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  • Sabre Manages Fast Data Growth with Oracle Data Integration Products

    - by Irem Radzik
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Last year at OpenWorld we announced Sabre Holding as a winner of the Fusion Middleware Innovation Awards. The Sabre team did an excellent job at leveraging cutting edge technologies for managing rapid data growth and exponential scalability demands they have experienced in the travel industry. Today we announced the details and specific benefits of Sabre’s new real-time data integration solution in a press release. Please take a look if you haven’t seen it yet. Sabre Holdings Deploys Oracle Data Integrator and Oracle GoldenGate to Support Rapid Customer Growth There are 3 different areas of benefits Sabre achieved by using Oracle Data Integration products: Manages 7X increase in data sources for the enterprise data warehouse Reduced infrastructure complexity Decreased time to market for new products and services by 30 percent. This simply shows that using latest technologies helps the companies to innovate robust solutions against today’s key data management challenges. And the benefit of using a next generation data integration technology is not only seen in the IT operations, but also in the business side. A better data integration solution for the enterprise data warehouse delivered the platform they need to accelerate how they service their customers, improving their competitive advantage. Tomorrow I will give another great example of innovation with next generation data integration from Oracle. We will be discussing the Fusion Middleware Innovation Awards 2012 winners and their results with using Oracle’s data integration products.

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  • Expanding on requestaudit - Tracing who is doing what...and for how long

    - by Kyle Hatlestad
    One of the most helpful tracing sections in WebCenter Content (and one that is on by default) is the requestaudit tracing.  This tracing section summarizes the top service requests happening in the server along with how they are performing.  By default, it has 2 different rotations.  One happens every 2 minutes (listing up to 5 services) and another happens every 60 minutes (listing up to 20 services).  These traces provide the total time for all the requests against that service along with the number of requests and its average request time.  This information can provide a good start in possibly troubleshooting performance issues or tracking a particular issue.   >requestaudit/6 12.10 16:48:00.493 Audit Request Monitor !csMonitorTotalRequests,47,1,0.39009329676628113,0.21034042537212372,1>requestaudit/6 12.10 16:48:00.509 Audit Request Monitor Request Audit Report over the last 120 Seconds for server wcc-base_4444****requestaudit/6 12.10 16:48:00.509 Audit Request Monitor -Num Requests 47 Errors 1 Reqs/sec. 0.39009329676628113 Avg. Latency (secs) 0.21034042537212372 Max Thread Count 1requestaudit/6 12.10 16:48:00.509 Audit Request Monitor 1 Service FLD_BROWSE Total Elapsed Time (secs) 3.5320000648498535 Num requests 10 Num errors 0 Avg. Latency (secs) 0.3531999886035919 requestaudit/6 12.10 16:48:00.509 Audit Request Monitor 2 Service GET_SEARCH_RESULTS Total Elapsed Time (secs) 2.694999933242798 Num requests 6 Num errors 0 Avg. Latency (secs) 0.4491666555404663requestaudit/6 12.10 16:48:00.509 Audit Request Monitor 3 Service GET_DOC_PAGE Total Elapsed Time (secs) 1.8839999437332153 Num requests 5 Num errors 1 Avg. Latency (secs) 0.376800000667572requestaudit/6 12.10 16:48:00.509 Audit Request Monitor 4 Service DOC_INFO Total Elapsed Time (secs) 0.4620000123977661 Num requests 3 Num errors 0 Avg. Latency (secs) 0.15399999916553497requestaudit/6 12.10 16:48:00.509 Audit Request Monitor 5 Service GET_PERSONALIZED_JAVASCRIPT Total Elapsed Time (secs) 0.4099999964237213 Num requests 8 Num errors 0 Avg. Latency (secs) 0.051249999552965164requestaudit/6 12.10 16:48:00.509 Audit Request Monitor ****End Audit Report***** To change the default rotation or size of output, these can be set as configuration variables for the server: RequestAuditIntervalSeconds1 – Used for the shorter of the two summary intervals (default is 120 seconds)RequestAuditIntervalSeconds2 – Used for the longer of the two summary intervals (default is 3600 seconds)RequestAuditListDepth1 – Number of services listed for the first request audit summary interval (default is 5)RequestAuditListDepth2 – Number of services listed for the second request audit summary interval (default is 20) If you want to get more granular, you can enable 'Full Verbose Tracing' from the System Audit Information page and now you will get an audit entry for each and every service request.  >requestaudit/6 12.10 16:58:35.431 IdcServer-68 GET_USER_INFO [dUser=bob][StatusMessage=You are logged in as 'bob'.] 0.08765099942684174(secs) What's nice is it reports who executed the service and how long that particular request took.  In some cases, depending on the service, additional information will be added to the tracing relevant to that  service. >requestaudit/6 12.10 17:00:44.727 IdcServer-81 GET_SEARCH_RESULTS [dUser=bob][QueryText=%28+dDocType+%3cmatches%3e+%60Document%60+%29][StatusCode=0][StatusMessage=Success] 0.4696030020713806(secs) You can even go into more detail and insert any additional data into the tracing.  You simply need to add this configuration variable with a comma separated list of variables from local data to insert. RequestAuditAdditionalVerboseFieldsList=TotalRows,path In this case, for any search results, the number of items the user found is traced: >requestaudit/6 12.10 17:15:28.665 IdcServer-36 GET_SEARCH_RESULTS [TotalRows=224][dUser=bob][QueryText=%28+dDocType+%3cmatches%3e+%60Application%60+%29][Sta... I also recently ran into the case where services were being called from a client through RIDC.  All of the services were being executed as the same user, but they wanted to correlate the requests coming from the client to the ones being executed on the server.  So what we did was add a new field to the request audit list: RequestAuditAdditionalVerboseFieldsList=ClientToken And then in the RIDC client, ClientToken was added to the binder along with a unique value that could be traced for that request.  Now they had a way of tracing on both ends and identifying exactly which client request resulted in which request on the server.

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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  • Content from Oracle Business Analytics Partner Forum 2013

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 This year’s EMEA Partner Forum (11th June - 14th June, 2013 in Milan, Italy) was well attended with 120 partners from countries around Europe and the Middle East. The presentation content for the main Plenary day and for the OBI, and Hyperion 11.1.2.3 breakout sessions is available to partners who attended. If you could not make it, and would like access to this material, please email to [email protected]. You can also get additional Hyperion content from the EPM Solution Factory page: for logon details please contact [email protected]. The keynote by Oracle VP Rich Clayton set the agenda, plus many partners presented their experiences, including Accenture, Deloitte, Tech Edge, iConsulting, RealDecoy, Rittman-Mead, and Aorta, covering a variety of topics such as: · 21st Century Business Analytics · The 21st Century CFO · Driving Profitability through Customer Experience · Exalytics Case Studies For details on the agenda and multi-day breakout sessions download here the Agenda.pdf. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;}

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • Launching Agile PLM 9.3.3!

    - by Shane Goodwin
    Ten months ago we announced the availability of Agile PLM 9.3.2. Today I have the great pleasure to announce availability of Agile PLM 9.3.3 and AutoVue for Agile PLM 20.2.2 - both are immediately available on Oracle Software Delivery Cloud. In this same timeframe our team has also published Oracle PLM Mobile 1.0, EC MCAD 3.1, and EC MCAD 3.2. Agile PLM 9.3.3 focuses on improving management business processes, improving management of intellectual property, and overall product improvements based on customer feedback. In this short timeframe, we have made very significant progress on all three fronts. The Agile PLM 9.3.3 What’s New Whitepaper discusses all of the new capabilities. Looking forward, we will continue to deliver new releases with laser focus on solving real business problems and making users more productive. With our release of Innovation Management, you will be seeing dramatic new capability to help manage the innovation funnel and the processes to determine what product projects to fund. You will also see us continue this accelerated cadence in releasing new features for Agile PLM. All Agile PLM 9.3.3 Documentation is now available, including an initial version of the Capacity Planning Guide (CPG). As usual, we will be updating the CPG in a few months when we complete our performance and breakpoint testing. Like with other recent Agile PLM versions, the Product Management team has recorded Transfer of Information (TOI) sessions to educate you about the new features. The TOI sessions can be accessed in My Oracle Support on note 1589164.1. As with all other releases, we have also published new versions (1.7.5) of Averify (Patch ID 17583605) and AUT (Patch ID 17583592) in My Oracle Support. Again this year I look forward to seeing many of you at the Oracle Value Chain Summit (February 3-5, San Jose, CA), to talk more about this new release and all of the fascinating ways our customers and partners are driving business value with Agile PLM. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0in; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • BIP 10.1.3.4.x June 2010 Update Available

    - by Tim Dexter
    A new patchset for 10.1.3.4.0 and 10.1.3.4.1 is available on Metalink. some notes: The patch number is 9791839. This patchset includes 28 new bug fixes since the last patchset release on March 31. This is a culmulative update that includes all the fixes and enhancements from previous updates. The patch will supercede the other two updates. Install instructions are in the readme inside the patch There is also a new BIP client patch available, 9821068. No new template building features to my knowledge but there is an update to the template viewer to allow you to test and debug you siny new Excel templates. Server 8529759XMLP_TEMPLATE_DESIGNER CANNOT SAVE / UPLOAD TEMPLATE 8566455 BI PUBLISHER SCHEDULER DOES NOT START WITH JNDI DATA SOURCE 9295667RESPONSE OF GETSCHEDULEDREPORTINFO RETURNS STATUS AS 'UNKNOWN' INSTEAD OF 'SCHED 9542413 UNABLE TO CREATE A NEW TEMPLATE FROM UI 9546137 EXCEL ANALYZER TEMPLATE FAILS FOR A STRUCTURED XML WHEN IT IS UPLOADED 9556338 SIEBEL - BIP PARAMETERS SORT ORDER 9560562 BI PUBLISHER CACHE DIRECTORY FILLING UP AND POINTING TO INVALID DIRECTORY 9646599 USER ROLE DEFINED AS PRIMARYGROUP IN ACTIVEDIRECTORY GROUP ARE NOT RECOGNIZED 9664768 ER: NEED TO BIND USER ATTRIBUTE VALUES DEFINED IN ACTIVEDIRECTORY IN DATA QUERY 9665075 BI PUBLISHER AFTER 9546699 NOTIFICATIONS FOR REPORTS FAIL 9669973 ER: NEED TO SUPPORT PRE-PROCESSING XML WITH XSL FOR EXCEL TEMPLATE 9704401 ER: NEED TO SUPPORT DEFAULT GROUP FOR ALL USERS IN LDAP/AD SECURITY 9711899 SEARCH PARAMETER IS NOT VISIBLE WHEN SCHEDULE A REPORT 9753736 SOME ROLES FROM ACTIVEDIRECTORY ARE NOT LISTED IN ADMIN ROLE-FOLDER MAPPING 9771354 MULTIPLE PARAMETERS IN 10.1.3.4.1 DATA TEMPLATE ACT ACT DIFFERENTLY FROM 10.1.3. 9772982 "REFRESH OTHER PARAMETERS ON CHANGE" DOESN'T WORK PROPERLY Core  8599646 ER:EXTRA SPACE ADDED BELOW IMAGE IN A TABLE CELL OF TEMPLATE IN FIREFOX 9377593 SOME ROWS HEIGHT IN HTML/EXCEL OUTPUT ARE TOO BIG IN BI PUBLISHER 9487030 NAVIGATION TREE REPEATING TWICE IN PDF DCCUMENT CREATED BY BI PUBLISHER 9509432 PERFORMANCE ISSUE WHEN USING PDF TEMPLATE 9534424 PS: DOCUMENT-REPEAT-FULLPATH-ELEMENTNAME SHOULDNT USE DOT "." AS PATH SEPARATOR 9553360 FORMPROCESSOR CANNOT PARSE SOME PDF TEMPLATES 9554959 TEXT IN AUTOSHAPE IS NOT PROPERLY CUT OFF FOR LINE WRAPPING 9569417 AFTER APPLYING PATCH 9509432 PDF TEMPLATES WITH DBDRV PRODUCE NO OUTPUT 9571670 ER: EXCEL TEMPLATE TO SUPPORT XSLT LOGIC AND XSL CUSTOM EXTENTIONS 9589809 XSL:CALL-TEMPLATE IS MISSING IN GENERATED XSL FILE 9605920 BOOKMARK TESTCASE FAILED DUE TO ER9283933 9689634 PRINT FLOW CHART USING ACROSS 3 DOWN 0 GIVES EXTRA BLANK PAGES You might have noticed some fixes and ehancements to the Excel templates so I can get back on those now. There is a part two to the Mapviewer BIP Mashup coming ... just need aanother 4 hours in the day to squeeze it in.

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  • WebLogic Server Performance and Tuning: Part II - Thread Management

    - by Gokhan Gungor
    WebLogic Server, like any other java application server, provides resources so that your applications use them to provide services. Unfortunately none of these resources are unlimited and they must be managed carefully. One of these resources is threads which are pooled to provide better throughput and performance along with the fast response time and to avoid deadlocks. Threads are execution points that WebLogic Server delivers its power and execute work. Managing threads is very important because it may affect the overall performance of the entire system. In previous releases of WebLogic Server 9.0 we had multiple execute queues and user defined thread pools. There were different queues for different type of work which had fixed number of execute threads.  Tuning of this thread pools and finding the proper number of threads was time consuming which required many trials. WebLogic Server 9.0 and the following releases use a single thread pool and a single priority-based execute queue. All type of work is executed in this single thread pool. Its size (thread count) is automatically decreased or increased (self-tuned). The new “self-tuning” system simplifies getting the proper number of threads and utilizing them.Work manager allows your applications to run concurrently in multiple threads. Work manager is a mechanism that allows you to manage and utilize threads and create rules/guidelines to follow when assigning requests to threads. We can set a scheduling guideline or priority a request with a work manager and then associate this work manager with one or more applications. At run-time, WebLogic Server uses these guidelines to assign pending work/requests to execution threads. The position of a request in the execute queue is determined by its priority. There is a default work manager that is provided. The default work manager should be sufficient for most applications. However there can be cases you want to change this default configuration. Your application(s) may be providing services that need mixture of fast response time and long running processes like batch updates. However wrong configuration of work managers can lead a performance penalty while expecting improvement.We can define/configure work managers at;•    Domain Level: config.xml•    Application Level: weblogic-application.xml •    Component Level: weblogic-ejb-jar.xml or weblogic.xml(For a specific web application use weblogic.xml)We can use the following predefined rules/constraints to manage the work;•    Fair Share Request Class: Specifies the average thread-use time required to process requests. The default is 50.•    Response Time Request Class: Specifies a response time goal in milliseconds.•    Context Request Class: Assigns request classes to requests based on context information.•    Min Threads Constraint: Limits the number of concurrent threads executing requests.•    Max Threads Constraint: Guarantees the number of threads the server will allocate to requests.•    Capacity Constraint: Causes the server to reject requests only when it has reached its capacity. Let’s create a work manager for our application for a long running work.Go to WebLogic console and select Environment | Work Managers from the domain structure tree. Click New button and select Work manager and click next. Enter the name for the work manager and click next. Then select the managed server instances(s) or clusters from available targets (the one that your long running application is deployed) and finish. Click on MyWorkManager, and open the Configuration tab and check Ignore Stuck Threads and save. This will prevent WebLogic to tread long running processes (that is taking more than a specified time) as stuck and enable to finish the process.

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  • PARTNER WEBCAST- INNOVATIONS IN PRODUCTS PROGRAM (FORMERLY KNOWN AS COMPETENCE VIRTUAL)

    - by mseika
    PARTNER WEBCAST- INNOVATIONS IN PRODUCTS PROGRAM (FORMERLY KNOWN AS COMPETENCE VIRTUAL) JULY 2ND, 2012 AT 04:00 PM CET (03:00 PM GMT)I am pleased to invite you to join the Innovations in Products –webcast. Innovations in Products will present Oracle Applications' Product's new functions and features including sales positioning. The key objectives of these webcasts are to inspire System Integrator's implementation personnel to conduct successful after sales in their Customer projects. Innovations in Products will be presented on the 1st Monday of each quarter after the billable day (4:00 to 5:00 PM CET). The webcast is intended for System Integrator's Implementation Certified Specialists but Innovations in Products is open for other interested Oracle Applications system Integrator's personnel as well. At first, two Oracle representatives will discuss Oracle's contribution to Partners. Then you will see product breakout session followed by Q&A with Oracle Experts. Each session will last for maximum 1 hour. A Q&A Document covering all questions and answers will be made available after the webcast. What are the Benefits for partners? Find out how Innovations in Products helps you to improve your after sales Discover new functions and features so you can enrich your Customers's solution Learn more about Oracle Applications products, especially sales positioning Hear crucial questions raised by colleague alike, learn from their interest Engage and present your questions to subject experts Be inspired of the richness of Oracle Application portfolio – for your and your customer’s benefit. Note: Should you already be familiar with a specific Product, then choose another one. Doing so you would expand your knowledge of the overall Applications portfolio. Some presentations contain product demonstration, although these presentations are not intended to be extremely detailed technical presentations. Note: At the latter part of this email you have also 17 links into the recent Applications Products presentations and 6 links into the Public Sector Value Proposition presentations that were presented in Innovations in Industries -program. Product breakout sessions: Fusion Applications Technology and Extensibility Fusion Applications - Transforming your Back-Office Accounting Function Fusion HCM & Talent Overview & Extensibility Fusion HCM Compensation Planning Enterprise PLM for the Product Value Chain Oracle's Asset Management and Maintenance Solution For more details please visit Innovations in Products and other breakout sessions on OPN page. Delivery Format Innovations in Products –program is a series of FREE prerecorded Applications product presentations followed by Q&A. It will be delivered over the Web. Participants have the opportunity to submit questions during the web cast via chat and subject matter experts will provide verbal answers live. Innovations in Products consists of several parallel prerecorded product breakout sessions, each lasting for max. 1 hour. At first, two Oracle representatives will discuss Oracle’s contribution to Partners. Then you’ll see the product breakout sessions followed by Q&A with Oracle Experts. A Q&A document covering all questions and answers will be made available after the webcast. You can also see Innovations in Products afterwards as its content will be available online for the next 6-12 months.The next Innovations in Products web casts will be presented as follows: July 2nd 2012 October 1st 2012 January 14th 2013 April 8th 2013. Note: Depending on local network bandwidth please allow some seconds time the presentations to download. You might want to refresh your screen by pressing F5. DurationMaximum 1 hour For further information please contact me Markku Rouhiainen.

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  • PARTNER WEBCAST- INNOVATIONS IN PRODUCTS PROGRAM (FORMERLY KNOWN AS COMPETENCE VIRTUAL)

    - by mseika
    PARTNER WEBCAST- INNOVATIONS IN PRODUCTS PROGRAM (FORMERLY KNOWN AS COMPETENCE VIRTUAL) JULY 2ND, 2012 AT 04:00 PM CET (03:00 PM GMT)I am pleased to invite you to join the Innovations in Products –webcast. Innovations in Products will present Oracle Applications' Product's new functions and features including sales positioning. The key objectives of these webcasts are to inspire System Integrator's implementation personnel to conduct successful after sales in their Customer projects. Innovations in Products will be presented on the 1st Monday of each quarter after the billable day (4:00 to 5:00 PM CET). The webcast is intended for System Integrator's Implementation Certified Specialists but Innovations in Products is open for other interested Oracle Applications system Integrator's personnel as well. At first, two Oracle representatives will discuss Oracle's contribution to Partners. Then you will see product breakout session followed by Q&A with Oracle Experts. Each session will last for maximum 1 hour. A Q&A Document covering all questions and answers will be made available after the webcast. What are the Benefits for partners? Find out how Innovations in Products helps you to improve your after sales Discover new functions and features so you can enrich your Customers's solution Learn more about Oracle Applications products, especially sales positioning Hear crucial questions raised by colleague alike, learn from their interest Engage and present your questions to subject experts Be inspired of the richness of Oracle Application portfolio – for your and your customer’s benefit. Note: Should you already be familiar with a specific Product, then choose another one. Doing so you would expand your knowledge of the overall Applications portfolio. Some presentations contain product demonstration, although these presentations are not intended to be extremely detailed technical presentations. Note: At the latter part of this email you have also 17 links into the recent Applications Products presentations and 6 links into the Public Sector Value Proposition presentations that were presented in Innovations in Industries -program. Product breakout sessions: Fusion Applications Technology and Extensibility Fusion Applications - Transforming your Back-Office Accounting Function Fusion HCM & Talent Overview & Extensibility Fusion HCM Compensation Planning Enterprise PLM for the Product Value Chain Oracle's Asset Management and Maintenance Solution For more details please visit Innovations in Products and other breakout sessions on OPN page. Delivery Format Innovations in Products –program is a series of FREE prerecorded Applications product presentations followed by Q&A. It will be delivered over the Web. Participants have the opportunity to submit questions during the web cast via chat and subject matter experts will provide verbal answers live. Innovations in Products consists of several parallel prerecorded product breakout sessions, each lasting for max. 1 hour. At first, two Oracle representatives will discuss Oracle’s contribution to Partners. Then you’ll see the product breakout sessions followed by Q&A with Oracle Experts. A Q&A document covering all questions and answers will be made available after the webcast. You can also see Innovations in Products afterwards as its content will be available online for the next 6-12 months.The next Innovations in Products web casts will be presented as follows: July 2nd 2012 October 1st 2012 January 14th 2013 April 8th 2013. Note: Depending on local network bandwidth please allow some seconds time the presentations to download. You might want to refresh your screen by pressing F5. DurationMaximum 1 hour For further information please contact me Markku Rouhiainen.

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  • New Version Demonstration VM BIC2g 2013-04 Partner Edition

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 This Oracle Business Intelligence Linux VM virtual appliance (“BIC2g”) was developed to support Oracle OBI & BI-Apps sales and Oracle partners in product demonstrations, training activities and POC activities. It is available on ftp.oracle.com (see the deployment guide and “BIC2g 2013-04 Partner Edition Readme” pdf from the link below) and is available for OPN member partners. This BIC2g image is based on OBIEE v. 11.1.1.7. with Essbase and Essbase Studio Server started when starting BI. It also contains: Updated BI-Apps Cross Functional Demo (date advanced from 2011 to 2013), including DAC 11.1.1.6.4, Informatica 9.0.1 and is configured for a load against EBS R12. Both the 7.9.6.3 rpd/catalog and the 7.9.6.4 rpd/catalog versions of BI-Apps are provided. Updated integrated Essbase - BI Apps - EBS Demo (date advanced from 2009 to 2013. Re-configured BI Apps Data Sets to remove VPD (simplification) and greatly improved performance. Note that this image is identical to Oracle’s internal BI demonstration image, except that Endeca has been removed pending Endeca latest version availability on OTN. Once it is available on OTN we will provide a replacement that contains Endeca. Some of the screen shots in the “Readme”.pdf shows Endeca, but it is not on this (2013-04) image. The FTP access details and password are shown at the bottom of the page @ BI Solutions Engineering Partner Portal. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;}

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  • Contract Lifecycle Management for Public Sector

    - by jeffrey.waterman
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} One thing Oracle never seems to get enough credit for is its consistent quest to improve its products, even the ones as established as its back-office solutions. Here is another example of one of the latest improvements: Contract Lifecycle Management for Public Sector, or CLM. The latest EBS module geared specifically for the Federal acquisition community. Our existing customers have been asking Oracle for years to upgrade its Advanced Procurement Suite to meet the complex procurement processes of the Federal Government. You asked; we listened. Oracle, with direct input from Federal agencies, subject matter experts, integration partners, and the Federal acquisition community, has expanded and deepened its procurement suite to meet the unique demands of the Federal acquisition community. New benefits/features include: Contract Line Item/Sub-Line Item (CLIN/SLIN) structures Configurable Document Numbering Complex Pricing Contract Types ( as per FAR Part 16) Option lines and exercising of options Incremental Funding capability Support for multiple document types (delivery orders, BPA call orders, awards, agreements, IDIQ contracts) Requisition lines to fund modifications Workload assignment and milestones Contract Action Reporting to FPDS-NG I’ve been conducting many tests over the past few months and have been quite impressed with the depth of features and the seamless integration to Federal Financials, specifically the funds control within the financials. Again, thank you for reading. If you have suggestions for future posts, please leave them in the comments section and I’ll take it from there.

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  • Partners, Start your Engines

    - by Kristin Rose
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Hello speed racer - OPN here to inform you that in case you missed it, our ISV Focused PartnerCast took place last week in Oracle’s Redwood Shores studio. Without a roadblock in site, Oracle’s key drivers discussed topics like Optimized and Oracle’s Cloud offerings; even OPN partner MSC took it to the next level by stopping by to share with us their first hand experience with the Oracle Exastack Optimized program. By stepping into Oracle’s ”Motor Speedway”, better known as the Exastack lab, MSC was able to fine tune, test and optimize their application on Oracle Exadata, as well as gain outstanding expertise on several technical areas such as optimizing multithreaded applications and database tuning. By optimizing their solution, MSC has “decreased their deployment time and saw a 30 percent performance improvement in database.” Sounds like someone’s gearing up for an “Oracle Indy 500.” By achieving Oracle Exadata Optimized status, MSC is putting performance in the driver’s seat, and their customers at the front of the race by delivering a solution that is tuned for performance, scalability and reliability. So go ahead and let the Oracle Exastack Optimized pit crew take you to the finish line. Learn how to go from 0-60 by watching MSC’s segment of the ISV Focused PartnerCast below. Ready… Set… Optimize! The OPN Communications Team

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  • 10 Tips for Partners - Oracle PartnerNetwork Exchange Planning

    - by Get_Specialized!
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} With the Oracle PartnerNetwork Exchange @ Oracle OpenWorld 2012 just around the corner, here are 10 tips to aid partners in planning and preparation. Before you arrive, select the Oracle PartnerNetwork Exchange Sessions you and your team will attend Signup for the Test Fest and the exams you and your team can take while attending Review the Subject Area Focus on Documents to help you zero in on the Oracle OpenWorld sessions to attend Use the handy floor plans to get familiar with what is where in the exposition hall this year before you arrive Sunday just after lunch at 1pm, attend the PartnerNetwork Exchange keynote , Moscone North, Hall D, followed by the session track kickoffs Sunday night , 7:30pm – 10:30 pm , checkout the OPN AfterDark Reception where you can meet and network with contacts from around the world On Sunday and Monday, be sure check in with the Social Media Rally Coordinator for maximum social media expertise and exposure On Monday through Wednesday, meet with Oracle Partner representatives at the Oracle PartnerNetwork Lounge Moscone South, Exhibit Hall, Room 100 Take and share your PartnerNetwork pictures during the week with OPN on Instagram Be prepared to share with roving OPN team member reporters, how you are leveraging your OPN Specializations to provide innovative solutions and services for the Cloud. You never know – it could aid in getting you exposure as a possible speaker for next year’s event.

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  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • Maximum Availability with Oracle GoldenGate

    - by Irem Radzik
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Oracle Database offers a variety of built-in and optional products for maximum availability, and it is well known for its robust high availability and disaster recovery solutions. With its heterogeneous, real-time, transactional data movement capabilities, Oracle GoldenGate is a key part of the Maximum Availability Architecture for Oracle Database. This week on Thursday Dec. 13th we will be presenting in a live webcast how Oracle GoldenGate fits into Oracle Database Maximum Availability Architecture (MAA). Joe Meeks from the Oracle Database High Availability team will discuss how Oracle GoldenGate complements other key products within MAA such as Active Data Guard. Nick Wagner from GoldenGate PM team will present how to upgrade to latest Oracle Database release without any downtime. Nick will also cover 2 new features of  Oracle GoldenGate 11gR2:  Integrated Capture for Oracle Database and Automated Conflict Detection and Resolution. Nick will provide in depth review of these new features with examples. Oracle GoldenGate also offers maximum availability for non-Oracle databases, such as HP NonStop, SQL Server, DB2 (LUW, iSeries, or zSeries) and more. The same robust, reliable real-time, bidirectional data movement capabilities apply to all supported databases.  I'd like to invite you to join us on Thursday Dec. 13th 10am PT/1pm ET to hear from the product experts on how to use GoldenGate for maximizing database availability and to ask your questions. You can find the registration link below. Webcast: Maximum Availability with Oracle GoldenGate Thursday Dec. 13th 10am PT/1pm ET Look forward to another great webcast with lots of interaction with the audience. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • OPN Specialized Partner Activities at Collaborate 2012

    - by Get_Specialized!
    If your a Partner planning to attend the Collaborate 2012 event, April 22-26th in Las Vegas, Oracle Partner Network (OPN) team members attending welcome meeting you onsite. Whether you are interested in being a new Partner, or you are a long standing Partner seeking an update on OPN programs or Partner Specialization, we welcome meeting with you 1 on 1. In fact, we might drop by your booth or session to further recognize you for your OPN Specialization accomplishments! If you are also  participating in Social Media while at the event, let us know that as well. In addition, we are also seeking to meet Partners, while at Collaborate 2012, who may be interested in speaking at Oracle OpenWorld on their OPN Specialization program accomplishments and customer successes. Understanding that Partners can be busy staffing their own booths, we welcome meeting you when the exhibit hall is closed. Or if you want a break away from your booth, we are glad to meet  on the exhibit hall floor Oracle Validated Integration Lounge - OAUG & Quest member Booth 1679. To learn more or to schedule a meeting on site Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} contact us

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } 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) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • Wesquare (NL) helps major CG customer integrating Oracle Service Cloud (RightNow) with JDEdwards

    - by Richard Lefebvre
    Normal 0 false false false EN-US X-NONE X-NONE When this well known, Italy based, CG player claimed that they needed a new CRM tool, Oracle partner WeSquare had a precise idea of what would be required, knowing that the customer was using JDEdwards as an ERP: they immediately thoughts about a solution that would help synchronizing the customer’s back-end system with the new CRM interface. The customer asked for presentations from three companies, including Oracle, and eventually selected Oracle Service Cloud (RightNow) with Alfa Sistemi (Oracle Platinum Partner) as a System Integrator supported by Wesquare (Oracle Gold partner specialized in RightNow). Synchronizing an On Premises ERP with a new SaaS based CRM platform could be seen as an uphill task, but WeSquare was determined, during the presales cycle, to prove that they had the skills and the attitude to make the difference. So, they rolled up their sleeves and got to it: five days of relentless work, missed lunches, and hours of brainstorming showed its result in the form of a new interface that works fabulously well with the JDEdwards ERP back-end and was successfully pitched by Oracle to the end-customer to win the deal! WeSquare took the occasion to learn that they can integrate Oracle Service Cloud (RightNow) with practically every other solution that a customer may run. As part of the project, WeSquare was also involved in different add-on’s development with the aim of enriching Oracle Service Cloud’s functionality. WeSquare is based in The Netherlands with an in-shore practice supported by off-shore teams in India. WeSquare can integrate and synchronize any application with RightNow. For more information, visit www.wesquare.nl or contact Wiebe Blankenberg (Managing Director) at +31 (0) 6 3632 1104 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Ray Intersecting Plane Formula in C++/DirectX

    - by user4585
    I'm developing a picking system that will use rays that intersect volumes and I'm having trouble with ray intersection versus a plane. I was able to figure out spheres fairly easily, but planes are giving me trouble. I've tried to understand various sources and get hung up on some of the variables used within their explanations. Here is a snippet of my code: bool Picking() { D3DXVECTOR3 vec; D3DXVECTOR3 vRayDir; D3DXVECTOR3 vRayOrig; D3DXVECTOR3 vROO, vROD; // vect ray obj orig, vec ray obj dir D3DXMATRIX m; D3DXMATRIX mInverse; D3DXMATRIX worldMat; // Obtain project matrix D3DXMATRIX pMatProj = CDirectXRenderer::GetInstance()->Director()->Proj(); // Obtain mouse position D3DXVECTOR3 pos = CGUIManager::GetInstance()->GUIObjectList.front().pos; // Get window width & height float w = CDirectXRenderer::GetInstance()->GetWidth(); float h = CDirectXRenderer::GetInstance()->GetHeight(); // Transform vector from screen to 3D space vec.x = (((2.0f * pos.x) / w) - 1.0f) / pMatProj._11; vec.y = -(((2.0f * pos.y) / h) - 1.0f) / pMatProj._22; vec.z = 1.0f; // Create a view inverse matrix D3DXMatrixInverse(&m, NULL, &CDirectXRenderer::GetInstance()->Director()->View()); // Determine our ray's direction vRayDir.x = vec.x * m._11 + vec.y * m._21 + vec.z * m._31; vRayDir.y = vec.x * m._12 + vec.y * m._22 + vec.z * m._32; vRayDir.z = vec.x * m._13 + vec.y * m._23 + vec.z * m._33; // Determine our ray's origin vRayOrig.x = m._41; vRayOrig.y = m._42; vRayOrig.z = m._43; D3DXMatrixIdentity(&worldMat); //worldMat = aliveActors[0]->GetTrans(); D3DXMatrixInverse(&mInverse, NULL, &worldMat); D3DXVec3TransformCoord(&vROO, &vRayOrig, &mInverse); D3DXVec3TransformNormal(&vROD, &vRayDir, &mInverse); D3DXVec3Normalize(&vROD, &vROD); When using this code I'm able to detect a ray intersection via a sphere, but I have questions when determining an intersection via a plane. First off should I be using my vRayOrig & vRayDir variables for the plane intersection tests or should I be using the new vectors that are created for use in object space? When looking at a site like this for example: http://www.tar.hu/gamealgorithms/ch22lev1sec2.html I'm curious as to what D is in the equation AX + BY + CZ + D = 0 and how does it factor in to determining a plane intersection? Any help will be appreciated, thanks.

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