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  • Making a full-screen animation on Android? Should I use OPENGL?

    - by Roger Travis
    Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ). Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed. What method do you think should I use? So far I tried: storing each frame as a compressed JPEG before animation starts, loading each frame into a byteArray as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view. Problem - speed is too low, usually about 5-10 FPS. I have thought of two other options. turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think? another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it? Thanks!

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  • handling various frame layouts in android

    - by vaibhav
    i'm new to game development and am trying create a Contra or the old tmnt game (but a simple one) like game for android. for the game i decided to divide my main screen in three parts - upper for stats,mid for the game and lower for controls. my main.xml is <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <FrameLayout android:id="@+id/upper_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </FrameLayout> <FrameLayout android:id="@+id/fl" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.5" > </FrameLayout> <FrameLayout android:id="@+id/low_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.85" > </FrameLayout> </LinearLayout> so i have created the gameview and gameloopthread classes for the mid surface(which is pretty standard). my problem is that how do i draw in the upper and lower frame layouts? should i make new classes for view and thread for each layout , should i do all this in the gameview class itself or is there any better way to implement this?

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  • Changing the BizTalk message output file name

    - by Bill Osuch
    By default, BizTalk creates the filename of the message dropped to a send port as %MessageID%, which is the unique identifier (GUID) of the message. What if you want to create your own filename? To start, create a simple schema, and a basic orchestration that will receive the message and send it right back out, like this: If you deploy this and wire up the ports, you can drop an xml file into your receive port and have it come out at your send port named something like {7A63CAF8-317B-49D5-871F-9FD57910C3A0}.xml. Now, we'll create a new message with a custom filename. First, create a new orchestration variable called NewFileName, of the type System.String. Next, create a second message using the same schema as the message you're receiving in the Receive shape. Now, drag a Construct Message shape to the orchestration. In the shape's properties, set Messages Constructed to be the new message you just created. Double click the Message Assignment shape (inside the Construct shape...) and paste in the following code: Message_2 = Message_1;   NewFileName = Message_1(FILE.ReceivedFileName); NewFileName = NewFileName.Replace(".xml","_"); NewFileName = NewFileName + "output_" + System.DateTime.Now.Year.ToString() + "-" + System.DateTime.Now.Month.ToString();   Message_2(FILE.ReceivedFileName) = NewFileName; Here we make a copy of the received message, get it's original file name (ReceivedFileName), replace its extension with an underscore, and date-stamp it. Finally, add a Send shape and a Port to the surface, and configure them to send the message you just created. You should wind up with an orchestration like this: Deploy it, and create a new send port. It should be just about identical to the first send port, except this time the file name will be "%SourceFileName%.xml" (without the quotes of course). Fire up the application, drop in a test file, and you should now get both the xml file named with a GUID, and a second file named something along the lines of "MySchemaTestFile_output_2011-6.xml".

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  • Silverlight Cream for May 29, 2010 -- #872

    - by Dave Campbell
    In this Issue: Michael Washington, Chris Koenig, Kunal Chowdhury, SilverLaw, Shayne Burgess, Ian T. Lackey, Alan Beasley, Marlon Grech. Shoutouts: Ozymandias has a post up that's not Silverlight necessarily, but it's pretty cool: Typeface Selection Flowchart Damian Schenkelman posted about the latest: Prism 2.2 Release available. Get it at Codeplex. From SilverlightCream.com: Silverlight 4 OData Paging with RX Extensions Michael Washington continues with this OData and Rx post using the View Model Style. Michael has some good external links, good info, and all the code. WP7 Part 4: Morphing and Mapping Chris Koenig has the 4th in his WP7 series he's doing, and this one is on MVVMLight and BingMaps ... code included. Silverlight 4: Interoperability with Excel using the COM Object Kunal Chowdhury has a post up about Excel Interoperability using the COM object including opening an Excel Workbook and writing data out, then modifying the data in the spreadsheet and seeing it updated in the app. Creating A Flexible Surface Effect – Silverlight 4 (Part 1) SilverLaw put up a demo of an awesome 'water ripple' SL4 demo a couple days ago, and now he's got part 1 of a great tutorial explaining it all. Service Operations and the WCF Data Services Client Shayne Burgess has a post up about Service Operations and how they can be used by the WCF Data Services client. Role Based Silverlight Behaviors Also from the Open Light Group, Ian T. Lackey has a post up about Behaviors that takes a list of roles and updates the UI appropriatetly. How to Toggle (Show/Hide) using Behaviours (Behaviors) between Visual States or Storyboards in Expression Blend for Windows Phone Alan Beasley has a quick post up talking about the solution he found to a problem he was having with state switching in a WP7 app. MEFedMVVM: Testability Marlon Grech has another MEFedMVVM post up and he's discussing Testability all rolled in there with everything else :) Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • An Overview of Batch Processing in Java EE 7

    - by Janice J. Heiss
    Up on otn/java is a new article by Oracle senior software engineer Mahesh Kannan, titled “An Overview of Batch Processing in Java EE 7.0,” which explains the new batch processing capabilities provided by JSR 352 in Java EE 7. Kannan explains that “Batch processing is used in many industries for tasks ranging from payroll processing; statement generation; end-of-day jobs such as interest calculation and ETL (extract, load, and transform) in a data warehouse; and many more. Typically, batch processing is bulk-oriented, non-interactive, and long running—and might be data- or computation-intensive. Batch jobs can be run on schedule or initiated on demand. Also, since batch jobs are typically long-running jobs, check-pointing and restarting are common features found in batch jobs.” JSR 352 defines the programming model for batch applications plus a runtime to run and manage batch jobs. The article covers feature highlights, selected APIs, the structure of Job Scheduling Language, and explains some of the key functions of JSR 352 using a simple payroll processing application. The article also describes how developers can run batch applications using GlassFish Server Open Source Edition 4.0. Kannan summarizes the article as follows: “In this article, we saw how to write, package, and run simple batch applications that use chunk-style steps. We also saw how the checkpoint feature of the batch runtime allows for the easy restart of failed batch jobs. Yet, we have barely scratched the surface of JSR 352. With the full set of Java EE components and features at your disposal, including servlets, EJB beans, CDI beans, EJB automatic timers, and so on, feature-rich batch applications can be written fairly easily.” Check out the article here.

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  • Recent resources on Entity Framework 4

    - by Eric Nelson
    I just posted on the bits you need to install to explore all the features of Entity Framework 4 with the Visual Studio 2010 RC. I’ve also had a quick look (March 12th 2010) to see what new resources are out there on EF4. They appear a little thin on the ground – but there are some gems. The following all caught my attention: Julie Lerman has published 2 How-to-videos on EF4 on pluralsight.com. You need to create a free guest pass to watch them. Getting Started with Entity Framework 4.0 – Session given at Cairo CodeCamp 2010 . This includes ppt and demos. Entity Framework 4 providers – read through the comments What’s new with Entity Framework in Visual Studio 2010 RC Extending the design surface of EF4 using the Extension Starter Kit Persistence Ignorance and EF4 on geekSpeak on channel 9 (poor audio IMHO – I gave up) First of a series of posts on EF4 How to stop your dba having a heart attack with EF4 from Simon Sabin in the UK. This includes ppt and demos. And the biggy. You no longer have to depend on SQL Profiler to keep an eye on the generated SQL. There is now a commercial profiler for Entity Framework.  I am yet to try it – but I listened to a .NET rocks podcast which made it sound great. It is “hidden” in a session on DSLs in Boo –> Oren Eini on creating DSLs in Boo. This is a much richer experience than you would get from SQL Profiler – matching the SQL to the .NET code. And finally a momentous #fail to … drum roll… the Visual Studio 2010 and .NET Framework 4 Training Kit Feb release. This just contains one ppt on EF4 – and it is not even a good one. Real shame. P.S. I will update the 101 EF4 Resources with the above … but post devweek in case I find some more goodies. Related Links 101 EF4 Resources

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  • SDL & Windows 8 Metro WinRT

    - by Adrian
    I am just beginning to dip my tow into game programming and have been reading up on SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there) As much as I like SFMLs syntax I have chosen to read up and start with SDL as it is pretty ubiquitous and available on every platform (Windows, Linux, Mac) and also available on portable devices (Android, iOS) with the current exception of WinPhone 7 After that pre-amble here is my question. I notice that the docs say that for the windows platform the SDL API calls through to DirectX for higher perf. ( http://www.libsdl.org/intro.en/whatplatforms.html ) Microsoft have said that for Metro Game Apps you can only use DirectX (which means no XNA, no OpenGL, no SFML, etc, etc) My question is: If SDL just wraps DirectX calls will I (we) be able to use SDL to bring games to the new Metro WinRT environment and Windows 8 marketplace? This would be great if possible. Additionally as WinPhone 8 is supposedly built on Win8 then this could mean SDL would be available on the win phone in the future too. Thanks for your time in responding to this question and I look forward to hearing your response. EDIT: Based on DeadMG's answer I have installed Visual Studio 11 (beta) in Windows 8 Consumer Preview (CP) and went file-New to check project types. The project types: "Blank Application", "Direct2D Application" and "Direct3D Application" look of interest. I have selected "Direct2D App" but SDL generates its own window when you call: SDL_INIT Is it possible to link/setup the SDL window to point to the Direct2D surface in the this project?

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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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  • I Admit I Misspoke

    - by Patrick Liekhus
    OK.  I admit it.  The last post I hade mentioned that we moved the XAF DSL to the Entity Framework.  This has caused a lot of confusion.  I meant to say that we have used the ADO.NET Entity Data Model extensions.  This is the design surface that can be tailored to create Entity Framework. We leveraged the code generation within the ADO.NET Entity Data Model (EDMX) file to generate XAF/XPO classes.  This allows you to visually create the entity model, set a few XAF properties and then generate the business objects from there.  I am presenting all these topics at the Kansas City Developers Conference on June 19th.  I will post the presentation after the conference.  I have a full presentation that will demonstrate the power of the ADO.NET Entity Data Model extensions, create a small project and then add the OData layer to XAF to connect to the PowerPivot in Excel 2010. The latest code can be found at http://efxaf.codeplex.com. More details to come soon.  Sorry for the confusion in the last post. Thanks again.

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • What is the release date for Rakudo Star (perl6)?

    - by kbenson
    If a specific release date is not available (as I suspect it is not), can you provide resources for tracking how close it is to the desired feature set that allows release. I'm not necessarily asking for a percentage gauge, or X of Y features completed list. A list of bugs marked in whichever section of the perl RT instance that's tracking Rakudo bugs would meet my criteria, even more so if the list is dynamic (I.e. it's a list of bugs tagged in some manner, not a static list of ticket numbers). If there are only a few planned features left to be finished/tested before it's considered ready for final testing, listing those would also be sufficient.

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • "VLC could not read the file" error when trying to play DVDs

    - by stephenmurdoch
    I can watch most DVD's on my machine using VLC but today, I went to watch Thor, and it won't play. libdvdread4 and libdvdcss2 are at the latest versions. vlc -v returns 1.1.4 w32codecs are installed and reinstalled ubuntu-restricted-extras are same as above My machine recognises the disc and I can open the folder and browse the assorted .vob files, of which there are many. None of them will open in VLC, or in MPlayer etc. When I run vlc -vvv /media/THOR/VIDEO_TS/VTS_03_1.VOB I get: File Reading Failed VLC could not read the file I also see command line output like this: [0x963f47c] main filter debug: removing module "swscale" [0x963a4b4] main generic debug: A filter to adapt decoder to display is needed [0x964be84] main filter debug: looking for video filter2 module: 18 candidates [0x964be84] swscale filter debug: 720x576 chroma: I420 -> 979x551 chroma: RV32 with scaling using Bicubic (good quality) [0x964be84] main filter debug: using video filter2 module "swscale" ..... [0x959f4e4] main video output warning: late picture skipped (-10038 > -15327) [0x963a4b4] main generic debug: auto hidding mouse [0x93ca094] main input warning: clock gap, unexpected stream discontinuity [0x93ca094] main input warning: feeding synchro with a new reference point trying to recover from clock gap [0x959f4e4] main video output warning: early picture skipped ...... ac-tex damaged at 0 12 ac-tex damaged at 6 20 ac-tex damaged at 12 28 This happens with onboard and Known Good USB DVD player I don't have standalone DVD player to try with TV I am going to watch another film instead for now, because I can do that. I just can't watch THOR, and I'm pretty confident that the disc is ok. It is a rental, but it's clean and there are no surface abrasions. I even cleaned it with Christian Dior aftershave to make sure.

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  • javascript to jquery

    - by Angeline Aarthi
    How do I write the following line which is in javascript in jQuery? var variablename = new functionname('some variable'); This is my js code: var rt = new ResizeableTextbox('myRT'); I need to use this in the following code segment: if($(this).text() =='String') { $("<label id=labelstr"+stringinc+" >"+label+"</label>").appendTo(".menu li"); $("<input id=inputstr"+stringinc+" type= 'text' ></input>").appendTo(".menu li"); //in place of this I need that javascript code. } How do I do that? The function Resizeable is defined in a separate js file. Please help me out.

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  • What is the evidence that an API has exceeded its orthogonality in the context of types?

    - by hawkeye
    Wikipedia defines software orthogonality as: orthogonality in a programming language means that a relatively small set of primitive constructs can be combined in a relatively small number of ways to build the control and data structures of the language. The term is most-frequently used regarding assembly instruction sets, as orthogonal instruction set. Jason Coffin has defined software orthogonality as Highly cohesive components that are loosely coupled to each other produce an orthogonal system. C.Ross has defined software orthogonality as: the property that means "Changing A does not change B". An example of an orthogonal system would be a radio, where changing the station does not change the volume and vice-versa. Now there is a hypothesis published in the the ACM Queue by Tim Bray - that some have called the Bánffy Bray Type System Criteria - which he summarises as: Static typings attractiveness is a direct function (and dynamic typings an inverse function) of API surface size. Dynamic typings attractiveness is a direct function (and static typings an inverse function) of unit testing workability. Now Stuart Halloway has reformulated Banfy Bray as: the more your APIs exceed orthogonality, the better you will like static typing My question is: What is the evidence that an API has exceeded its orthogonality in the context of types? Clarification Tim Bray introduces the idea of orthogonality and APIs. Where you have one API and it is mainly dealing with Strings (ie a web server serving requests and responses), then a uni-typed language (python, ruby) is 'aligned' to that API - because the the type system of these languages isn't sophisticated, but it doesn't matter since you're dealing with Strings anyway. He then moves on to Android programming, which has a whole bunch of sensor APIs, which are all 'different' to the web server API that he was working on previously. Because you're not just dealing with Strings, but with different types, the API is non-orthogonal. Tim's point is that there is a empirical relationship between your 'liking' of types and the API you're programming against. (ie a subjective point is actually objective depending on your context).

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  • Unbelievable: Cannot cast from class X to its super class

    - by Phuong Nguyen de ManCity fan
    I'm encountering a very weird problem with Spring (3.0.1.RELEASE), TestNG (5.11) and Maven Surefire (2.5). I have a test class that extends a Spring helper class for testNG so that test context can be loaded from an xml file (that contains some bean definitions). My project was imported into eclipse using m2eclipse (using Import Maven Project) The class run fine in Eclipse TestNG runner. However, it throws this exception with Maven Surefire Caused by: java.lang.ClassCastException: com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderFactoryImpl cannot be cast to javax.xml.parsers.DocumentBuilderFactory at javax.xml.parsers.DocumentBuilderFactory.newInstance(DocumentBuilderFactory.java:123) at org.springframework.beans.factory.xml.DefaultDocumentLoader.createDocumentBuilderFactory(DefaultDocumentLoader.java:89) at org.springframework.beans.factory.xml.DefaultDocumentLoader.loadDocument(DefaultDocumentLoader.java:70) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.doLoadBeanDefinitions(XmlBeanDefinitionReader.java:388) I have eliminated all involved dependencies in my pom so that the two classes com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderFactoryImpl and javax.xml.parsers.DocumentBuilderFactory are coming from JRE only (the rt.jar). So, it looks so unbelievable to me. I wonder if there is any mechanism in loading class that can explain for this behavior? Thanks.

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  • Drawing particles as a smooth blob

    - by Nömmik
    I'm new to game/graphics development and I'm playing around with particles (in 2D). I want to draw particles close to each other as a blob, just as liquid/water. I do not want to draw big circles overlapping as the blob won't be smooth (and too big). I don't really know physics but I assume what I want is something looking similar to surface tension. I haven't been able to find anything on stackexchange or on Google (maybe I do not know the correct keywords?). So far I have found two possible solutions, but I am unable to find any concrete information about algorithms. One of them is to calculate the concave hull of particles I consider being a blob. I can calculate the blob by creating an equivalence class (on the relation "close to each other"). Strangely enough I haven't been able to find any algorithm explaining how to calculate the concave hull. Many posts (and among stackexchange) links to libraries or commercial products that do this (I need libraries to work in C#), but never any algorithm. Also this solution might have a problem with a circle of particles, which would not detect the empty space in the middle. While researching concave hull I stumbled upon something called alpha shapes. Which seems to be exactly what I want to do, however just as with concave hull I haven't found any source explaining how they actually work. I have found some presentation materials but not enough to go on. It's like a big secret everyone knows except me :-/ After calculating the concave hull or alpha shape I want to make it a Bézier curve to make it smooth and nice. Although I do find my approach a bit too complex, maybe I am trying to solve this the wrong way? If you can either suggest any other solution to my problem, or explain the pieces I am missing I would be very happy and grateful :-) Thanks.

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • SQL – Crossword Puzzle Based on Course Building Successful High Traffic Profitable Blog

    - by Pinal Dave
    Do you like Crossword Puzzles? I personally love it. Everytime I open the newspaper, I try to resolve at least one crossword or sudoku. It is just fun to tease a brain little and stretch its limits. Regular readers of the blogs are aware that I have recently published two courses on how to build successful high traffic profitable blog. Here are the links to watch both the courses: Course 1, Course 2. Do watch them in order as both the courses have unique content, which can help you build a better blog. On my birthday July 30th, there was an interesting blog post posted on Pluralsight blog. It was a crossword build from my two courses. I encourage you try to solve the crossword which I have built. Giveaway: There is a cool gift for the winner – it is melting clock. Do not confuse this as a dummy or not working clock. This looks like melting but it always shows accurate time and it is perfectly balanced to hang off of any flat surface. How to Participate: Well, it is very simple, you just have to complete the crossword and send it to me at pinal at sqlauthority.com with all valid answers. The deadline is that you must send it before Monday August 5, 2013 or before the valid answer keys are posted on Pluralsight blog. Hints: Though the crossword is very easy and intuitive, if you ever get stuck anywhere here are two hints: Hint 1, Hint 2. Login to Pluralsight courses and watch both the courses. Watching the course will not only help you to easily complete crossword but there are hidden gems and secrets to build a high traffic profitable blog. Here is the link to download the crossword: Download Crossword. Alternatively you can download the image displayed below and print it as well.   Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: About Me, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Blogging

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  • As an indie game dev, what processes are the best for soliciting feedback on my design/spec/idea? [closed]

    - by Jess Telford
    Background I have worked in a professional environment where the process usually goes like the following: Brain storm idea Solidify the game mechanics / design Iterate on design/idea to create a more solid experience Spec out the details of the design/idea Build it Step 3. is generally done with the stakeholders of the game (developers, designers, investors, publishers, etc) to reach an 'agreement' which meets the goals of all involved. Due to this process involving a series of often opposing and unique view points, creative solutions can surface through discussion / iteration. This is backed up by a process for collating the changes / new ideas, as well as structured time for discussion. As a (now) indie developer, I have to play the role of all the stakeholders (developers, designers, investors, publishers, etc), and often find myself too close to the idea / design to do more than minor changes, which I feel to be local maxima when it comes to the best result (I'm looking for the global maxima, of course). I have read that ideas / game designs / unique mechanics are merely multipliers of execution, and that keeping them secret is just silly. In sharing the idea with others outside the realm of my own thinking, I hope to replicate the influence other stakeholders have. I am struggling with the collation of changes / new ideas, and any kind of structured method of receiving feedback. My question: As an indie game developer, how and where can I share my ideas/designs to receive meaningful / constructive feedback? How can I successfully collate the feedback into a new iteration of the design? Are there any specialized websites, etc?

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  • Spotlight on an Office – Reading TVP offices

    - by Maria Sandu
    This month we’re in the UK at the Reading offices, for ‘Spotlight on an office’. The Reading Office, which is Oracle’s UK Headquarters, is based in Thames Valley Park (TVP), which is a bustling hive of activity that houses many different companies, a gym, and even a nursery. Overlooking the Thames and some of England’s beautiful countryside, this office, just a short free bus ride from Reading Town Centre is in a fantastic location. The offices themselves are made up of 5 different buildings, each with their own car park, restaurant, and design. The main building or TVP 510 as it is referred to, sits resplendent next to an extremely blue (for the UK) pond, filled with large koi-carp that on a sunny day like to come to the surface of the lake and bask. As the main hub of activity, TVP 510 is where you will find our Dry Cleaning service, the Ozone Gym, the main restaurant (which never fails to have someone in it), and the Marquee which sits outside the back amongst the picnic benches, and is where we have Barbeques in the summer time. Another highlight of the Reading Offices is tucked away in TVP530; the home of H20, and our sports and social club. This is the building that can be best be described as having the ‘cool’ vibe, where you can relax and unwind, all whilst sipping a Starbucks (or Costa if you prefer, located in TVP550), and playing a game of Pool in the cafeteria, or alternatively you can sit back and enjoy a seat in one of the luxury massage chairs! If you feel so inclined, you can also hire out an OraBike from any of the TVP offices, and if you are anything like some of my team, cycle from Reading to Bath using the towpath starting in Thames Valley Park. Oracle’s Reading Offices are a great place to work, they are home to a diverse range of people and have great atmosphere which would suit a graduate, intern, or anyone who is looking to come and work for Oracle in the UK.

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  • SQL Saturday Atlanta: Intro To Performance Tuning

    - by Mike Femenella
    I'm looking forward to speaking in Atlanta on the 24th, will be fun to get back down that way to visit with some friends and present two topics that I really enjoy. First, an introduction to performance tuning. Performance tuning is a very wide and deep topic and we're staying close to the surface. I direct this class for newbie sql users who have less than 2 years of experience. It's all the things I wish someone would have told me in my first 2 years about what to look for when the database was slow...or allegedly slow I should say. We'll cover using profiler to find slow performing queries and how to save the data off to a table as well as a tour of other features. The difference between clustered, non clustered and covering indexes. How to look at and understand an execution plan (at a high level) and finally the difference between a temp table and a table variable and what the implications are of using either one in your code. That pretty much takes up a full hour. Second presentation, Loading Data in Real Time. It's really a presentation about partitioning but with a twist that we used at work recently to solve a need to load some data quickly and put it into production with minimal downtime. We'll cover partition functions, schemes,$partition, merge, sys.partitions and show some examples of building a set of partitioned tables and using the switch statement to move it from one table to another. Finally we'll cover the differences in partitioning between 2005 and 2008. Hope to see you there! And if you read my blog please introduce yourself!

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  • TechEd 2010 Day Two – No SQL Server in Sight

    - by BuckWoody
    Today I worked the booth at TechEd 2010, manning the new “Surface” computer, which is just the coolest object on the planet. After that I didn’t attend a single SQL Server session – instead I’ve been frequenting SharePoint, Microsoft Office, and even the High-Performance Computing sessions. The reason is that I get really high quality SQL Server presentations at PASS, SQL Saturdays, and online from Microsoft and other vendors. While there are SQL Server sessions here (after all, I’m giving one of them!) I tend to try and see things that I don’t normally get to learn about. And the cross-pollination between those technologies and mine is fantastic.     I’ve even managed to go to an Entity Framework presentation for the developers. I actually have (a little) more respect for that technology – and I’ve modified my presentation to encompass more of that information. So whenever you have the chance, take a walk outside your comfort zone. Even at PASS and SQL Saturdays (and certainly online) you can investigate technologies other than the ones you know best.  Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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