doesn’t impose proprietary restrictions or force developers to learn new tools. For example, Oracle Java Cloud Service is an enterprise-grade platform as a service for building and deploying Java EE, Oracle WebLogic Server, and Oracle Application Development Framework (Oracle ADF) applications. “It’s designed to be flexible and easy to use,” says Purdy. “And it is also a standards-based solution -it’s not proprietary and there is no cloud lock-in. Developers get instant access to an enterprise-grade environment for a simple, monthly subscription.” Oracle Java Cloud Service instances are created with just a few clicks, so businesses can create a rich application development environment within minutes. Running on Oracle WebLogic Server and Oracle Exalogic, the underlying infrastructure also leverages Oracle Fusion Middleware’s integration with common services. For example, instances come integrated and preconfigured with optimized Oracle Database and Oracle Identity Management configurations. Based on Oracle Enterprise Manager, the Oracle Java Cloud Service console lets customers easily manage and monitor their Oracle Java Cloud Service instances. The open nature of the Oracle Java Cloud Service lets developers integrate through Web services such as SOAP and REST APIs, as well as use their favorite developer tools, whether they are out-of-the-box tools such as Maven and Ant or the productivity features built into Oracle JDeveloper, Oracle Enterprise Pack for Eclipse, or NetBeans IDE. The service allows for the seamless movement of applications between on-premise Oracle WebLogic Server domains and instances of Oracle Java Cloud Service within Oracle Cloud. This approach allows flexibility to mix and match the use of on-premise environments with cloud instances for development, test, and production environments. Visit to learn more and watch videos about Oracle Java Cloud Service. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. BlogTwitterLinkedInMixForumWiki Technorati Tags: java,cloud,oracle cloud,java cloud,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Oracle Developer Day, Warsaw, March 28th 2012

    - by Ruxandra Radulescu
    Java doesn't begin and end with the server – Java is everywhere. From servers and desktop applications to mobile devices, wireless sensors, smart cards, and TVs, Java is the world's most widely used software development language and platform - the choice of more than 9 million developers worldwide. Learn how Java technology can enrich your development experience at this one day event, on 28th of March 2012 in Warsaw. This event is designed for developers, project managers and architects interested in: Java EE 6 Java FX Java Web Services Oracle ADF and Weblogic Server Oracle SOA, BPM and BAM Network with peers, see cutting edge demonstrations from Oracle experts, and code your way through demo workshops. Here are some interesting hands-on sessions from the agenda: - Rapid Java EE 6 Application Development - What's New in NetBeans IDE 7.1? - Getting Started with Pluggable Desktop Development - Supercharge your productivity in Building Applications with Oracle ADF - Live Demo - Charting with ADF Data Visualization Components - Managing Auctions with Oracle SOA Suite -Live Demo  Register Now

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • Vermont IT Jobs: C# Developer in Burlington

    Senior C# Engineer Qualifications: 5+ years of programming experience Strong C# development skills Thorough grounding in Object-Oriented design principles and design patterns Bachelor's Degree in Computer Science or related field Strong message-oriented development skills (JMS, MSMQ, TCP/IP, Web Services, etc.) Agile development background (understanding of methodology, terms, and process) Demonstrated teamwork and flexibility in previous work assignments Experience working...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 can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

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  • Abstract skill/talent system implementation

    - by kiliki
    I've been making small 2D games for about 3 years now (XNA and more recently LWJGL/Slick2D). My latest idea would involve some form of "talent tree" system in a real time game. I've been wracking my brain but can't think of a structure to hold a talent. Something like "Your melee attack is an instant kill if behind the target" I'd like to come up with an abstract object rather than putting random conditionals into other methods. I've solved some relatively complex problems before but I don't even know where to begin with this one. Any help would be appreciated - Java, pseudocode or general concepts are all great.

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • Some help understanding and modifying a 2D shader

    - by electroflame
    I have a similar question as the one posed here, except that I don't wish to use a 1D Color Palette. I simply wish to have it display 1 color of my choosing (red, for example). I plan to use this as a "shield" effect for a 2D ship. I also wish to understand how it works a little bit better, as I'll be the first to admit that shaders in general are not my strongest suit. I'm not asking for an overview of HLSL (as that is too broad of a subject), just an explanation of how this shader works, and the best way to implement it in a 2D game. Code examples would be ideal (even if they are theoretical) but if the answer is explained well enough, I might be able to manage with plain old text. This is also in XNA 4.0. Thanks in advance.

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • How should my local git workflow work?

    - by Anonymous -
    At home, I have a server that is running some software (on a LAMP stack, but only accessible internally). I have another machine and a laptop that I both use for developing said software. What is the best workflow for me? Should I have a repository on my local server, create a live branch, staging branch and development branch, then checkout the development branch from my laptop/development PC to work on, commit that back when I'm done, then merge the development branch with the staging branch for testing, before further merging to the live branch? Would I simply checkout the production branch to my /www/var/ on my server? Or am I thinking/going about this all wrong? Thanks.

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Collision: Vector class (java)

    - by user8363
    When handling collision detection / response and you need a Vector class, do you need to create that class yourself or is there a java class you can use? A vector class should have methods like: subtract(Vector v), normalize(), dotProduct(Vector v), ... At the moment it seems logical to use classes like java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? My question is not about how to implement collision detection, I know how that works. However I'm wondering what would be a correct and clean way to implement it in java since I'm fairly new to the language and to application development in general.

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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  • Free Models and Related Animations for AI project in Unity [on hold]

    - by zhed
    Does anybody know a good website where to find free models and animations for AI projects? I'm not talking about anything good looking, like stuff you would look for when building a proper game, but, for example, a bunch of male/female models that are able to walk around and that would substitute my ugly "capsules", just to give a better -yet, still rough - idea of what's going on in the scene. On the Unity Asset Store there are a bunch of nice male/female models, but i haven't found any free general-purpose(i.e. normal walking) animation attachable to them. Any tip would we appreciated, thanks :)

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  • Process of getting DEJUS rating (Brazil)?

    - by feklee
    I would like to get DEJUS rating for my HTML5 game on the Firefox Marketplace, so that I can tell Mozilla to make the game available to users in Brazil. I want the game to be rated as: Livre (general) Can non-Brazilian citizens request ratings from DEJUS? If so, what documents need to be provided, and in which language? What I have found so far: Submission form in English (note that there is no country field in the address form, and it's necessary to specify CPF/CNPJ) Description of procedure in Portuguese. Process flow chart in Portuguese. Practical guide to rating system in English.

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  • What Java class should I use to represent a Vector?

    - by user8363
    Does Java have a built-in Vector class suitable for handling collision detection / response? It should have methods like subtract(Vector v), normalize(), dotProduct(Vector v), ... It seems logical to use java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? I understand collision detection; I'm only wondering what approach to it is idiomatic in Java. I'm new to the language and to application development in general.

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  • How do I get started with fog type effects in a first person game?

    - by Dream Lane
    Hey guys, I'm currently using JME3 to learn 3d game development in java, and I have run into a situation. I would like to add fog effects to my games, but I don't even know where to start to implement this. I know how to set the camera's far frustum to limit the render distance, but that just simply makes a sharp cutoff. I'd like the fog it up a bit to make it feel more natural. I'm looking for an answer that points me into the correct direction. I'm not looking for specific code snippets or even JME3's engine specifics. I just want to get an idea of how this stuff works in general. Thanks!

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