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  • The Birth of a Method - Where did OUM come from?

    - by user702549
    It seemed fitting to start this blog entry with the OUM vision statement. The vision for the Oracle® Unified Method (OUM) is to support the entire Enterprise IT lifecycle, including support for the successful implementation of every Oracle product.  Well, it’s that time of year again; we just finished testing and packaging OUM 5.6.  It will be released for general availability to qualifying customers and partners this month.  Because of this, I’ve been reflecting back on how the birth of Oracle’s Unified method - OUM came about. As the Release Director of OUM, I’ve been honored to package every method release.  No, maybe you’d say it’s not so special.  Of course, anyone can use packaging software to create an .exe file.  But to me, it is pretty special, because so many people work together to make each release come about.  The rich content that results is what makes OUM’s history worth talking about.   To me, professionally speaking, working on OUM, well it’s been “a labor of love”.  My youngest child was just 8 years old when OUM was born, and she’s now in High School!  Watching her grow and change has been fascinating, if you ask her, she’s grown up hearing about OUM.  My son would often walk into my home office and ask “How is OUM today, Mom?”  I am one of many people that take care of OUM, and have watched the method “mature” over these last 6 years.  Maybe that makes me a "Method Mom" (someone in one of my classes last year actually said this outloud) but there are so many others who collaborate and care about OUM Development. I’ve thought about writing this blog entry for a long time just to reflect on how far the Method has come. Each release, as I prepare the OUM Contributors list, I see how many people’s experience and ideas it has taken to create this wealth of knowledge, process and task guidance as well as templates and examples.  If you’re wondering how many people, just go into OUM select the resources button on the top of most pages of the method, and on that resources page click the ABOUT link. So now back to my nostalgic moment as I finished release 5.6 packaging.  I reflected back, on all the things that happened that cause OUM to become not just a dream but to actually come to fruition.  Here are some key conditions that make it possible for each release of the method: A vision to have one method instead of many methods, thereby focusing on deeper, richer content People within Oracle’s consulting Organization  willing to contribute to OUM providing Subject Matter Experts who are willing to write down and share what they know. Oracle’s continued acquisition of software companies, the need to assimilate high quality existing materials from these companies The need to bring together people from very different backgrounds and provide a common language to support Oracle Product implementations that often involve multiple product families What came first, and then what was the strategy? Initially OUM 4.0 was based on Oracle’s J2EE Custom Development Method (JCDM), it was a good “backbone”  (work breakdown structure) it was Unified Process based, and had good content around UML as well as custom software development.  But it needed to be extended in order to achieve the OUM Vision. What happened after that was to take in the “best of the best”, the legacy and acquired methods were scheduled for assimilation into OUM, one release after another.  We incrementally built OUM.  We didn’t want to lose any of the expertise that was reflected in AIM (Oracle’s legacy Application Implementation Method), Compass (People Soft’s Application implementation method) and so many more. When was OUM born? OUM 4.1 published April 30, 2006.  This release allowed Oracles Advanced Technology groups to begin the very first implementations of Fusion Middleware.  In the early days of the Method we would prepare several releases a year.  Our iterative release development cycle began and continues to be refined with each Method release.  Now we typically see one major release each year. The OUM release development cycle is not unlike many Oracle Implementation projects in that we need to gather requirements, prioritize, prepare the content, test package and then go production.  Typically we develop an OUM release MoSCoW (must have, should have, could have, and won’t have) right after the prior release goes out.   These are the high level requirements.  We break the timeframe into increments, frequent checkpoints that help us assess the content and progress is measured through frequent checkpoints.  We work as a team to prioritize what should be done in each increment. Yes, the team provides the estimates for what can be done within a particular increment.  We sometimes have Method Development workshops (physically or virtually) to accelerate content development on a particular subject area, that is where the best content results. As the written content nears the final stages, it goes through edit and evaluation through peer reviews, and then moves into the release staging environment.  Then content freeze and testing of the method pack take place.  This iterative cycle is run using the OUM artifacts that make sense “fit for purpose”, project plans, MoSCoW lists, Test plans are just a few of the OUM work products we use on a Method Release project. In 2007 OUM 4.3, 4.4 and 4.5 were published.  With the release of 4.5 our Custom BI Method (Data Warehouse Method FastTrack) was assimilated into OUM.  These early releases helped us align Oracle’s Unified method with other industry standards Then in 2008 we made significant changes to the OUM “Backbone” to support Applications Implementation projects with that went to the OUM 5.0 release.  Now things started to get really interesting.  Next we had some major developments in the Envision focus area in the area of Enterprise Architecture.  We acquired some really great content from the former BEA, Liquid Enterprise Method (LEM) along with some SMEs who were willing to work at bringing this content into OUM.  The Service Oriented Architecture content in OUM is extensive and can help support the successful implementation of Fusion Middleware, as well as Fusion Applications. Of course we’ve developed a wealth of OUM training materials that work also helps to improve the method content.  It is one thing to write “how to”, and quite another to be able to teach people how to use the materials to improve the success of their projects.  I’ve learned so much by teaching people how to use OUM. What's next? So here toward the end of 2012, what’s in store in OUM 5.6, well, I’m sure you won’t be surprised the answer is Cloud Computing.   More details to come in the next couple of weeks!  The best part of being involved in the development of OUM is to see how many people have “adopted” OUM over these six years, Clients, Partners, and Oracle Consultants.  The content just gets better with each release.   I’d love to hear your comments on how OUM has evolved, and ideas for new content you’d like to see in the upcoming releases.

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  • Running OpenStack Icehouse with ZFS Storage Appliance

    - by Ronen Kofman
    Couple of months ago Oracle announced the support for OpenStack Cinder plugin with ZFS Storage Appliance (aka ZFSSA).  With our recent release of the Icehouse tech preview I thought it is a good opportunity to demonstrate the ZFSSA plugin working with Icehouse. One thing that helps a lot to get started with ZFSSA is that it has a VirtualBox simulator. This simulator allows users to try out the appliance’s features before getting to a real box. Users can test the functionality and design an environment even before they have a real appliance which makes the deployment process much more efficient. With OpenStack this is especially nice because having a simulator on the other end allows us to test the complete set of the Cinder plugin and check the entire integration on a single server or even a laptop. Let’s see how this works Installing and Configuring the Simulator To get started we first need to download the simulator, the simulator is available here, unzip it and it is ready to be imported to VirtualBox. If you do not already have VirtualBox installed you can download it from here according to your platform of choice. To import the simulator go to VirtualBox console File -> Import Appliance , navigate to the location of the simulator and import the virtual machine. When opening the virtual machine you will need to make the following changes: - Network – by default the network is “Host Only” , the user needs to change that to “Bridged” so the VM can connect to the network and be accessible. - Memory (optional) – the VM comes with a default of 2560MB which may be fine but if you have more memory that could not hurt, in my case I decided to give it 8192 - vCPU (optional) – the default the VM comes with 1 vCPU, I decided to change it to two, you are welcome to do so too. And here is how the VM looks like: Start the VM, when the boot process completes we will need to change the root password and the simulator is running and ready to go. Now that the simulator is up and running we can access simulated appliance using the URL https://<IP or DNS name>:215/, the IP is showing on the virtual machine console. At this stage we will need to configure the appliance, in my case I did not change any of the default (in other words pressed ‘commit’ several times) and the simulated appliance was configured and ready to go. We will need to enable REST access otherwise Cinder will not be able to call the appliance we do that in Configuration->Services and at the end of the page there is ‘REST’ button, enable it. If you are a more advanced user you can set additional features in the appliance but for the purpose of this demo this is sufficient. One final step will be to create a pool, go to Configuration -> Storage and add a pool as shown below the pool is named “default”: The simulator is now running, configured and ready for action. Configuring Cinder Back to OpenStack, I have a multi node deployment which we created according to the “Getting Started with Oracle VM, Oracle Linux and OpenStack” guide using Icehouse tech preview release. Now we need to install and configure the ZFSSA Cinder plugin using the README file. In short the steps are as follows: 1. Copy the file from here to the control node and place them at: /usr/lib/python2.6/site-packages/cinder/volume/drivers/zfssa 2. Configure the plugin, editing /etc/cinder/cinder.conf # Driver to use for volume creation (string value) #volume_driver=cinder.volume.drivers.lvm.LVMISCSIDriver volume_driver=cinder.volume.drivers.zfssa.zfssaiscsi.ZFSSAISCSIDriver zfssa_host = <HOST IP> zfssa_auth_user = root zfssa_auth_password = <ROOT PASSWORD> zfssa_pool = default zfssa_target_portal = <HOST IP>:3260 zfssa_project = test zfssa_initiator_group = default zfssa_target_interfaces = e1000g0 3. Restart the cinder-volume service: service openstack-cinder-volume restart 4. Look into the log file, this will tell us if everything works well so far. If you see any errors fix them before continuing. 5. Install iscsi-initiator-utils package, this is important since the plugin uses iscsi commands from this package: yum install -y iscsi-initiator-utils The installation and configuration are very simple, we do not need to have a “project” in the ZFSSA but we do need to define a pool. Creating and Using Volumes in OpenStack We are now ready to work, to get started lets create a volume in OpenStack and see it showing up on the simulator: #  cinder create 2 --display-name my-volume-1 +---------------------+--------------------------------------+ |       Property      |                Value                 | +---------------------+--------------------------------------+ |     attachments     |                  []                  | |  availability_zone  |                 nova                 | |       bootable      |                false                 | |      created_at     |      2014-08-12T04:24:37.806752      | | display_description |                 None                 | |     display_name    |             my-volume-1              | |      encrypted      |                False                 | |          id         | df67c447-9a36-4887-a8ff-74178d5d06ee | |       metadata      |                  {}                  | |         size        |                  2                   | |     snapshot_id     |                 None                 | |     source_volid    |                 None                 | |        status       |               creating               | |     volume_type     |                 None                 | +---------------------+--------------------------------------+ In the simulator: Extending the volume to 5G: # cinder extend df67c447-9a36-4887-a8ff-74178d5d06ee 5 In the simulator: Creating templates using Cinder Volumes By default OpenStack supports ephemeral storage where an image is copied into the run area during instance launch and deleted when the instance is terminated. With Cinder we can create persistent storage and launch instances from a Cinder volume. Booting from volume has several advantages, one of the main advantages of booting from volumes is speed. No matter how large the volume is the launch operation is immediate there is no copying of an image to a run areas, an operation which can take a long time when using ephemeral storage (depending on image size). In this deployment we have a Glance image of Oracle Linux 6.5, I would like to make it into a volume which I can boot from. When creating a volume from an image we actually “download” the image into the volume and making the volume bootable, this process can take some time depending on the image size, during the download we will see the following status: # cinder create --image-id 487a0731-599a-499e-b0e2-5d9b20201f0f --display-name ol65 2 # cinder list +--------------------------------------+-------------+--------------+------+-------------+ |                  ID                  |    Status   | Display Name | Size | Volume Type | … +--------------------------------------+-------------+--------------+------+------------- | df67c447-9a36-4887-a8ff-74178d5d06ee |  available  | my-volume-1  |  5   |     None    | … | f61702b6-4204-4f10-8bdf-7da792f15c28 | downloading |     ol65     |  2   |     None    | … +--------------------------------------+-------------+--------------+------+-------------+ After the download is complete we will see that the volume status changed to “available” and that the bootable state is “true”. We can use this new volume to boot an instance from or we can use it as a template. Cinder can create a volume from another volume and ZFSSA can replicate volumes instantly in the back end. The result is an efficient template model where users can spawn an instance from a “template” instantly even if the template is very large in size. Let’s try replicating the bootable volume with the Oracle Linux 6.5 on it creating additional 3 bootable volumes: # cinder create 2 --source-volid f61702b6-4204-4f10-8bdf-7da792f15c28 --display-name ol65-bootable-1 # cinder create 2 --source-volid f61702b6-4204-4f10-8bdf-7da792f15c28 --display-name ol65-bootable-2 # cinder create 2 --source-volid f61702b6-4204-4f10-8bdf-7da792f15c28 --display-name ol65-bootable-3 # cinder list +--------------------------------------+-----------+-----------------+------+-------------+----------+-------------+ |                  ID                  |   Status  |   Display Name  | Size | Volume Type | Bootable | Attached to | +--------------------------------------+-----------+-----------------+------+-------------+----------+-------------+ | 9bfe0deb-b9c7-4d97-8522-1354fc533c26 | available | ol65-bootable-2 |  2   |     None    |   true   |             | | a311a855-6fb8-472d-b091-4d9703ef6b9a | available | ol65-bootable-1 |  2   |     None    |   true   |             | | df67c447-9a36-4887-a8ff-74178d5d06ee | available |   my-volume-1   |  5   |     None    |  false   |             | | e7fbd2eb-e726-452b-9a88-b5eee0736175 | available | ol65-bootable-3 |  2   |     None    |   true   |             | | f61702b6-4204-4f10-8bdf-7da792f15c28 | available |       ol65      |  2   |     None    |   true   |             | +--------------------------------------+-----------+-----------------+------+-------------+----------+-------------+ Note that the creation of those 3 volume was almost immediate, no need to download or copy, ZFSSA takes care of the volume copy for us. Start 3 instances: # nova boot --boot-volume a311a855-6fb8-472d-b091-4d9703ef6b9a --flavor m1.tiny ol65-instance-1 --nic net-id=25b19746-3aea-4236-8193-4c6284e76eca # nova boot --boot-volume 9bfe0deb-b9c7-4d97-8522-1354fc533c26 --flavor m1.tiny ol65-instance-2 --nic net-id=25b19746-3aea-4236-8193-4c6284e76eca # nova boot --boot-volume e7fbd2eb-e726-452b-9a88-b5eee0736175 --flavor m1.tiny ol65-instance-3 --nic net-id=25b19746-3aea-4236-8193-4c6284e76eca Instantly replicating volumes is a very powerful feature, especially for large templates. The ZFSSA Cinder plugin allows us to take advantage of this feature of ZFSSA. By offloading some of the operations to the array OpenStack create a highly efficient environment where persistent volume can be instantly created from a template. That’s all for now, with this environment you can continue to test ZFSSA with OpenStack and when you are ready for the real appliance the operations will look the same. @RonenKofman

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  • Getting Started With Tailoring Business Processes

    - by Richard Bingham
    In this article, and for the sake of simplicity, we will use the term “On-Premise” to mean a deployment where you have design-time development access to the instance, including administration of the technology components, the applications filesystem, and the database. In reality this might be a local development instance that is then supported by a team who can deploy your customizations to the restricted production instance equivalents. Tools Overview Firstly let’s look at the Design-Time tools within JDeveloper for customizing and extending the artifacts of a Business Process. In essence this falls into two buckets; SOA Composite Editor for working with BPEL processes, and the BPM Studio. The SOA Composite Editor As a standard extension to JDeveloper, this graphical design tool should be familiar to anyone previously worked with Oracle SOA Server. With easy-to-use modeling capability, backed-up by full XML source-view (for read-only), it provides everything that is needed to implement the technical design. In simple terms, once deployed to the remote SOA Server the composite components (like Mediator) leverage the Event Delivery Network (EDN) for interaction with the application logic. If you are customizing an existing Fusion Applications BPEL process then be aware that it does support MDS-based customization layers just like Page Composer where different customizations are used based on the run-time context, like for a specific Product or Business Unit. This also makes them safe from patching and upgrades, although only a single active version of the composite is available at run-time. This is defined by a field on the composite record, available in Enterprise Manager. Obviously if you wish to fire different activities and tasks based on the user context then you can should include switches to fork the flows in your custom BPEL process. Figure 1 – A BPEL process in Composite Editor The following describes the simplified steps for making customizations to BPEL processes. This is the most common method of changing the business processes of Fusion Applications, as over 400 BPEL-based composite applications are provided out-of-the-box. Setup your local Fusion Applications JDeveloper environment. The SOA Composite Editor should be installed as part of the Fusion Applications extension. If there are problems you can also find it under the ‘Check for Updates’ help menu option. Since SOA Server is not part of the JDeveloper integrated WebLogic Server, setup a standalone WebLogic environment for deploying and testing. Obviously you might use a Fusion Applications development instance also. Package the existing standard Fusion Applications SOA Composite using Enterprise Manager and export it as a complete SOA Archive (SAR) file, resulting in a local .jar file. You may need to ask your system administrator for this. Import the exported SAR .jar file into JDeveloper using the File menu, under the option ‘SOA Archive into SOA Project’. In JDeveloper set the appropriate customization layer values, and then change from the default role to the Fusion Applications Customization Developer role. Make the customizations and save the application project. Finally redeploy the composite application, either to a direct Application Server connection, or as a fresh SAR (jar) file that can then be re-imported and deployed via Enterprise Manager. The Business Process Management (BPM) Suite In addition to the relatively low-level development environment associated with BPEL process creation, Oracle provides a suite of products that allow business process adjustments to be made without the need for some of the programming skills.  The aim is to abstract much of the technical implementation and to provide a Business Analyst tools for immediately implementing organization changes. Obviously there are some limitations on what they can do, however the BPM Suite functionality increases with each release and for the majority of the cases the tools remains as applicable as its developer-orientated sister. At the current time business processes must be explicitly coded to support just one of these use-cases, either BPEL for developer use or BPM for business analyst use. That said, they both run on the same SOA Server in much the same way. The components bundled in each SOA Composite Application can be verified by inspection through Enterprise Manager. Figure 2 – A BPM Process in JDeveloper BPM Suite. BPM processes are written in a standard notation (BPMN) and the modeling tools are very similar to that of BPEL. The steps to deploy a custom BPM process are also essentially much the same, since the BPM process is bundled into a SOA Composite just like a BPEL process. As such the SOA Composite Editor  actually has support for both artifacts and even allows use of them together, such as a calling a BPM process as a partnerlink from a BPEL process. For more details see the references below. Business Analyst Tooling In addition to using JDeveloper extensions for BPM development, there are run-time tools that Business Analysts can use to make adjustments, so that without high costs of an IT project the system can be tuned to match changes to the business operation. The first tool to consider is the BPM Composer, deployed with the middleware SOA Server and accessible online, and for Fusion Applications it is under the Business Process icon on the homepage of the Application Composer. Figure 3 – Business Process Composer showing a CRM process flow. The key difference between this and using JDeveloper is that the BPM Composer has a Business Catalog prepopulated with features and functions that can be used, mostly through registered WebServices. This means no coding or complex interface development is required, simply drag-drop-configure. The items in the business catalog are seeded by either Oracle (as a BPM Template) or added to by your own custom development. You cannot create or generate catalog content from BPM Composer directly. As per the screenshot you can see the Business Catalog content in the BPM Project browser region. In addition, other online tools for use by Business Analysts include the BPM Worklist application for editing business rules and approval management configuration, plus the SOA Composer which focuses on non-approval business rules and domain value maps. At the current time there are only a handful of BPM processes shipped with Fusion Applications HCM and CRM, including on-boarding workers and processing customer registrations.  This also means a limited number of associated BPM Templates provided out-of-the-box, therefore a limited Business Catalog. That said, BPM-based extension is a powerful capability to leverage and will most likely develop going forwards, especially for use in SaaS deployments where full design-time JDeveloper access is not available. Further Reading For BPEL – Fusion Applications Extensibility Guide – Section 12 For BPM – Fusion Applications Extensibility Guide – Section 7 The product-specific documentation and implementation guides for Fusion Applications Fusion Middleware Developers Guide for SOA Suite Modeling and Implementation Guide for Oracle Business Process Management User’s Guide for Oracle Business Process Composer Oracle University courses on BPM Suite and SOA Development

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  • New MySQL Cluster 7.3 Previews: Foreign Keys, NoSQL Node.js API and Auto-Tuned Clusters

    - by Mat Keep
    At this weeks MySQL Connect conference, Oracle previewed an exciting new wave of developments for MySQL Cluster, further extending its simplicity and flexibility by expanding the range of use-cases, adding new NoSQL options, and automating configuration. What’s new: Development Release 1: MySQL Cluster 7.3 with Foreign Keys Early Access “Labs” Preview: MySQL Cluster NoSQL API for Node.js Early Access “Labs” Preview: MySQL Cluster GUI-Based Auto-Installer In this blog, I'll introduce you to the features being previewed. Review the blogs listed below for more detail on each of the specific features discussed. Save the date!: A live webinar is scheduled for Thursday 25th October at 0900 Pacific Time / 1600UTC where we will discuss each of these enhancements in more detail. Registration will be open soon and published to the MySQL webinars page MySQL Cluster 7.3: Development Release 1 The first MySQL Cluster 7.3 Development Milestone Release (DMR) previews Foreign Keys, bringing powerful new functionality to MySQL Cluster while eliminating development complexity. Foreign Key support has been one of the most requested enhancements to MySQL Cluster – enabling users to simplify their data models and application logic – while extending the range of use-cases for both custom projects requiring referential integrity and packaged applications, such as eCommerce, CRM, CMS, etc. Implementation The Foreign Key functionality is implemented directly within the MySQL Cluster data nodes, allowing any client API accessing the cluster to benefit from them – whether they are SQL or one of the NoSQL interfaces (Memcached, C++, Java, JPA, HTTP/REST or the new Node.js API - discussed later.) The core referential actions defined in the SQL:2003 standard are implemented: CASCADE RESTRICT NO ACTION SET NULL In addition, the MySQL Cluster implementation supports the online adding and dropping of Foreign Keys, ensuring the Cluster continues to serve both read and write requests during the operation.  This represents a further enhancement to MySQL Cluster's support for on0line schema changes, ie adding and dropping indexes, adding columns, etc.  Read this blog for a demonstration of using Foreign Keys with MySQL Cluster.  Getting Started with MySQL Cluster 7.3 DMR1: Users can download either the source or binary and evaluate the MySQL Cluster 7.3 DMR with Foreign Keys now! (Select the Development Release tab). MySQL Cluster NoSQL API for Node.js Node.js is hot! In a little over 3 years, it has become one of the most popular environments for developing next generation web, cloud, mobile and social applications. Bringing JavaScript from the browser to the server, the design goal of Node.js is to build new real-time applications supporting millions of client connections, serviced by a single CPU core. Making it simple to further extend the flexibility and power of Node.js to the database layer, we are previewing the Node.js Javascript API for MySQL Cluster as an Early Access release, available for download now from http://labs.mysql.com/. Select the following build: MySQL-Cluster-NoSQL-Connector-for-Node-js Alternatively, you can clone the project at the MySQL GitHub page.  Implemented as a module for the V8 engine, the new API provides Node.js with a native, asynchronous JavaScript interface that can be used to both query and receive results sets directly from MySQL Cluster, without transformations to SQL. Figure 1: MySQL Cluster NoSQL API for Node.js enables end-to-end JavaScript development Rather than just presenting a simple interface to the database, the Node.js module integrates the MySQL Cluster native API library directly within the web application itself, enabling developers to seamlessly couple their high performance, distributed applications with a high performance, distributed, persistence layer delivering 99.999% availability. The new Node.js API joins a rich array of NoSQL interfaces available for MySQL Cluster. Whichever API is chosen for an application, SQL and NoSQL can be used concurrently across the same data set, providing the ultimate in developer flexibility.  Get started with MySQL Cluster NoSQL API for Node.js tutorial MySQL Cluster GUI-Based Auto-Installer Compatible with both MySQL Cluster 7.2 and 7.3, the Auto-Installer makes it simple for DevOps teams to quickly configure and provision highly optimized MySQL Cluster deployments – whether on-premise or in the cloud. Implemented with a standard HTML GUI and Python-based web server back-end, the Auto-Installer intelligently configures MySQL Cluster based on application requirements and auto-discovered hardware resources Figure 2: Automated Tuning and Configuration of MySQL Cluster Developed by the same engineering team responsible for the MySQL Cluster database, the installer provides standardized configurations that make it simple, quick and easy to build stable and high performance clustered environments. The auto-installer is previewed as an Early Access release, available for download now from http://labs.mysql.com/, by selecting the MySQL-Cluster-Auto-Installer build. You can read more about getting started with the MySQL Cluster auto-installer here. Watch the YouTube video for a demonstration of using the MySQL Cluster auto-installer Getting Started with MySQL Cluster If you are new to MySQL Cluster, the Getting Started guide will walk you through installing an evaluation cluster on a singe host (these guides reflect MySQL Cluster 7.2, but apply equally well to 7.3 and the Early Access previews). Or use the new MySQL Cluster Auto-Installer! Download the Guide to Scaling Web Databases with MySQL Cluster (to learn more about its architecture, design and ideal use-cases). Post any questions to the MySQL Cluster forum where our Engineering team and the MySQL Cluster community will attempt to assist you. Post any bugs you find to the MySQL bug tracking system (select MySQL Cluster from the Category drop-down menu) And if you have any feedback, please post them to the Comments section here or in the blogs referenced in this article. Summary MySQL Cluster 7.2 is the GA, production-ready release of MySQL Cluster. The first Development Release of MySQL Cluster 7.3 and the Early Access previews give you the opportunity to preview and evaluate future developments in the MySQL Cluster database, and we are very excited to be able to share that with you. Let us know how you get along with MySQL Cluster 7.3, and other features that you want to see in future releases, by using the comments of this blog.

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  • New Product: Oracle Java ME Embedded 3.2 – Small, Smart, Connected

    - by terrencebarr
    The Internet of Things (IoT) is coming. And, with todays launch of the Oracle Java ME Embedded 3.2 product, Java is going to play an even greater role in it. Java in the Internet of Things By all accounts, intelligent embedded devices are penetrating the world around us – driving industrial processes, monitoring environmental conditions, providing better health care, analyzing and processing data, and much more. And these devices are becoming increasingly connected, adding another dimension of utility. Welcome to the Internet of Things. As I blogged yesterday, this is a huge opportunity for the Java technology and ecosystem. To enable and utilize these billions of devices effectively you need a programming model, tools, and protocols which provide a feature-rich, consistent, scalable, manageable, and interoperable platform.  Java technology is ideally suited to address these technical and business problems, enabling you eliminate many of the typical challenges in designing embedded solutions. By using Java you can focus on building smarter, more valuable embedded solutions faster. To wit, Java technology is already powering around 10 billion devices worldwide. Delivering on this vision and accelerating the growth of embedded Java solutions, Oracle is today announcing a brand-new product: Oracle Java Micro Edition (ME) Embedded 3.2, accompanied by an update release of the Java ME Software Development Kit (SDK) to version 3.2. What is Oracle Java ME Embedded 3.2? Oracle Java ME Embedded 3.2 is a complete Java runtime client, optimized for ARM architecture connected microcontrollers and other resource-constrained systems. The product provides dedicated embedded functionality and is targeted for low-power, limited memory devices requiring support for a range of network services and I/O interfaces.  What features and APIs are provided by Oracle Java ME Embedded 3.2? Oracle Java ME Embedded 3.2 is a Java ME runtime based on CLDC 1.1 (JSR-139) and IMP-NG (JSR-228). The runtime and virtual machine (VM) are highly optimized for embedded use. Also included in the product are the following optional JSRs and Oracle APIs: File I/O API’s (JSR-75)  Wireless Messaging API’s (JSR-120) Web Services (JSR-172) Security and Trust Services subset (JSR-177) Location API’s (JSR-179) XML API’s (JSR-280)  Device Access API Application Management System (AMS) API AccessPoint API Logging API Additional embedded features are: Remote application management system Support for continuous 24×7 operation Application monitoring, auto-start, and system recovery Application access to peripheral interfaces such as GPIO, I2C, SPIO, memory mapped I/O Application level logging framework, including option for remote logging Headless on-device debugging – source level Java application debugging over IP Connection Remote configuration of the Java VM What type of platforms are targeted by Oracle Java ME 3.2 Embedded? The product is designed for embedded, always-on, resource-constrained, headless (no graphics/no UI), connected (wired or wireless) devices with a variety of peripheral I/O.  The high-level system requirements are as follows: System based on ARM architecture SOCs Memory footprint (approximate) from 130 KB RAM/350KB ROM (for a minimal, customized configuration) to 700 KB RAM/1500 KB ROM (for the full, standard configuration)  Very simple embedded kernel, or a more capable embedded OS/RTOS At least one type of network connection (wired or wireless) The initial release of the product is delivered as a device emulation environment for x86/Windows desktop computers, integrated with the Java ME SDK 3.2. A standard binary of Oracle Java ME Embedded 3.2 for ARM KEIL development boards based on ARM Cortex M-3/4 (KEIL MCBSTM32F200 using ST Micro SOC STM32F207IG) will soon be available for download from the Oracle Technology Network (OTN).  What types of applications can I develop with Oracle Java ME Embedded 3.2? The Oracle Java ME Embedded 3.2 product is a full-featured embedded Java runtime supporting applications based on the IMP-NG application model, which is derived from the well-known MIDP 2 application model. The runtime supports execution of multiple concurrent applications, remote application management, versatile connectivity, and a rich set of APIs and features relevant for embedded use cases, including the ability to interact with peripheral I/O directly from Java applications. This rich feature set, coupled with familiar and best-in class software development tools, allows developers to quickly build and deploy sophisticated embedded solutions for a wide range of use cases. Target markets well supported by Oracle Java ME Embedded 3.2 include wireless modules for M2M, industrial and building control, smart grid infrastructure, home automation, and environmental sensors and tracking. What tools are available for embedded application development for Oracle Java ME Embedded 3.2? Along with the release of Oracle Java ME Embedded 3.2, Oracle is also making available an updated version of the Java ME Software Development Kit (SDK), together with plug-ins for the NetBeans and Eclipse IDEs, to deliver a complete development environment for embedded application development.  OK – sounds great! Where can I find out more? And how do I get started? There is a complete set of information, data sheet, API documentation, “Getting Started Guide”, FAQ, and download links available: For an overview of Oracle Embeddable Java, see here. For the Oracle Java ME Embedded 3.2 press release, see here. For the Oracle Java ME Embedded 3.2 data sheet, see here. For the Oracle Java ME Embedded 3.2 landing page, see here. For the Oracle Java ME Embedded 3.2 documentation page, including a “Getting Started Guide” and FAQ, see here. For the Oracle Java ME SDK 3.2 landing and download page, see here. Finally, to ask more questions, please see the OTN “Java ME Embedded” forum To get started, grab the “Getting Started Guide” and download the Java ME SDK 3.2, which includes the Oracle Java ME Embedded 3.2 device emulation.  Can I learn more about Oracle Java ME Embedded 3.2 at JavaOne and/or Java Embedded @ JavaOne? Glad you asked Both conferences, JavaOne and Java Embedded @ JavaOne, will feature a host of content and information around the new Oracle Java ME Embedded 3.2 product, from technical and business sessions, to hands-on tutorials, and demos. Stay tuned, I will post details shortly. Cheers, – Terrence Filed under: Mobile & Embedded Tagged: "Oracle Java ME Embedded", Connected, embedded, Embedded Java, Java Embedded @ JavaOne, JavaOne, Smart

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  • Logical Domain Modeling Made Simple

    - by Knut Vatsendvik
    How can logical domain modeling be made simple and collaborative? Many non-technical end-users, managers and business domain experts find it difficult to understand the visual models offered by many UML tools. This creates trouble in capturing and verifying the information that goes into a logical domain model. The tools are also too advanced and complex for a non-technical user to learn and use. We have therefore, in our current project, ended up with using Confluence as tool for designing the logical domain model with the help of a few very useful plugins. Big thanks to Ole Nymoen and Per Spilling for their expertise in this field that made this posting possible. Confluence Plugins Here is a list of Confluence plugins used in this solution. Install these before trying out the macros used below. Plugin Description Copy Space Allows a space administrator to copy a space, including the pages within the space Metadata Supports adding metadata to Wiki pages Label Manages labeling of pages Linking Contains macros for linking to templates, the dashboard and other Table Enhances the table capability in Confluence Creating a Confluence Space First we need to create a new confluence space for the domain model. Click the link Create a Space located below the list of spaces on the Dashboard. Please contact your Confluence administrator is you do not have permissions to do this.   For illustrative purpose all attributes and entities in this posting are based on my imaginary project manager domain model. When a logical domain model is good enough for being implemented, do a copy of the Confluence Space (see Copy Space plugin). In this way you create a stable version of the logical domain model while further design can continue with the new copied space. Typical will the implementation phase result in a database design and/or a XSD schema design. Add Space Templates Go to the Home page of your Confluence Space. Navigate to the Browse drop-down menu and click on Advanced. Then click the Templates option in the left navigation panel. Click Add New Space Template to add the following three templates. Name: attribute {metadata-list} || Name | | || Type | | || Format | | || Description | | {metadata-list} {add-label:attribute} Name: primary-type {metadata-list} || Name | || || Type | || || Format | || || Description | || {metadata-list} {add-label:primary-type} Name: complex-type {metadata-list} || Name | || || Description |  || {metadata-list} h3. Attributes || Name || Type || Format || Description || | [name] | {metadata-from:name|Type} | {metadata-from:name|Format} | {metadata-from:name|Description} | {add-label:complex-type,entity} The metadata-list macro (see Metadata plugin) will save a list of metadata values to the page. The add-label macro (see Label plugin) will automatically label the page. Primary Types Page Our first page to add will act as container for our primary types. Switch to Wiki markup when adding the following content to the page. | (+) {add-page:template=primary-type|parent=@self}Add new primary type{add-page} | {metadata-report:Name,Type,Format,Description|sort=Name|root=@self|pages=@descendents} Once the page is created, click the Add new primary type (create-page macro) to start creating a new pages. Here is an example of input to the LocalDate page. Embrace the LocalDate with square brackets [] to make the page linkable. Again switch to Wiki markup before editing. {metadata-list} || Name | [LocalDate] || || Type | Date || || Format | YYYY-MM-DD || || Description | Date in local time zone. YYYY = year, MM = month and DD = day || {metadata-list} {add-label:primary-type} The metadata-report macro will show a tabular report of all child pages.   Attributes Page The next page will act as container for all of our attributes. | (+) {add-page:template=attribute|parent=@self|title=attribute}Add new attribute{add-page} | {metadata-report:Name,Type,Format,Description|sort=Name|pages=@descendants} Here is an example of input to the startDate page. {metadata-list} || Name | [startDate] || || Type | [LocalDate] || || Format | {metadata-from:LocalDate|Format} || || Description | The projects start date || {metadata-list} {add-label:attribute} Using the metadata-from macro we fetch the text from the previously created LocalDate page. Complex Types Page The last page in this example shows how attributes can be combined together to form more complex types.   h3. Intro Overview of complex types in the domain model. | (+) {add-page:template=complex-type|parent=@self}Add a new complex type{add-page}\\ | {metadata-report:Name,Description|sort=Name|root=@self|pages=@descendents} Here is an example of input to the ProjectType page. {metadata-list} || Name | [ProjectType] || || Description | Represents a project || {metadata-list} h3. Attributes || Name || Type || Format || Description || | [projectId] | {metadata-from:projectId|Type} | {metadata-from:projectId|Format} | {metadata-from:projectId|Description} | | [name] | {metadata-from:name|Type} | {metadata-from:name|Format} | {metadata-from:name|Description} | | [description] | {metadata-from:description|Type} | {metadata-from:description|Format} | {metadata-from:description|Description} | | [startDate] | {metadata-from:startDate|Type} | {metadata-from:startDate|Format} | {metadata-from:startDate|Description} | {add-label:complex-type,entity} Gives us this Conclusion Using a web-based corporate Wiki like Confluence to create a logical domain model increases the collaboration between people with different roles in the enterprise. It’s my believe that this helps the domain model to be more accurate, and better documented. In our real project we have more pages than illustrated here to complete the documentation. We do also still use UML tools to create different types of diagrams that Confluence do not support. As a last tip, an ImageMap plugin can make those diagrams clickable when used in pages. Enjoy!

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  • Using SQL Source Control with Fortress or Vault &ndash; Part 1

    - by AjarnMark
    I am fanatical when it comes to managing the source code for my company.  Everything that we build (in source form) gets put into our source control management system.  And I’m not just talking about the UI and middle-tier code written in C# and ASP.NET, but also the back-end database stuff, which at times has been a pain.  We even script out our Scheduled Jobs and keep a copy of those under source control. The UI and middle-tier stuff has long been easy to manage as we mostly use Visual Studio which has integration with source control systems built in.  But the SQL code has been a little harder to deal with.  I have been doing this for many years, well before Microsoft came up with Data Dude, so I had already established a methodology that, while not as smooth as VS, nonetheless let me keep things well controlled, and allowed doing my database development in my tool of choice, Query Analyzer in days gone by, and now SQL Server Management Studio.  It just makes sense to me that if I’m going to do database development, let’s use the database tool set.  (Although, I have to admit I was pretty impressed with the demo of Juneau that Don Box did at the PASS Summit this year.)  So as I was saying, I had developed a methodology that worked well for us (and I’ll probably outline in a future post) but it could use some improvement. When Solutions and Projects were first introduced in SQL Management Studio, I thought we were finally going to get our same experience that we have in Visual Studio.  Well, let’s say I was underwhelmed by Version 1 in SQL 2005, and apparently so were enough other people that by the time SQL 2008 came out, Microsoft decided that Solutions and Projects would be deprecated and completely removed from a future version.  So much for that idea. Then I came across SQL Source Control from Red-Gate.  I have used several tools from Red-Gate in the past, including my favorites SQL Compare, SQL Prompt, and SQL Refactor.  SQL Prompt is worth its weight in gold, and the others are great, too.  Earlier this year, we upgraded from our earlier product bundles to the new Developer Bundle, and in the process added SQL Source Control to our collection.  I thought this might really be the golden ticket I was looking for.  But my hopes were quickly dashed when I discovered that it only integrated with Microsoft Team Foundation Server and Subversion as the source code repositories.  We have been using SourceGear’s Vault and Fortress products for years, and I wholeheartedly endorse them.  So I was out of luck for the time being, although there were a number of people voting for Vault/Fortress support on their feedback forum (as did I) so I had hope that maybe next year I could look at it again. But just a couple of weeks ago, I was pleasantly surprised to receive notice in my email that Red-Gate had an Early Access version of SQL Source Control that worked with Vault and Fortress, so I quickly downloaded it and have been putting it through its paces.  So far, I really like what I see, and I have been quite impressed with Red-Gate’s responsiveness when I have contacted them with any issues or concerns that I have had.  I have had several communications with Gyorgy Pocsi at Red-Gate and he has been immensely helpful and responsive. I must say that development with SQL Source Control is very different from what I have been used to.  This post is getting long enough, so I’ll save some of the details for a separate write-up, but the short story is that in my regular mode, it’s all about the script files.  Script files are King and you dare not make a change to the database other than by way of a script file, or you are in deep trouble.  With SQL Source Control, you make your changes to your development database however you like.  I still prefer writing most of my changes in T-SQL, but you can also use any of the GUI functionality of SSMS to make your changes, and SQL Source Control “manages” the script for you.  Basically, when you first link your database to source control, the tool generates scripts for every primary object (tables and their indexes are together in one script, not broken out into separate scripts like DB Projects do) and those scripts are checked into your source control.  So, if you needed to, you could still do a GET from your source control repository and build the database from scratch.  But for the day-to-day work, SQL Source Control uses the same technique as SQL Compare to determine what changes have been made to your development database and how to represent those in your repository scripts.  I think that once I retrain myself to just work in the database and quit worrying about having to find and open the right script file, that this will actually make us more efficient. And for deployment purposes, SQL Source Control integrates with the full SQL Compare utility to produce a synchronization script (or do a live sync).  This is similar in concept to Microsoft’s DACPAC, if you’re familiar with that. If you are not currently keeping your database development efforts under source control, definitely examine this tool.  If you already have a methodology that is working for you, then I still think this is worth a review and comparison to your current approach.  You may find it more efficient.  But remember that the version which integrates with Vault/Fortress is still in pre-release mode, so treat it with a little caution.  I have found it to be fairly stable, but there was one bug that I found which had inconvenient side-effects and could have really been frustrating if I had been running this on my normal active development machine.  However, I can verify that that bug has been fixed in a more recent build version (did I mention Red-Gate’s responsiveness?).

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  • Handling changes in an interface shared across multiple solutions?

    - by Anthony Mastrean
    Our "main" solution is the development code: shared libraries, services, UI projects, etc. The other solution is an integration and automated tests solution. It references several of the development projects. The reason it is separate is to avoid interference with the development solution's unit test VSMDI file. And to allow us to play with different execution methods (other test runners, like Gallio or StoryTeller) without interfering with the development solution. Recently, an interface changed in the development solution, one of our test mocks implemented that interface. But, it was not updated because there was no warning at compile time because it was in another solution. This broke our CI build. Does anyone have a similar setup? How do you handle these issues, do you follow a strict procedure or is there some kind of technical answer?

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  • Microsoft Forcing Dev/Partners Hands on Win 8 Through Certification

    - by D'Arcy Lussier
    I remember 2.5 years ago when Microsoft dropped a bomb on the Microsoft Partner community: all Gold competencies would require .NET 4 based premiere certifications (MCPD). Problem was, this gave a window of about 6 months for partners to update their employees’ certifications. At the place I was working, I put together an aggressive plan and we were able to attain the certs needed. Microsoft is always open that the certification requirements will change as the industry changes. .NET 1.0 certifications are useless here in 2012, and rightfully so they’ve been retired for a long time now. But now we’re seeing a new tactic by Microsoft – shifting gears away from certifications that speak to what industry needs and more to the Windows 8 agenda. Consider that currently the premiere development certification is the Microsoft Certified Professional Developer, which comes in three flavours – Web, Windows, and Azure. All require WCF and Data Access exams, as well as one that deals with the associated base technologies (ASP.NET, WinForms/WPF, Azure), and one that ties all three together in a solution-based exam. For Microsoft-based organizations, these skills aren’t just valid but necessary in building Microsoft applications. But the MCPD is being replaced with our old friend Microsoft Certified Solutions Developer (MCSD). So far, Microsoft has only released two types of MCSD – Web and Windows Store Apps. Windows Store Apps?! In a push to move developers to create WinRT-based applications, desktop development is now considered a second-class citizen in the eyes of Redmond. Also interesting are the language options for the exams: HTML5 and C#. Sorry VB folks, its time to embrace curly braces whether they be JavaScript or C#. Consider too the skills being assessed for the Windows Store Apps: Get your MCSD: Windows Store Apps Using HTML5 Get your MCSD: Windows Store Apps Using C# *Image Source: http://www.microsoft.com/learning/en/us/certification/mcsd-windows-store-apps.aspx Nov 21/2012 If you look at the skills being tested in each exam, you’ll find that skills like WCF and Data Access are downplayed compared to things like integrating Charms, facilitating Search, programming for the microphone and camera – all very Windows 8 focussed items. Where this becomes maddening is that Microsoft is still pushing Windows 7 with enterprise clients. According to a ZDNet article, Microsoft wants to see Windows 7 on 70% of enterprise desktops by mid 2013. Assuming they somehow meet that (its a pretty lofty goal), there’s years of traditional desktop-based development that will still be required at some level. For those thinking they’ll just write and stick with the MCPD certification, note that most exams that go towards that certification will be retired at the end of July 2013! (Read the small print). And while details haven’t been finalized, its a safe bet that MCPD certifications eventually won’t count towards Gold-level competencies in the Microsoft Partner program. What this means for Microsoft Partners and Developers is that certification for desktop development is going to be limited to Windows Store Apps unless Microsoft re-introduces a traditional desktop (WPF) based MCSD cert. Web Application Development – It’s Not All Bad There’s big changes on the web side of certification, but I actually see these changes as being for the good! Check out the new exam requirements for MCSD – Web Applications: Get your MCSD: Web Applications certification *Image Source: http://www.microsoft.com/learning/en/us/certification/cert-mcsd-web-applications.aspx Nov 21, 2012 We now *start* with HTML5, JavaScript, and CSS3! Now I’m sure that these will be slanted towards web development in IE, and I can hear designers everywhere bemoaning the CSS/IE combination. Still, I applaud Microsoft for adopting HTML5 as the go-to web technology and requiring certified developers to prove they have skills in the basics of web dev. The fact that the second exam clearly states “MVC Web Applications” shows that Web Forms is truly legacy and deprecated. That’s not to say there aren’t those out there that are still supporting or (for whatever reason) doing new dev with Web Forms, but this move by Microsoft is telling the community they better get on the MVC bandwagon if they want to stay current. Fantastic! And of course Azure needs to be here as well, and this is where the Microsoft agenda fits in. It’s no secret that there’s been a huge push in getting developers on to Azure. I don’t see this as being a bad thing either, as cloud computing (whether Azure, private, or 3rd party) is a necessary skill for developers to have here in 2012. The cynic in me realizes that the HTML5/JavaScript/CSS push wouldn’t be as prominent though if not for the Windows 8 Store App play, where HTML5 is a first class citizen (and an available language for the MCSD Windows Store App cert). In this case, the desktop developers loss is the web developers gain. Get Ready for Changes In addition to the changes in certifications, the Microsoft Partner competencies are going through changes as well. Web and Software Development are being merged into a single competency, meaning that licenses you would have received from having both as Gold are reduced. Other competencies are either being removed or changed, as are the exam requirements. In the same way that we’re seeing faster release cycles from Microsoft, so too will we see the Microsoft Partner Program and MS Certifications evolve faster than ever before. Many of us got caught in the last wave of changes, but this time we can see the wave coming – and it looks pretty big!

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  • The Enterprise is a Curmudgeon

    - by John K. Hines
    Working in an enterprise environment is a unique challenge.  There's a lot more to software development than developing software.  A project lead or Scrum Master has to manage personalities and intra-team politics, has to manage accomplishing the task at hand while creating the opportunities and a reputation for handling desirable future work, has to create a competent, happy team that actually delivers while being careful not to burn bridges or hurt feelings outside the team.  Which makes me feel surprised to read advice like: " The enterprise should figure out what is likely to work best for itself and try to use it." - Ken Schwaber, The Enterprise and Scrum. The enterprises I have experience with are fundamentally unable to be self-reflective.  It's like asking a Roman gladiator if he'd like to carve out a little space in the arena for some silent meditation.  I'm currently wondering how compatible Scrum is with the top-down hierarchy of life in a large organization.  Specifically, manufacturing-mindset, fixed-release, harmony-valuing large organizations.  Now I understand why Agile can be a better fit for companies without much organizational inertia. Recently I've talked with nearly two dozen software professionals and their managers about Scrum and Agile.  I've become convinced that a developer, team, organization, or enterprise can be Agile without using Scrum.  But I'm not sure about what process would be the best fit, in general, for an enterprise that wants to become Agile.  It's possible I should read more than just the introduction to Ken's book. I do feel prepared to answer some of the questions I had asked in a previous post: How can Agile practices (including but not limited to Scrum) be adopted in situations where the highest-placed managers in a company demand software within extremely aggressive deadlines? Answer: In a very limited capacity at the individual level.  The situation here is that the senior management of this company values any software release more than it values developer well-being, end-user experience, or software quality.  Only if the developing organization is given an immediate refactoring opportunity does this sort of development make sense to a person who values sustainable software.   How can Agile practices be adopted by teams that do not perform a continuous cycle of new development, such as those whose sole purpose is to reproduce and debug customer issues? Answer: It depends.  For Scrum in particular, I don't believe Scrum is meant to manage unpredictable work.  While you can easily adopt XP practices for bug fixing, the project-management aspects of Scrum require some predictability.  My question here was meant toward those who want to apply Scrum to non-development teams.  In some cases it works, in others it does not. How can a team measure if its development efforts are both Agile and employ sound engineering practices? Answer: I'm currently leaning toward measuring these independently.  The Agile Principles are a terrific way to measure if a software team is agile.  Sound engineering practices are those practices which help developers meet the principles.  I think Scrum is being mistakenly applied as an engineering practice when it is essentially a project management practice.  In my opinion, XP and Lean are examples of good engineering practices. How can Agile be explained in an accurate way that describes its benefits to sceptical developers and/or revenue-focused non-developers? Answer: Agile techniques will result in higher-quality, lower-cost software development.  This comes primarily from finding defects earlier in the development cycle.  If there are individual developers who do not want to collaborate, write unit tests, or refactor, then these are simply developers who are either working in an area where adding these techniques will not add value (i.e. they are an expert) or they are a developer who is satisfied with the status quo.  In the first case they should be left alone.  In the second case, the results of Agile should be demonstrated by other developers who are willing to receive recognition for their efforts.  It all comes down to individuals, doesn't it?  If you're working in an organization whose Agile adoption consists exclusively of Scrum, consider ways to form individual Agile teams to demonstrate its benefits.  These can even be virtual teams that span people across org-chart boundaries.  Once you can measure real value, whether it's Scrum, Lean, or something else, people will follow.  Even the curmudgeons.

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  • Google App Engine with Java. Can't start:(

    - by anatolix
    Hello all! I have a problem with GAE. Even simpliest 'helloworld' app doesn't work in Eclipse. Such error appears: java.lang.IllegalStateException: SecurityManagerInstaller must be loaded in the system ClassLoader; was sun.misc.Launcher$ExtClassLoader@35ce36 at com.google.apphosting.utils.security.SecurityManagerInstaller.generatePolicyFile(SecurityManagerInstaller.java:103) at com.google.apphosting.utils.security.SecurityManagerInstaller.install(SecurityManagerInstaller.java:66) at com.google.appengine.tools.development.DevAppServerFactory.createDevAppServer(DevAppServerFactory.java:72) at com.google.appengine.tools.development.DevAppServerFactory.createDevAppServer(DevAppServerFactory.java:38) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:153) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) What does it mean, any idea, please?:)

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  • Is MS Access still the most efficient RAD tool for small-scale custom apps?

    - by FastAl
    Of the many other development tools I've used, nothing holds a candle to the 'Functionality to Development Effort' ratio of MS Access. The reason I am asking is that I have been out of the language selection process for a few years, working on a large .Net system, and am only anecdotally familiar with the latest development tools outside the .Net world. I'm well aware of the limitations of Access, but for a limited concurrency (usually only 1 user at a time), small business, custom app, has anybody found a comparable end-to-end solution or combination that comes close? It doesn't have to be free, open source, or even Windows based. It just has to allow the same speed of development and maintenance, and maybe even provide some additional amenities like seamless autointegration with a server-based DB Engine (like Access does with its own 'Jet' dbms), better web support, and a file format more compatible with source control. I don't want to miss out on anything. Please share your development experience with your suggestions. Thanks.

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  • How can I learn Android?

    - by Daisama
    I am a freshman in college which has been Java programming for over a year. I haven taken a couple of programming courses, both of which were with Java. And I have done web development for several years. So overall, I would't say that I am a complete beginner in programming. Recently, I have developed a strong interest in developing for Android. I read that Android development was with Java and I thought it would making development easier for me. But I was very wrong. Based on reviews from Amazon, I have begun reading "Professional Android Application Development by Meier but everything is going over my head. The Busy Coder's Guide to Android Development seems a bit more for my level but I still want everybody else's opinion. The Google stuff isn't very helpful to me at my level and neither are the tutorials on anddev and such. Any advice for a complete beginner on how to get started? Thanks.

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  • SharpDX and game engines, back to zero?

    - by Baboon
    I'm a desktop developer (I mainly do WPF for a living) but I want to make games as a hobby. So a few months ago, I started reading blogs, gamedevSE, you name it. I understand in the C++ DirectX world, you have engines such as Unity3D with designers and whatnot, but as much as I'm ok to spend months understanding game development, I'd prefer to stay with my comfy C#. So I thought I'd develop my first games in /C#/DirectX through SharpDX But then, I can't use game engines anymore, since they're made for C++DirectX and not SharpDX. (ok, I could do P/Invokes but that defeats the purpose of SharpDX). I do know about XNA, and I also do know I can't publish to the marketplace with it (and quite frankly, I don't really want to learn an API that is in jeopardy). So how do you conceal writing games in C# and using existing game engines instead of reinventing the wheel? wait for ports? So I've found out the following: After doing the first tutorials of MOgre and digging around, it seems MOgre gives you the worse of both worlds: . You can't port it with Mono because it directly references a C++/CLI dll (Ogre) and C++/CLI isn't supported by Mono. And since it's not C++ itself, you can't make a pure build. Which, as far as I understand, means I'd be stuck on windows (and not even WinRT/Metro compatible), without capability of porting anything to mobiles or other OS (Mac/Linux). Even though it looks really nice to develop with MOgre, I'd like to learn something a little more open to future broadening. On the other hand, MonoGame seems to be a rewrite of XNA with SharpDX which sounds very promising: Mono allows me to easily port my games to other platforms, mobiles included. SharpDX allows me to access the latest DirectX versions XNA would be my first choice if only MS showed some hope for the future It really looks like MonoGame is nothing else than XNA on SharpDX. Axiom looks good too but I lack info on the subject (and pages with poor design don't give me a good feeling about an API...) XNA with SunBurn looks good: It should be portable to Mono (can anyone with experience give us feedback on that?), thus multi-platform. It's then marketplace-able since Mono itself is. Did I miss something or are 2) and 4) my best options (aside from the fact Mono doesn't support any XAML)?

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Infinite detail inside Perlin noise procedural mapping

    - by Dave Jellison
    I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's more conceptual than code-based in answer, I think. I understand the concept of "I plug in (x, y) and get back from Perlin noise p" (I'll call it p). P will always be the same value for the same (x, y) (as long as the Perlin algorithm parameters haven't changed, like altering number of octaves, et cetera). What I want to do is be able to zoom into a square and be able to generate smaller squares inside of the already generated overhead tile of terrain. Let's say I have a jungle tile for overhead terrain but I want to zoom in and maybe see a small river tile that would only be a creek and not large enough to be a full "big tile" of water in the overhead. Of course, I want the same net effect as a Perlin equation inside a Perlin equation if that makes sense? (aka. I want two people playing the game with the same settings to get the same terrain and details every time). I can conceptually wrap my head around the large tile being based on an "zoomed out" coordinate leaving enough room to drill into but this approach doesn't make sense in my head (maybe I'm wrong). I'm guessing with this approach my overhead terrain would lose all of the cohesiveness delivered by the Perlin. Imagine I calculate (0, 0) as overhead tile 1 and then to the east of that I plug in (50, 0). OK, great, I now have 49 pixels of detail I could then "drill down" into. The issue I have in my head with this approach (without attempting it) is that there's no guarantee from my Perlin noise that (0,0) would be a good neighbor to (50,0) as they could have wildly different "elevations" or p/resultant values returning from the Perlin equation when I generate the overhead map. I think I can conceive of using the Perlin noise for the overhead tile to then reuse the p value as a seed for the "detail" level of noise once I zoom in. That would ensure my detail Perlin is always the same configuration for (0,0), (1,0), etc. ad nauseam but I'm not sure if there are better approaches out there or if this is a sound approach at all.

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Game timings and formats

    - by topright
    There are more or less standardized TV-show/movie formats and recommended timings: 1. By the early 1960s, television companies commonly presented half-hour long "comedy" series, or one hour long "dramas." Half-hour series were mostly restricted to situation comedy or family comedy, and were usually aired with either a live or artificial laugh track. One hour dramas included genre series such as police and detective series, westerns, science fiction, and, later, serialized prime time soap operas. Programs today still overwhelmingly conform to these half-hour and one hour guidelines. Source 2. In the United States, most medical dramas are one hour long. Source 3. Traditionally serials were broadcast as fifteen minute installments each weekday in daytime slots. In 1956 As the World Turns debuted as the first half-hour soap opera. All soap operas broadcast half-hour episodes by the end of the 1960s. With increased popularity in the 1970s most soap operas expanded to an hour (Another World even expanded to ninety minutes for a short time). More than half of the serials had expanded to one hour episodes by 1980. As of 2010, six of the seven US serials air one hour episodes each weekday. Source Interesting. Are there any standards of timing in game development? Well, 5-20 minutes casual games, of course. There is even a "5-minutes-game" site. And 1-hour-gamer site. Are there 1-week, 1-year, 1-eternity game formats? Chess and Go - deep games that you can study all your life; but they are played in hour or several days (pro games). Addictive long-term online role-playing games (without win-condition) are played in monthes and, possibly, years. Replayability is an important factor to consider. It's good when game design document contains a line: "A game is designed for solving in X hours". How can it be measured before there is any prototype or demo? When you know your game format, you know your audience (and vice versa). It is practical question. Are there psychological researches about dynamic of gaming interest and involvement? And is there a correlation between game format and game genre?

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  • How can story and gameplay be artfully merged?

    - by NauticalMile
    Let me give some context. Three of my friends and I have a pretty good game idea cooking. It's based off of a prototype I made that's evolving into a cool game mechanic. The mechanic itself is a toy that's fun on its own, but we haven't designed any puzzles around it yet. We have a design document going, and we are answering a lot of questions about what's in the game. It's become clear early on that everyone (including myself) likes the characters and the story a lot. Considering what our favorite games are, this is unsurprising. A story driven game makes sense to me. I like the emphasis that Paper Mario: The Thousand-Year-Door, Portal 2, and Tomb Raider place on story, and I imagine our game will have a similar feel (lots of dialogue, plot twists, lovable characters). However, one team member raised this point in the design doc: I am feeling like [fleshing out the story] is our biggest hurdle right now for making more design decisions - like more specific decisions about levels etc. Is this true? I am uncertain about working on the story extensively before gameplay, and my uneasiness was reinforced when I read this question about story vs. gameplay. What I want to say is: "Let's continue to work on the story, but also start brainstorming and prototyping abstract puzzles and combat sequences, and we'll creatively match them together later." Is this a reasonable approach? If so, how much of the development of these elements should be done independently? Should I try and create a whole bunch of puzzles while my other teammates focus on story and aesthetics? Then when we have a lot of story and game 'chunks' we can match them with eachother to build something meaningful. Or should we focus on iterating individual levels as distinct units where puzzles, story, etc... are designed together? Or maybe we need to put our excitement about the story on hold and just focus on gameplay. Is there another approach to design that we can take? Am I missing something crucial? I have discussed story and gameplay because they seem the most likely to be at odds with each other, but we also have to consider user interface, music, art direction, etc... Can we design these independently as well?

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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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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