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  • Oracle OpenWorld 2012: Focus On Database Security

    - by Troy Kitch
    Oracle OpenWorld 2012 is going to be the place to learn about Oracle Database Security solutions including Oracle Advanced Security with transparent data encryption, Database Vault, Audit Vault and Database Firewall, Label Security, and more. We've put together this Focus On Database Security document so you'll know when and where to attend the key database security sessions, and not miss a thing. 

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • Easy Steps to Make Money Flipping Websites

    To make money flipping websites is the practice of buying a domain and then reselling it at a profit. The process is transparent and as uncomplicated as it sounds. The only difficult thing about this technique is packing value into the website so that the money you stand to earn will be enough to keep you comfortable while the person moves on to developing another site. This is not an ideal option to make money for newbies in Internet marketing though.

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  • Remove panel shadow in KDE 4.8+

    - by Meho R.
    It seems that panel shadow is somehow hardcoded in KDE 4 and devs do not have any plans to change it and/or make it customizable. So, what I'm actually asking is some kind of hack (if there is any) which will remove the shadow of the panel in KDE 4.x completely (but without need to disable all desktop effects in the process). Possible application: When a user wants a completely transparent panel, no top/bottom borders at all, the shadow is completely out of place and destroys the experience.

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  • What am I allowed to do programmatically with pictures that have a Creative Commons "don't modify" license

    - by nist
    I'm working on a project that uses some icons that are under a Creative Commons license (ND) that forbids modification of the picture. What can I do with this icons as a programmer? Can I modify the looks of the image in the program as long as I don't change anything in the file that contains the icon? Have I modified the image if I put a colored transparent layer over it so the color of the icon changes?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • Basic Information For Lead Generation

    Online Lead Generation has a very transparent cost structure. It is straightforward to see each lead's origins and quality - and companies can then pay only for data on interested consumers that meet their criteria. This makes the service highly cost-effective and gives each lead higher value.

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  • A Small Blog About Huge Pages

    - by rickramsey
    Video Interview: What Are Linux Huge Pages?, by Ed Whalen, Oracle ACE Blog: There's Been a Change In How Huge Pages Are Allocated, by Tanel Poder, Oracle ACE Director Blog: Performance Issues with Transparent Huge Pages (thank you, Bjoern Rost!) Web: About the Car, by Smart Ridez LLC, of Woodland Hills, California - Rick Follow me on: Blog | Facebook | Twitter | Personal Twitter | YouTube | The Great Peruvian Novel

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • How To SSH Hop With Key Forwarding from Windows

    - by Aviad
    Do you have the need to work with SSH keys from Windows and you find that this becomes a hassle very quickly? HTG goes into how to make the process as transparent as possible, using The PuTTY package suite. Image by kaneda99. HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • OpenWorld - Database Security Demonstrations in Moscone South Left

    - by Troy Kitch
    All this week, Oracle security experts will be giving live product demos of Oracle Database Security solutions in Moscone South Left, in the Oracle DEMOgrounds for "database." Demonstrations include Oracle Database Defense-in-Depth Security, Database Application Data Redaction, Transparent Data Encryption, Oracle Audit Vault and Database Firewall, Data Masking and Data Subsetting. Don't miss it!

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  • How would one build a relational database on a key-value store, a-la Berkeley DB's SQL interface?

    - by coleifer
    I've been checking out Berkeley DB and was impressed to find that it supported a SQL interface that is "nearly identical" to SQLite. http://docs.oracle.com/cd/E17076_02/html/bdb-sql/dbsqlbasics.html#identicalusage I'm very curious, at a high-level, how this kind of interface might have been architected. For instance: since values are "transparent", how do you efficiently query and sort by value how are limits and offsets performed efficiently on large result sets how would the keys be structured and serialized for good average-case performance

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  • CSS Issue in IE Only [closed]

    - by kel
    I can't for the life of me figure out why specifying a image as a background for a link that it would look like this for IE and look the way it should for every other browser. The top image is IE and the bottom is every other browser. Look at the text, it is supposed to have a transparent PNG behind it and I set it to repeat. Here is the URL if you want to see the code: http://flesheatingzipper.com

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  • Oracle Magazine, September/October 2005

    Oracle Magazine September/October 2005 features articles on the release of Oracle Database 10g Release 2, Oracle Fusion Middleware, PeopleSoft Enterprise CRM, Transparent Data Encryption (TDE), native XQuery support in Oracle Database 10g Release 2, Oracle Data Provider for .NET, Oracle JDeveloper, Oracle ADF, and much more.

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • How to only render part of an image in lwjgl/openGL

    - by Ephyxia
    I'm making a mining/building game in java using slick2D and I want to make it so you can only see a few blocks in any direction while you are underground. The best example I could find of what I want to do is the game miner dig deep. One way I thought of doing it would be to have a large image and just draw transparent areas on it where you need to be able too see but even if that would be an efficient method I wouldn't be sure how to do that.

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  • Detect click on Triangle and Circle buttons

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • SEO Strategies For High Rankings on the Search Engine

    A well planned SEO strategy is very essential tool to make your website or blog more visible and transparent on the search engines for your customers or online visitors. Basically a combination of well balanced and appropriate keywords, fresh content and backlinks play a very crucial role in facilitating the high rankings. It is very easy, quick as well as an economical through which your blog or website can get more and repeated traffic by ranking your website in a higher position on the search results.

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  • WebService DIME Bridge

    The DIME Bridge transferring a web service response (any serializable object) in the binary format across the Internet. It's a full transparent loosely coupled solution between the web service and its consumer - just injecting the bridge in their config files.

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  • CloudCruiser Chargeback in the cloud

    - by llaszews
    Another company that does chargeback has just been pointed out to me: CloudCruiser There is interesting quote on this company's web site: "Accurate and transparent chargeback is a key requirement in this age of cloud computing. By 2015, we forecast more than 50% of the Global 2000 will charge back most IT costs using service-based pricing, up from less than 10% today. New integrated tools will be needed to implement IT service-based chargeback." - Jay Pultz, Vice President and Distinguished Analyst, Gartner

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  • Workflow Adapter/Connector Pair

    The Workflow Adapter/Connector pair are custom WF Activities for a Business-To-Business Logical Connectivity based on the Interface Contract. The connectivity handles the invoking and consuming of Workflows, Remoting objects, WCF Services in the transparent manner based on the configuration.

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  • XNA - Detect click on triangle/circle form of a texture

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

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