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  • OWB 11gR2 &ndash; Parallel DML and Query

    - by David Allan
    A quick post illustrating conventional (non direct path) parallel inserts and query using OWB following on from some recent posts from Jean-Pierre and Randolf on this topic. The mapping configuration properties is where you can define these hints in OWB, taking JP’s simplistic illustration, the parallel query hints in OWB are defined on the ‘Extraction hint’ property for the source, and the parallel DML hints are defined on the ‘Loading hint’ property on the target table operator. If we then generate the code you can see the intermediate code generated below… Finally…remember the parallel enabled session for this all to fly… Anyway, hope this helps join a few dots….

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  • Unit testing in Django

    - by acjohnson55
    I'm really struggling to write effective unit tests for a large Django project. I have reasonably good test coverage, but I've come to realize that the tests I've been writing are definitely integration/acceptance tests, not unit tests at all, and I have critical portions of my application that are not being tested effectively. I want to fix this ASAP. Here's my problem. My schema is deeply relational, and heavily time-oriented, giving my model object high internal coupling and lots of state. Many of my model methods query based on time intervals, and I've got a lot of auto_now_add going on in timestamped fields. So take a method that looks like this for example: def summary(self, startTime=None, endTime=None): # ... logic to assign a proper start and end time # if none was provided, probably using datetime.now() objects = self.related_model_set.manager_method.filter(...) return sum(object.key_method(startTime, endTime) for object in objects) How does one approach testing something like this? Here's where I am so far. It occurs to me that the unit testing objective should be given some mocked behavior by key_method on its arguments, is summary correctly filtering/aggregating to produce a correct result? Mocking datetime.now() is straightforward enough, but how can I mock out the rest of the behavior? I could use fixtures, but I've heard pros and cons of using fixtures for building my data (poor maintainability being a con that hits home for me). I could also setup my data through the ORM, but that can be limiting, because then I have to create related objects as well. And the ORM doesn't let you mess with auto_now_add fields manually. Mocking the ORM is another option, but not only is it tricky to mock deeply nested ORM methods, but the logic in the ORM code gets mocked out of the test, and mocking seems to make the test really dependent on the internals and dependencies of the function-under-test. The toughest nuts to crack seem to be the functions like this, that sit on a few layers of models and lower-level functions and are very dependent on the time, even though these functions may not be super complicated. My overall problem is that no matter how I seem to slice it, my tests are looking way more complex than the functions they are testing.

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  • How can I solve for the game's world coordinates?

    - by HyperGroups
    I've used 3DReaperDX to get a obj file, the header information are shown as follows: #AR=2.00606, FOV=45.09583(height), Xscale:0.83290, Yscale:0.41519, Zscale:1.0 #************************************************** #ALPHABLENDENABLE: No #ZENABLE: Yes #ZWRITEENABLE: Yes #TWOSIDED: No #INVALID: No #THIN: No #RENDERTARGET_IS_BACKBUFFER: Yes #WIDTH_DO_MATCH: Yes #RGBWRITEDISABLED: No # object DrawCall_0 to come ... g v 2143.35547 6654.99023 25835.37109 v 2243.17773 6296.61523 25957.53906 v 2343.00000 5856.84473 26093.97656 How can I get the game's world coordinates. For example: I can map the scaleTransform to the VertexData scaleTransform={X1scale,Y1scale,Z1scale} {0.8329,0.41519,1.} Is the obj file enough to get the game's world coordinates? I want to put a object in this ground, and the coordinates is the same to that in the Game Engine, And I can place something(with some fixed coordinates) in the Game and then to use 3DReaper to get the obj file. If the file is not enough itself to get the game world coordinates.

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  • Override an IOCTL Handler in PQOAL

    - by Kate Moss' Big Fan
    When porting or creating a BSP to a new platform, we often need to make change to OEMIoControl or HAL IOCTL handler for more specific. Since Microsoft introduced PQOAL in CE 5.0 and more and more BSP today leverages PQOAL to simplify the OAL, we no longer define the OEMIoControl directly. It is somehow analogous to migrate from pure Windows SDK to MFC; people starts to define those MFC handlers and forgot the WinMain and the big message loop. If you ever take a look at the interface between OAL and Kernel, PUBLIC\COMMON\OAK\INC\oemglobal.h, the pfnOEMIoctl is still there just as the entry point of Windows Program is WinMain since day one. (For those may argue about pfnOEMIoctl is not OEMIoControl, I will encourage you to dig into PRIVATE\WINCEOS\COREOS\NK\OEMMAIN\oemglobal.c which initialized pfnOEMIoctl to OEMIoControl. The interface is just to split OAL and Kernel which no longer linked to one executable file in CE 6, all of the function signature is still identical) So let's trace into PQOAL to realize how it implements OEMIoControl and how can we override an IOCTL handler we interest. First thing to know is the entry point (just as finding the WinMain in MFC), OEMIoControl is defined in PLATFORM\COMMON\SRC\COMMON\IOCTL\ioctl.c. Basically, it does nothing special but scan a pre-defined IOCTL table, g_oalIoCtlTable, and then execute the handler. (The highlight part) Other than that is just for error handling and the use of critical section to serialize the function. BOOL OEMIoControl(     DWORD code, VOID *pInBuffer, DWORD inSize, VOID *pOutBuffer, DWORD outSize,     DWORD *pOutSize ) {     BOOL rc = FALSE;     UINT32 i; ...     // Search the IOCTL table for the requested code.     for (i = 0; g_oalIoCtlTable[i].pfnHandler != NULL; i++) {         if (g_oalIoCtlTable[i].code == code) break;     }     // Indicate unsupported code     if (g_oalIoCtlTable[i].pfnHandler == NULL) {         NKSetLastError(ERROR_NOT_SUPPORTED);         OALMSG(OAL_IOCTL, (             L"OEMIoControl: Unsupported Code 0x%x - device 0x%04x func %d\r\n",             code, code >> 16, (code >> 2)&0x0FFF         ));         goto cleanUp;     }            // Take critical section if required (after postinit & no flag)     if (         g_ioctlState.postInit &&         (g_oalIoCtlTable[i].flags & OAL_IOCTL_FLAG_NOCS) == 0     ) {         // Take critical section                    EnterCriticalSection(&g_ioctlState.cs);     }     // Execute the handler     rc = g_oalIoCtlTable[i].pfnHandler(         code, pInBuffer, inSize, pOutBuffer, outSize, pOutSize     );     // Release critical section if it was taken above     if (         g_ioctlState.postInit &&         (g_oalIoCtlTable[i].flags & OAL_IOCTL_FLAG_NOCS) == 0     ) {         // Release critical section                    LeaveCriticalSection(&g_ioctlState.cs);     } cleanUp:     OALMSG(OAL_IOCTL&&OAL_FUNC, (L"-OEMIoControl(rc = %d)\r\n", rc ));     return rc; }   Where is the g_oalIoCtlTable? It is defined in your BSP. Let's use DeviceEmulator BSP as an example. The PLATFORM\DEVICEEMULATOR\SRC\OAL\OALLIB\ioctl.c defines the table as const OAL_IOCTL_HANDLER g_oalIoCtlTable[] = { #include "ioctl_tab.h" }; And that leads to PLATFORM\DEVICEEMULATOR\SRC\INC\ioctl_tab.h which defined some of IOCTL handler but others are defined in oal_ioctl_tab.h which is under PLATFORM\COMMON\SRC\INC\. Finally, we got the full table body! (Just like tracing MFC, always jumping back and forth). The format of table is very straight forward, IOCTL code, Flags and Handler Function // IOCTL CODE,                          Flags   Handler Function //------------------------------------------------------------------------------ { IOCTL_HAL_INITREGISTRY,                   0,  OALIoCtlHalInitRegistry     }, { IOCTL_HAL_INIT_RTC,                       0,  OALIoCtlHalInitRTC          }, { IOCTL_HAL_REBOOT,                         0,  OALIoCtlHalReboot           }, The PQOAL scans through the table until it find a matched IOCTL code, then invokes the handler function. Since it scans the table from the top which means if we define TWO handler with same IOCTL code, the first one is always invoked with no exception. Now back to the PLATFORM\DEVICEEMULATOR\SRC\INC\ioctl_tab.h, with the following table { IOCTL_HAL_INITREGISTRY,                   0,  OALIoCtlDeviceEmulatorHalInitRegistry     }, ... #include <oal_ioctl_tab.h> Note the IOCTL_HAL_INITREGISTRY handler are defined in both BSP's local ioctl_tab.h and the common oal_ioctl_tab.h, but due to BSP's local handler comes before "#include <oal_ioctl_tab.h>" so we know the OALIoCtlDeviceEmulatorHalInitRegistry always get called. In this example, the DeviceEmulator BSP overrides the IOCTL_HAL_INITREGISTRY handler from OALIoCtlHalInitRegistry to OALIoCtlDeviceEmulatorHalInitRegistry by manipulating the g_oalIoCtlTable table. (In some point of view, it is similar to message map in MFC) Please be aware, when you override an IOCTL handler in PQOAL, you may want to clone the original implementation to your BSP and change to meet your need. It is recommended and save you the redundant works but remember to rename the handler function (Just like the DeviceEmulator it changes the name of OALIoCtlHalInitRegistry to OALIoCtlDeviceEmulatorHalInitRegistry). If you don't change the name, linker may not be happy (due to name conflict) and the more important is by using different handler name, you could always redirect the handler back to original one. (It is like the concept of OOP that calling a function in base class; still not so clear? I am goinf to show you soon!) The OALIoCtlDeviceEmulatorHalInitRegistry setups DeviceEmulator specific registry settings and in the end, if everything goes well, it calls the OALIoCtlHalInitRegistry (PLATFORM\COMMON\SRC\COMMON\IOCTL\reginit.c) to do the rest.     if(fOk) {         fOk = OALIoCtlHalInitRegistry(code, pInpBuffer, inpSize, pOutBuffer,             outSize, pOutSize);     } Now you got the picture, whenever you want to override an IOCTL hadnler that is implemented in PQOAL just Clone the handler function to your BSP as a template. Simple name change for the handler function, and a name change in the IOCTL table header file that maps the IOCTL with the function Implement your IOCTL handler and whenever you need to redirect it back just calling the original handler function. It is the standard way of implementing a custom IOCTL and most Microsoft developers prefer. The mapping of IOCTL routine to IOCTL code is platform specific - you control the header file that does that mapping.

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  • BizTalk Server 2010 Beta available

    - by Rajesh Charagandla
    BizTalk Server 2010 Beta - Click Here to Download Overview: BizTalk Server 2010 offers significant enhancements to help integrate heterogeneous Line-of-business systems with Windows .NET and SharePoint based applications to optimize user productivity, gain business efficiency and increase agility . BizTalk Server 2010 allow .Net developers to take advantage of BizTalk services right out of the box to rapidly build solutions that need to integrate transactions and data from applications like SAP, Mainframes, MS Dynamics and Oracle. Similarly SharePoint developers can seamlessly use BizTalk services directly through the new Business Connectivity Services in SharePoint 2010. BizTalk Server 2010 includes new data mapping & transformation tool to dramatically reduce the development time to mediate data exchange between disparate systems. It also provide a new single dashboard to manage performance parameters and streamline deployments from development to test to production. BizTalk 2010 includes new, scalable Trading Partner Management (TPM) model with a graphical interface for flexible management of business partner relationships and efficient on-boarding process.

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  • Internship in License Contract Management

    - by cristian.condurache(at)oracle.com
    Hi Everyone, My name is Luca. I am an intern in the License Contract Management team in Italy. I have studied Economics and Business in Pescara and finished my Master’s Degree in July 2009. After a short work experience near my home town I decided to look for a job in an International Company. I got in touch with Oracle in January 2010. I had a telephone interview and then a face-to-face interview. On a cold and grey morning, I arrived in Milan....my first impression was fantastic....a big modern building with wide TVs everywhere. I was a little nervous but very excited. I understood this could be a great opportunity... The interview went well and I started to work in March. After a training period I was quickly involved in the closing of the last quarter of the fiscal year - of which May is the last month at Oracle. Working as a License Contract Manager is a real challenge for a fresh graduate. It involves thoroughly understanding the Oracle Policies and Practices with regards to License Contracts. In my experience, especially in May, I learnt to work under high pressure, within time constrains, and to keep up with constant changes. In this period I also had the opportunity to be involved in different negotiations, being directly in contact with the customers. This helped me to develop my relational skills during complex transactions. Looking back at the nine months at Oracle I can say I have a better understanding of the IT world. It is a complex environment that changes continously, offering new challenges to learn from everytime. If you have any questions related to this article feel free to contact [email protected]. You can find our job opportunities via http://campus.oracle.com. Technorati Tags: License Contract Management,oppotunity,Oracle Policies,internship

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  • Microsoft JScript runtime error in Visual studio 2010

    - by anirudha
    There is many tool exist to debug JavaScript visual studio , firebug and some other great plugin are one of them. here I show you solution for Microsoft JScript runtime error: Object doesn't support this property or method  if you search on Google for how to debug Javascript in Visual studio. all of them told you to follow this instruction :- go to Internet option in IE > advanced tab > Browsing section > uhcheck the both option disable script debugging for IE (internet explorer) disable script debugging (others). that’s the information you read are outdate or not true these days. in visual studio you can play with JavaScript debugging even these option is check or unchecked. off-course you  can try these step in express version of visual studio. I found a little problem that my code [based on jQuery plugin] try to call some function. some of them not implement in browser so they call other so that’s fine and work in every browser. when visual studio found some function they trying to call and not implemented in browser I use to debug they tell me Microsoft JScript runtime error: Object doesn't support this property or method  they tell me again whenever I put refresh [f5] in browser. so the thing they do you never like that. see error window first whenever code is not buggy and see everytime before see the page you want to see. this behavior harsh you. there is no problem whenever you not commonly used IE but whenever you really want to debugging you got some pain too from the behavior of this. well I have some patch for that if you really like the debugging in Visual studio with IE. so if you sure that code is not buggy or you really not want to see that’s window here is trick. when you debug the JavaScript in IE choose the compact mode and they never force you to see window first who tell the thing you not want to see. How to do that for reliefs from this pain in visual studio after debug the project or website IE gone automatically launch. go to Developer tool by pressing f12 > you see window something like this:- by the way they give you document mode IE 7 as default or browser mode based on your settings. first thing is that you need to set the compact view [any ] in browser mode. and next time the error window never come again who tell you Microsoft JScript runtime error: Object doesn't support this property or method

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  • Why can't I use Unity 3D on a ATI Mobility Radeon HD 4200 Series with FGLRX drivers?

    - by user88257
    With a brand new install of 12.04 on my Dell Inspiron M5030, Unity 3D appears to load everything but the icons in the top left, and I am unable to click on anything. Unity 2D seems to works fine however. I have done nothing except install Synaptic Package manager and follow this guide to install FGLRX Drivers under Settings ? Additional Drivers, the driver shows as installed and functioning. Also after running: /usr/lib/nux/unity_support_test -p, I get this: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Mobility Radeon HD 4200 Series OpenGL version string: 3.3.11653 Compatibility Profile Context Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I am unsure as to what the problem is. I have tried the non-proprietary drivers, I could not get them to work either, but I would be willing to try again.

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  • How to stop camera from rotating in 2.5d platformer

    - by Artem Suchkov
    I'm stuck with a problem: I can not make my camera stop rotating after character. What I already have tried: using empty game object with rigid body and locked rotation and make it parent of camera, while player being the parent of object. Also, I've tried using few scripts from web, that did not help. Right now I'm bad with using JS in Unity (can handle JS on website, but I dont know how to integrate it for now) and practicing the basics, making easy 2.5d platformer with basic features, so I can not write code for now.

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  • ODSI + weblogic = JDBC problem

    - by Giuseppe Di Federico
    I'm currently developing a web service using ODSI through Oracle Workshop for WebLogic (ex AquaLogic). I created a datasource on weblogic using the driver "Oracle thin driver 10g", the test succeed on WebLogic. (My Database is Oracle 10 10.2.0.1.0) The problem occours when I try to create the Phisical Data Service in the Oracle Workshop. I choose the following options: Data source type = Relational Data source = [THE CORRECT NAME OF THE SOURCE SET ON WEBLOGIC] Database type = ??? Aqualogic, doesn't allow me to select the database type. I guess is a problem related to the driver set on weblogic... but I ain't sure.Does someone know the nature of my problem ? Tnx

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  • Best Persistence choice for J2EE-App with frequently changing Data Model

    - by Ben-G
    Whenever I develop a J2EE-Application, I at some point decide to switch from my dummy Persistence (Simply Using Lists and other Data Structures) to some Sort of Database Persistence. Mostly when I hope the Data Model is more or less complete. From this point on, changes to the data model become exhausting, but unluckily they occur rather often. I've used different Object-Relational-Mappers (iBatis, Hibernate) for my projects. They definitely reduce the pain coming with Data Model changes, but they anyway let me adjust code/configuration at 3 or 4 places for every single change. To me, that's cumbersome and error prone. I made a better experience with DB4O, which simply persists Java Objects as they are, but I believe it's performance does not scale for huge applications. Is there anyway to maintain performance while letting out all the ugly configuration work? I'm seeking a performant framework which really hides persistence from my code. Wish for thinking? Or am I missing out THE technology? Hope you can help.

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  • Setting up collision using a tilemap and cocos2d

    - by James
    I'm building my first platformer using cocos2d and a tilemap. I'm having trouble coming up with a decent way of determining if the character is colliding with an object. More specifically, in which direction is the character colliding with an object. Following the tutorial here, I have made a separate "meta" layer of collidable tiles. The problem is that unless the character is in the tile, you can't detect the collision. Also, there's no way of telling WHERE the collision is occurring. The best solution would be one that could tell me if a character is up against a wall, or walking on top of a platform. However, I can't seem to figure out a good technique for this.

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  • How to update coffee script?

    - by Tetsu
    I got a following error when I tried to watch coffee scripts by coffee -o js -cw coffee. /usr/local/lib/node_modules/coffee-script/lib/coffee-script/command.js:321 throw e; ^ Error: watch Unknown system errno 28 at errnoException (fs.js:636:11) at FSWatcher.start (fs.js:663:11) at Object.watch (fs.js:691:11) at /usr/local/lib/node_modules/coffee-script/lib/coffee-script/command.js:287:27 at Object.oncomplete (/usr/local/lib/node_modules/coffee-script/lib/coffee-script/command.js:100:11) I have no idea what is going with error. Then I checked the versions, coffee -v is 1.6.1 and node -v is v0.6.12. According the official site( http://coffeescript.org/ ) the latest version is 1.6.3, so I wanted update coffee by npm update -g coffee-script, but this fails also. npm WARN [email protected] package.json: bugs['name'] should probably be bugs['url'] npm http GET https://registry.npmjs.org/coffee-script npm http 304 https://registry.npmjs.org/coffee-script How can I update coffee script? Edit 2013/10/11 In my coffee script directory there is only one file box_wrapper.coffee. $ -> $("body").children().wrap -> "<div id='#{$(@).attr "id"}_box' class='wrapper'/>" Edit 2013/10/16 I tried to re-install coffee, so I've done like this. $ sudo npm -g rm coffee npm WARN Not installed in /usr/local/lib/node_modules coffee $ coffee -v CoffeeScript version 1.6.1 I can't remove coffee. And I tried also like this. $ sudo apt-get remove npm $ npm -v -bash: /usr/bin/npm: No such file or directory $ sudo apt-get install npm $ npm -v 1.1.4 $ sudo npm -g install coffee # I omit a lot of `GET` parts. npm http 304 https://registry.npmjs.org/mkdirp/0.3.4 npm ERR! error installing [email protected] npm http 304 https://registry.npmjs.org/assertion-error/1.0.0 npm http 304 https://registry.npmjs.org/growl npm http 304 https://registry.npmjs.org/jade/0.26.3 npm http 304 https://registry.npmjs.org/diff/1.0.2 npm http 304 https://registry.npmjs.org/mkdirp/0.3.5 npm http 304 https://registry.npmjs.org/glob/3.2.1 npm http 304 https://registry.npmjs.org/ms/0.3.0 npm ERR! error rolling back [email protected] Error: UNKNOWN, unknown error '/usr/local/lib/node_modules/coffee/node_modules/express' npm ERR! error installing [email protected] npm ERR! EEXIST, file already exists '/usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules' npm ERR! File exists: /usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules npm ERR! Move it away, and try again. npm ERR! npm ERR! System Linux 3.2.0-54-generic-pae npm ERR! command "node" "/usr/bin/npm" "-g" "install" "coffee" npm ERR! cwd /home/ironsand npm ERR! node -v v0.6.12 npm ERR! npm -v 1.1.4 npm ERR! path /usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules npm ERR! fstream_path /usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules/___debug.npm npm ERR! fstream_type Directory npm ERR! fstream_class DirWriter npm ERR! code EEXIST npm ERR! message EEXIST, file already exists '/usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules' npm ERR! errno {} npm ERR! fstream_stack /usr/lib/nodejs/fstream/lib/writer.js:161:23 npm ERR! fstream_stack Object.oncomplete (/usr/lib/nodejs/mkdirp.js:34:53) npm ERR! EEXIST, file already exists '/usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules' npm ERR! File exists: /usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules npm ERR! Move it away, and try again. npm ERR! npm ERR! System Linux 3.2.0-54-generic-pae npm ERR! command "node" "/usr/bin/npm" "-g" "install" "coffee" npm ERR! cwd /home/ironsand npm ERR! node -v v0.6.12 npm ERR! npm -v 1.1.4 npm ERR! path /usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules npm ERR! fstream_path /usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules/___debug.npm npm ERR! fstream_type Directory npm ERR! fstream_class DirWriter npm ERR! code EEXIST npm ERR! message EEXIST, file already exists '/usr/local/lib/node_modules/coffee/node_modules/mocha/node_modules' npm ERR! errno {} npm ERR! fstream_stack /usr/lib/nodejs/fstream/lib/writer.js:161:23 npm ERR! fstream_stack Object.oncomplete (/usr/lib/nodejs/mkdirp.js:34:53) npm ERR! npm ERR! Additional logging details can be found in: npm ERR! /home/ironsand/npm-debug.log npm not ok And npm-debug.log is a blank file.

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  • Best practices for periodically saving game state to disk

    - by Ben Morris
    I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their relations to each other. To avoid data loss in case of a crash, I've been periodically serializing the world to disk. The trouble is, this object can be quite large, so when the server starts writing, there's noticeable in-game slowdown for a few seconds, which I'd like to avoid. Any pointers on how to go about this in a more efficient way?

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  • Rule Engine in .net

    - by user641812
    I have to import data from excel to SQL database. Excel data contains various parameters and there value like P1,P1,P4,P5 etc. I have to apply business rules Like if( P1 100 and P1 < 200) then insert the record in database. Similarly in some cases string values are also validated. Can I have any open source rule engine that contains UI to change , add , delete the rules. Am using C# to read the excel and and insert the records One more thing which is best approach: Read excel first and store every record as an object in a collection, then iterate through the collection, apply business rules on every object and then insert record in the database Or Read one record from excel apply business rule and then insert record in the database. Repeat the process for whole excel.

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  • Are there well-known PowerShell coding conventions?

    - by Tahir Hassan
    Are there any well-defined conventions when programming in PowerShell? For example, in scripts which are to be maintained long-term, do we need to: Use the real cmdlet name or alias? Specify the cmdlet parameter name in full or only partially (dir -Recurse versus dir -r) When specifying string arguments for cmdlets do you enclose them in quotes (New-Object 'System.Int32' versus New-Object System.Int32 When writing functions and filters do you specify the types of parameters? Do you write cmdlets in the (official) correct case? For keywords like BEGIN...PROCESS...END do you write them in uppercase only? It seems that MSDN lack coding conventions document for PowerShell, while such document exist for example for C#.

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • Loading files during run time

    - by NDraskovic
    I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and enable my game to be changed during run time. The file I am loading trough my content pipeline extension is very simple, it only contains decimal numbers, so I want to enable the user to change that file at will and reload it while the game is running (without recompiling as I had to do so far). This file is a very simplified version of level editor, meaning that it contains rows like: 1 1,5 1,78 -3,6 Here, the first number determines the object that will be drawn to the scene, and the other 3 numbers are coordinates where that object will be placed. So, how can I change the file that contains these numbers so that the game loads it and redraws the scene accordingly? Thanks

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  • Gnome 3 after run has graphic problems

    - by Antonis
    I have 3d accelarator but gnome still doesn't work My pc enters gnome desktop bu there i have graphic problems! Graphic problems with the top taskbar and wherever i click it, my desktop transforms into gnome clasic desktop. I am using ati radeon 4800 hd and ubuntu 11.10 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes Similar report from @user26930 - ATI HD5770 graphics card - gnome-shell is affected but Unity works fine.

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  • SQL Server 2008 R2: These are a Few of My Favorite Things

    - by smisner
    This month's T-SQL Tuesday is hosted by Jorge Segarra (blog | twitter) who decided that we should write about our favorite new feature in SQL Server 2008 R2. The majority of my published works concentrates on Reporting Services, so the obious answer for me is about favorite new features is...Reporting Services. I can't pick just one thing in Reporting Services, so instead I thought I'd compile a list of my posts of the new features in Reporting Services 2008 R2: Map Wizard for spatial data (The World is But a Stage) Pagination features (I've Got Your Page Number) Lookup functions (Look Up, Look Down, Look All Around - Part I, Part II, Part III) Test Connection button (Testing, Testing 1-2-3) Conditional formatting based on format, i.e. RenderFormat (As You Like It) And I wrote an overview of the business intelligence features in SQL Server 2008 R2 for Microsoft Press in the free e-book, Introducing Microsoft SQL Server 2008 R2, if you're curious about what else is new in both the BI platform as well as the relational engine. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Create named criteria in EJB Data control

    - by shantala.sankeshwar
    This article gives the detailed steps on creating named criteria in EJB Data control.Note that this feature is available in Jdev version 11.1.2.0.0Use Case DescriptionSuppose we have defined an EJB Entity Object & we would like to filter the Entity object based on some criteria,then this filtering can be achieved by creating named criteria in EJB Data Control.Implementation stepsLet us suppose that we have created Java EE Web Application with Entities from Emp table Create session bean,generate data control for the same Edit empFindAll in DataControls.dcx fileCreate simple Named Criteria: deptno>=20Create on '+' icon to create Named Criteria:Refresh the Data Controls & create a new jspx page.Drop EmpCriteria as ADF Query Panel with TableRun the page,click on search button & we will see that Emp table shows filtered records

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  • String contains trailing zeroes when converted from decimal [migrated]

    - by Locke
    I've run into an unusual quirk in a program I'm writing, and I was trying to figure out if anyone knew the cause. Note that fixing the issue is easy enough. I just can't figure out why it is happening in the first place. I have a WinForms program written in VB.NET that is displaying a subset of data. It contains a few labels that show numeric values (the .Text property of the labels are being assigned directly from the Decimal values). These numbers are being returned by a DLL I wrote in C#. The DLL calls a webservice which initially returns the values in question. It returns one as a string, the other as a decimal (I don't have any control over the webservice, I just consume it). The DLL assigns these to properties on an object (both of which are decimals) then returns that object back to the WinForm program that called the DLL. Obviously, there's a lot of other data being consumed from the webservice, but no other operations are happening which could modify these properties. So, the short version is: WinForm requests a new Foo from the DLL. DLL creates object Foo. DLL calls webservice, which returns SomeOtherFoo. //Both Foo.Bar1 and Foo.Bar2 are decimals Foo.Bar1 = decimal.Parse(SomeOtherFoo.Bar1); //SomeOtherFoo.Bar1 is a string equal to "2.9000" Foo.Bar2 = SomeOtherFoo.Bar2; //SomeOtherFoo.Bar2 is a decimal equal to 2.9D DLL returns Foo to WinForm. WinForm.lblMockLabelName1.Text = Foo.Bar1 //Inspecting Foo.Bar1 indicates my value is 2.9D WinForm.lblMockLabelName2.Text = Foo.Bar2 //Inspecting Foo.Bar2 also indicates I'm 2.9D So, what's the quirk? WinForm.lblMockLabelName1.Text displays as "2.9000", whereas WinForm.lblMockLabelname2.Text displays as "2.9". Now, everything I know about C# and VB indicates that the format of the string which was initially parsed into the decimal should have no bearing on the outcome of a later decimal.ToString() operation called on the same decimal. I would expect that decimal.Parse(someDecimalString).ToString() would return the string without any trailing zeroes. Everything I find online seems to corroborate this (there are countless Stack Overflow questions asking exactly the opposite...how to keep the formatting from the initial parsing). At the moment, I've just removed the trailing zeroes from the initial string that gets parsed, which has hidden the quirk. However, I'd love to know why it happens in the first place.

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  • How do I determine the draw order in an isometric view flash game?

    - by Gajet
    This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a scene can have 10,000+ objects so the algorithm needs to be run in less than O(n^2). All objects are rectangular boxes, and there are 3-4 objects moving in the scene. What's the best way to do this? UPDATE in each tile there is only object (I mean objects can stack on top of each other). and we access to both map of Objects and Objects have their own position.

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