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  • How to permanently leave a CALayer rotated at its final location?

    - by David
    Hello, I am trying to rotate a CALayer to a specific angle however, once the animation is done, the layer jumps back to its original position. How would I rotate the layer properly so that it stays at its final destination? Here is the code that I am using CABasicAnimation *rotationAnimation =[CABasicAnimation animationWithKeyPath:@"transform.rotation.z"]; //Rotate about z-axis [rotationAnimation setFromValue:[NSNumber numberWithFloat:fromDegree]]; [rotationAnimation setToValue:[NSNumber numberWithFloat:toDegree]]; [rotationAnimation setDuration:0.2]; [rotationAnimation setRemovedOnCompletion:YES]; [rotationAnimation setFillMode:kCAFillModeForwards]; Any suggestions? Thank you.

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  • Design pattern for mouse interaction

    - by mike
    I need some opinions on what is the "ideal" design pattern for a general mouse interaction. Here the simplified problem. I have a small 3d program (QT and openGL) and I use the mouse for interaction. Every interaction is normally not only a single function call, it is mostly performed by up to 3 function calls (initiate, perform, finalize). For example, camera rotation: here the initial function call will deliver the current first mouse position, whereas the performing function calls will update the camera etc. However, for only a couple of interactions, hardcoding these (inside MousePressEvent, MouseReleaseEvent MouseMoveEvent or MouseWheelEvent etc) is not a big deal, but if I think about a more advanced program (e.g 20 or more interactions) then a proper design is needed. Therefore, how would you design such a interactions inside QT. I hope I made my problem clear enough, otherwise don't bother complain :-) Thanks

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  • addChild in the same layer

    - by CEAFDC
    I'm doing an application that puts tons of sprites on the screen in random position, like throwing cards on a table, but after a while it starts to drop the fps, because all the sprites still there. What I would like to do is adding the sprites but like an image, what's behind isn't stored. There are some way to do that? the code looks like this: var mySprite:MySprite = new MySprite(); mySprite.x = random; mySprite.y = random; mySprite.rotation = random; addChild(mySprite); Ps: I will not have to mess with them after they are on the screen.

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  • Rotate a drawn rectangle in flex

    - by Arif
    i wrote the following code for drawing a rotate rectangle var s:UIComponent = new UIComponent(); s.graphics.lineStyle(1, 0x0000FF); s.graphics.drawRect(50, 50, 200, 200); s.rotation = 30; template.addChild(s); where template is a canvas. Its rotate nicely but the problem is the position is not in right place. i.e. it is not in (50,50) after rotate. How can i solve this problem? Thanks in advance.

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  • Differentiate A Section/Portion of 3D object From Other Parts

    - by Ramshad
    I am trying to write a WPF windows application that dynamically creates a 3 D object for an existing 3D Image. The senerio is as follows. Mark the points randomly on the existing 3D Image. Create a 3D object based on the points already marked. Check the below Sample Screenshots. Screenshot 1 and Screenshot 2 I am successfully able to load the 3D file to the WPF form. And was able to perform the rotation using TrackballDecorator 3D Tools library. I have just read this related post. however i didn't get it exactly :) So,can you suggest some efficient methods to achieve it.

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  • Screen orientation change forces data re-entry

    - by Timbermar
    I'm developing a simple app, only a handful of activities and nothing to complicated. The issue I'm having is that in a few of my activities I have EditText widgets, and when the screen is rotated, these widgets loose their values. They still visually, that is, on the handset screen, report their values from before the rotation, but to the code report their default values. An example, I have an activity with an EditText, I enter a number, 15, the calculator starts calculating, displays a result. If at this point I rotate to a different orientation, as expected the activity dies, reloads, shows the new orientation, my value of 15 is still in the EditText, however the calculator (the code) calculates as if it was 0, which is the initial value. I have not tried changing the initial value to see if it is really pulling from the default value, or just setting itself to 0 when I cast it as an int. If I didn't explain this well enough, let me know, I can add source code if I need to. Thanks.

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  • PDF Making with Rotated Image for iPhone

    - by MobiHunterz
    I'm having problems with drawing rotated images on PDF, my output is worse. My case is, we don't know have any fixed co-ordinates. X,Y, rotation, etc. depends on ImageView itself. I select the ImageView and rotate it through Sliders. Check on ZOSH application. I need to implement functionalities like that app. I want to make PDF by adding images one by one. Please send me link for any example that can help me out, I'm stuck here. I'm drawing the image on PDF based on center of the imageview. Please help me, Thank You.

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  • 3d movement around a sphere

    - by user578954
    Hey guys, Im working in 3d for the first time in a long time. Basically im rotating a sphere and projecting x y z cords to place things on the surface based on the spheres X and Y rotation. Heres the code im using: #define piover180 0.01745329252f GLfloat cosy = cos(yrot * piover180); island[i].x = rad * sin(xrot * piover180)* cosy; island[i].y = rad * sin(yrot * piover180); island[i].z = rad * cos(xrot * piover180) * cosy; Problem is the Xrot positioning works fine but the Yrot placement always draw the objects into the north and south pole so they all cross at the top, which isnt correct for rotating. I need a way to solve this. Heres a picture to help explain http://llllost.com/shuttle/47bcde62.jpg Any help would be greatly appreciated, let me know if you need any more information

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  • subviews show confused rotated state after a modal dialog is displayed

    - by deafgreatdane
    I've created a custom UIViewController that mimics the UISplitViewController. It manages two child view controllers that get displayed in the left & right body area while in landscape and hides the left to show in a popover when in portrait. It works fine, using the didRotateFromInterfaceOrientation: and willRotateToInterfaceOrientation: messages to reset the location and sizing of the child views. All the views and child controllers are loaded from a nib. This custom view controller is shown inside a UINavigationController. The trouble arises after one of the child view controllers uses presentModalViewController. If the device was rotated after the views were initialized (but before the modal controller is shown), after the modal dialog is dismissed, the left and/or body views will be re-rendered in a different rotation than they were before the modal dialog was changed. I'm wondering if folks have had a similar problem, and what the solution is. I'm sure sample code would be helpful, but it'll take a bunch of work to distill it into a runnable sample.

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  • Why Camera.setParameters(Camera.Parameters) has no effect on Sony-Ericsson X10 and Droid?

    - by mobilekid
    Has anyone come across a strange behaviour with the Camera API when used on Sony-Ericsson X10 or Droid? For example the following code doesn't work on those devices. As a result I'm getting a lot of negative feedback on the Market translating into many cancelled orders... mParameters.set("rotation", orientation); mParameters.set("jpeg-quality", img_quality); mParameters.set("picture-size", "1024x768"); mCamera.setParameters(mParameters); Could you suggest an alternative way of achieving the same? Thanks.

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  • Why Camera.setParameters(Camera.Parameters) does not work on Sony-Ericsson X10 and Droid?

    - by mobilekid
    Has anyone come across a strange behaviour with the Camera API when used on Sony-Ericsson X10 or Droid? For example the following code doesn't work on those devices. As a result I'm getting a lot of negative feedback on the Market translating into many cancelled orders... mParameters.set("rotation", orientation); mParameters.set("jpeg-quality", img_quality); mParameters.set("picture-size", "1024x768"); mCamera.setParameters(mParameters); Could you suggest an alternative way of achieving the same? Thanks.

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  • Android/ iOS how to determine small changes in distance using sensors?

    - by Tom
    I have been doing a bit of research, but I cannot seem to find a way to determine small distances (centimeters and meters) using the sensors in Android or iOS devices. Bluetooth appears too inaccurate and require more than one device, GPS only works over larger variations in distance, and small variations in rotation seem to make using the accelerometer nearly impossible. Is there a method that I am unaware of that would allow me to do such a thing? I am familiar with Calculus, so using Integrals to determine distance based on changes in time and velocity/ acceleration is not a problem for me, I just do not know how to determine those things. Thank you.

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  • Unity 2D Instantiating a prefab with it's components

    - by TazmanNZL
    I have some block prefabs that I add to an array of game objects: public GameObject[]blocks; Each prefab has a BoxCollider2D, Script & Rigidbody2D components. But when I try to instantiate the prefab in the scene it doesn't appear to have the components attached? Here is how I am instantiating the prefab: for (int i = 0; i < 4; i++) { for (int j = 0; j < gridWidth; j++) { blockClone = Instantiate (blocks [Random.Range (0, blocks.Length)] as GameObject, new Vector3 (j, -i-2, 0f), transform.rotation) as GameObject; } } What am I doing wrong?

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  • 3D points to quaternions

    - by Hubrus
    For the simplicity, we'll consider two 3D points, that moves one relatively to other, in time. Let's say: at moment t0, we have P1(0,0,0) and P2(0,2,0) at moment t1, P1 is still (0,0,0) but P2 changed to (0,2,2). From what I've understood reading about quaternions, is that, at moment t0, Q1 (representing P1) and Q2 (representing P2) will be both (0, 0, 0, 0). But at the moment t1, Q2 will become something else (w, x, y, z). How do I calculate the Q2 at t1 moment? I've googled a lot on this subject, but I was able to find only rotation between quaternions. I will appreciate any guidance. Thanks!

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  • Why is iPhone 5 briefly Letterboxing and displaying Default.png in Cocos2d?

    - by The Learner
    I have [email protected] which loads fine. However, (on the actual device) after it shows the iPhone 5 then displays Default.png, in letter box mode. It then loads the 1136 × 640 px Title Screen - which is fine and what it's supposed to do. I'm using the default Cocos2d HelloWorld template. I haven't changed anything in the plist or otherwise. Any ideas? Why does it load the Default.png and how do you fix this? Thanks. In the IntroLayer we have -(void) onEnter if( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone ) { background = [CCSprite spriteWithFile:@"Default.png"]; background.rotation = 90; } Which is why Default.png is showing up. How do you keep showing [email protected] if you are using the iPhone 5?

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  • Looking for a Toolbox (Crop/Position/Rotate) for a Website

    - by VIRTUALWEB
    I'm looking for a Toolbox for a Website that can do the following things: Write Text in a Text Editor (change its color/font size/font) and display it over an product image (plus drag&drop, do rotation). As Texteditor i could use TinyMCE but how to rotate/drag&drop? the same with images (upload a logo, display it over an existing product image) where the user could drag&drop it around or rotate it left/right in 90 degrees, and change its size. are there any tools outside that can handle that requirements? They could be AJAX, Flash, jQuery, JavaScript, ... tia

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  • Portrait vs Landscape Launch Images

    - by andrewx
    An iPad app can support inclusion of launch images in both orientations; presumably, if your app supports auto-rotation, then this would suggest to me that if the user launches an app while the device is in Landscape mode, then the Landscape launch image is used. But in all the apps I've built and released, this has never been the case. Never once has the Landscape launch image appeared, only the Portrait. After loading, the app will auto-rotate to whatever orientation the device is in, but at launch, it assumes you are in Portrait. Always. Why? I have seen many other apps in the store that behave this way, but then there are some seem to always automatically know immediately at first launch, from that first launch image, that you are in Landscape, if that's the case. How is this done?

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  • Is it me or is pygame.key.get_pressed() not working?

    - by user1321527
    okay, so I am making a basic space-ship game. I can't get rotation to work because it scrambles the bitmap, but that's for another question.Should I even use a gif? any other filetype suggestions? back to the actual point here, so: k = pygame.key.get_pressed() yeah, self explanatory. this doesn't work, as it returns each key as pressed. so, somewhere else: d = k[pygame.K_d] and another line: print d and another: if d: So, k returns as each key on the keyboard pressed. d returns 0 indefinitely, whether or not d is pressed. d is always 0. the statement about d therefore is never true. Why is this happening?

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  • Comix is an Awesome Comics Archive Viewer for Linux

    - by Asian Angel
    Do you have a terrific collection of comics in electronic form but need a great app to view them with? If you have a Linux system then we have the perfect app for you…Comix, the open source comic reading powerhouse. For our example we installed Comix on our Ubuntu 10.10 system. Just go to the Ubuntu Software Center and conduct a quick search. When you go to install Comix in the Ubuntu Software Center, make sure to scroll all the way to the bottom and select Unarchiver for .rar files. The listing appears as a “non-free version” for some reason, but displays as free once selected. Odd, but nothing to worry about in the end… Once Comix is installed you can find it in the Graphics Section of the Ubuntu Menu. Comix also comes with a nice set of options to let you customize the app to best suit those important comic reading needs. Here is a comprehensive list of the features this little comic reading powerhouse packs into one easy to use package: Fullscreen mode, double page mode, fit-to-screen mode, zooming and scrolling, rotation and mirroring, magnification lens, changeable image scaling quality, image enhancement, can read right-to-left to fit manga, etc., caching for faster page flipping, bookmarks support, customizable GUI, archive comments support, archive converter, thumbnail browser, standards compliant, available in multiple languages (English, Swedish, Simplified Chinese, Spanish, Brazilian Portuguese, & German), reads “JPEG, PNG, TIFF, GIF, BMP, ICO, XPM, & XBM” image formats, reads “ZIP & tar archives natively, RAR archives through the unrar program” runs on Linux, FreeBSD, NetBSD, and virtually any other UNIX-like OS, and more! Have fun reading those comics on your favorite Linux system! Interested in learning more about Comix? Then be certain to drop by the homepage! Comix Homepage Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar Reader for Android Updates; Now with Feed Widgets and More

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • Is hiring a "chief intern" a good idea?

    - by dukeofgaming
    I'm starting an internship program for our software department and I was wondering about creating a position ("chief intern", intern supervisor, or whatever one should call it) with the following responsibilities: Train interns Coach interns Manage projects and tasks for interns Supervise intern's work in terms of rhythm and quality Act as a liaison between the main team's needs and interns performance/aspirations Evaluate and facilitate intern's progress when they want to grab a higher-level domain-specific task (at this point, a main dev team member can do mentoring) Get freely involved in the main team's software development tasks so that he himself can grow, and have full mentorship from the main dev team. I'm thinking that an apprentice-level engineer (below Jr., or Jr.; but being a graduate and working full-time) can handle this for a while (he will be trained by the main dev team first), until one of two things happen: He/she decides to move on to the main dev team by recommending an appropriate replacement (or me finding another one as a new hire) Keep leading the interns while still being able to grow to Jr. Eng., Eng., Sr. Eng I know the notion of a "chief intern" is common within the medical world, but I don't really know about that in the software world (I was a freelancer for most of my university years). A side-intention to this is also that, if this ends up being a higher rotation position (organically) because the intern supervisor wants to join the main dev team, this could help interns that aspire this position emerge as leaders. My main intention for this, though, is removing distractions from the main team but without making the interns suffer the lack of attention, which could lead to boredom and little intern retention. Is this "chief intern" idea common (or good at least)?, are there any obvious risks to it that I might not be seeing? Edit: I have a draft plan for the kind of work the interns would be doing: Are R&D mini-projects a good activity for interns? Edit #2: My intention is not keeping them isolated, but having someone focus on giving attention to them when we cannot. Edit #3: I'm now convince it is a good idea, but I will take the organic approach to hiring someone in such position: do it myself until I cannot. This way I'll know better what to expect from a person I hire for this role in the future, as well as what works and what doesn't with interns.

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  • Silverlight Cream for April 08, 2010 -- #834

    - by Dave Campbell
    In this Issue: Michael Washington, Phil Middlemiss, Yochay Kiriaty, Giorgetti Alessandro, Mike Snow, John Papa, SilverLaw, smartyP, and Pete Brown. Shoutouts: Steve Wortham sent me a link to his RegEx tool that is written in Silverlight... definitely worth a look: Introducing Code Hinting for Regular Expressions Joshua Blake posted his MIX10 materials: MIX10 NUI session sample code From SilverlightCream.com: Silverlight MVVM: An (Overly) Simplified Explanation Michael Washington has a tutorial up for getting your arms (and head) around MVVM and Silverlight, and Blend too. A Chrome and Glass Theme - Part 3 Phil Middlemiss has part 3 up of his tutorial series on building an awesome theme for Silverlight... he's styling the textbox and checkbox this time around, and improving the button too Automatic Rotation Support or Automatic Multi-Orientation Layout Support for Windows Phone Yochay Kiriaty is giving up some WP7 goodness with his post on Multi-Orientation Layout Support ... yeah I had to say it twice myself :) good links and all the code in addition to the good blog post Silverlight Navigation Framework: resolve the pages using an IoC container Giorgetti Alessandro has some pretty cool code up as a proof of concept of using an IoC container with the Navigation Framework of Silverlight 4. Silverlight Tip of the Day No. 109 – Attach to Process Debugging Mike Snow is back doing Tips of the Day... and number 109 is showing how to attach the debugger to a running Silverlight app. Silverlight TV 20: Community Driven Development with WCF RIA Services In his latest Silverlight TV episode, John Papa talks with Jeff Handley about RIA Services, and how feedback from the community helped shape the product. ChildWindowMouseScrollResizeBehavior - Silverlight 3 SilverLaw has a new Behavior up at the Expression Gallery that gives you resizing on a ChildWindow using the Mouse Wheel. Creating a Windows Phone 7 Metro Style Pivot Application [Part 3] smartyP has the 3rd and final episode for his WP7 Pivot up, and this one includes not only the source but a video tutorial. Layout Rounding Pete Brown talks about Layout Rounding and it has nothing to do with rounding corners... it has to do with rounding off where your objects get placed pixel-wise ... I've blogged about this seemingly-anti-aliasing more than once... Pete has the real answer 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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  • More details on America's Cup use of Oracle Data Mining

    - by charlie.berger
    BMW Oracle Racing's America's Cup: A Victory for Database Technology BMW Oracle Racing's victory in the 33rd America's Cup yacht race in February showcased the crew's extraordinary sailing expertise. But to hear them talk, the real stars weren't actually human. "The story of this race is in the technology," says Ian Burns, design coordinator for BMW Oracle Racing. Gathering and Mining Sailing DataFrom the drag-resistant hull to its 23-story wing sail, the BMW Oracle USA trimaran is a technological marvel. But to learn to sail it well, the crew needed to review enormous amounts of reliable data every time they took the boat for a test run. Burns and his team collected performance data from 250 sensors throughout the trimaran at the rate of 10 times per second. An hour of sailing alone generates 90 million data points.BMW Oracle Racing turned to Oracle Data Mining in Oracle Database 11g to extract maximum value from the data. Burns and his team reviewed and shared raw data with crew members daily using a Web application built in Oracle Application Express (Oracle APEX). "Someone would say, 'Wouldn't it be great if we could look at some new combination of numbers?' We could quickly build an Oracle Application Express application and share the information during the same meeting," says Burns. Analyzing Wind and Other Environmental ConditionsBurns then streamed the data to the Oracle Austin Data Center, where a dedicated team tackled deeper analysis. Because the data was collected in an Oracle Database, the Data Center team could dive straight into the analytics problems without having to do any extract, transform, and load processes or data conversion. And the many advanced data mining algorithms in Oracle Data Mining allowed the analytics team to build vital performance analytics. For example, the technology team could remove masking elements such as environmental conditions to give accurate data on the best mast rotation for certain wind conditions. Without the data mining, Burns says the boat wouldn't have run as fast. "The design of the boat was important, but once you've got it designed, the whole race is down to how the guys can use it," he says. "With Oracle database technology we could compare the incremental improvements in our performance from the first day of sailing to the very last day. With data mining we could check data against the things we saw, and we could find things that weren't otherwise easily observable and findable."

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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