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  • c++ How to use angular velocity that derived from inertia and force(torque) in 3d

    - by user1217203
    I am relatively new to game development. May my terminology and description are not appropriate. Please excuse my poor phrasing and help me by giving advice on how to question better if this question seems less fitting. I really appreciate your efforts. Hi. I am having hard time interpreting the set of values I have. I have inertia and force(torque) in terms of x y z. FYI I used x and y coordinates as my ground, flat coordinates and z as my up/down. I am assuming that since f = ma, that angular acceleration must be a = f / m. So I divide my torque by inertia. Then I add those x y z values to my angular velocity variable's x y z. However these x y z values confuse me. Don't I need angle/sec or radian/sec sort of values in order to apply rotation? The x y z values I have seemed to not say anything about radians or angular movement. Question : If I have ( 1, 2, 3 ) or any ( x, y, z ) as my angular velocity, how do I actually apply it as angular movement? FYI Here I am pasting my code : float mass = 100; float devidedMass = 1.0/12 * mass; Vec3 innertia( devidedMass* (_box._size.z*_box._size.z + _box._size.x*_box._size.x), devidedMass* (_box._size.y*_box._size.y + _box._size.x*_box._size.x), devidedMass* (_box._size.y*_box._size.y + _box._size.z*_box._size.z )); box._angAccel += forceAng/innertia; box._angVelo += box._angAccel; box._angAccel.allZero(); source of my inertia calculation http://www.health.uottawa.ca/biomech/courses/apa4311/solids.pdf

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  • Algorithm to shoot at a target in a 3d game

    - by Sebastian Bugiu
    For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased telling you where to shoot in order to hit the moving target. I tried using the answer from http://stackoverflow.com/questions/4107403/ai-algorithm-to-shoot-at-a-target-in-a-2d-game?lq=1 but it's for 2D so I tried adapting it. I first decomposed the calculation to solve the intersection point for XoZ plane and saved the x and z coordinates and then solving the intersection point for XoY plane and adding the y coordinate to a final xyz that I then transformed to clipspace and put a texture at those coordinates. But of course it doesn't work as it should or else I wouldn't have posted the question. From what I notice the after finding x in XoZ plane and the in XoY the x is not the same so something must be wrong. float a = ENG_Math.sqr(targetVelocity.x) + ENG_Math.sqr(targetVelocity.y) - ENG_Math.sqr(projectileSpeed); float b = 2.0f * (targetVelocity.x * targetPos.x + targetVelocity.y * targetPos.y); float c = ENG_Math.sqr(targetPos.x) + ENG_Math.sqr(targetPos.y); ENG_Math.solveQuadraticEquation(a, b, c, collisionTime); First time targetVelocity.y is actually targetVelocity.z (the same for targetPos) and the second time it's actually targetVelocity.y. The final position after XoZ is crossPosition.set(minTime * finalEntityVelocity.x + finalTargetPos4D.x, 0.0f, minTime * finalEntityVelocity.z + finalTargetPos4D.z); and after XoY crossPosition.y = minTime * finalEntityVelocity.y + finalTargetPos4D.y; Is my approach of separating into 2 planes and calculating any good? Or for 3D there is a whole different approach? sqr() is square not sqrt - avoiding a confusion.

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • eSTEP Newsletter for the technical EMEA partner community

    - by mseika
    We are pleased to present to you the first issue of the eSTEP Newsletter, which is dedicated to support the technical EMEA partner community in the effort to provide more information on what is going on within the corporation, what is the technical news regarding Hardware, events and all the important things which we think may be of interest to you. Invitation: STEP TechCast: Oracle Solaris 11 Express Get an insight on how Oracle Solaris 11 Express has raised the bar on the innovation introduced in Oracle Solaris 10. Learn about the new integrated features such as: network based package management tools improvements to built-in virtualization new virtualised network architecture security enhancements file system evolution  Learn how Oracle Solaris 11 Express provides greatly decreased planned system downtime, performs a completely safe system upgrade, achieves an unprecedented level of flexibility for application consolidation, and provides the highest levels of security in your datacenter. Date and time: Thursday, 7. July 2011, 13:00 - 14:00 CEST Speaker: Joost Pronk van Hoogeveen Target audience: Tech Presales Webcast Coordinates: You will find the coordinates in the eSTEP portal under the Events tab. Use your email-adress and PIN: eSTEP_2011 to get access. We are happy to get your comments and feedback.

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  • I don't understand why one of my vbo is overwritten by another

    - by Alays
    to create a vbo I use this function: public void loadVBO(){ vboID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buf, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 0); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(3, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4+4*4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } to display a vbo I use this function: public void displayVBO(){ GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL11.glDrawArrays(GL_TRIANGLES, 0, buf.capacity()); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } So when I call map.loadVBO() and then ocean.loadVBO(), I think the second call overwrite the first vbo I don't know how ... When I call map.display() and ocean.display(), I have the ocean draw 2 times .... Thanks.

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • OpenGL: Move camera regardless of rotation

    - by Markus
    For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work. The idea is that the user can drag the camera over a surface, rotate and scale it. Rotation and scaling should always be around the center of the current viewport. The camera is set up as: gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(-width/2, width/2, -height/2, height/2, nearPlane, farPlane); where width and height are equal to the viewport's width and height, so that 1 unit is one pixel when no zoom is applied. Since these transformations usually mean (scaling and) translating the world, then rotating it, the implementation is: gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(rotation, 0, 0, 1); // e.g. 45° gl.glTranslatef(x, y, 0); // e.g. +10 for 10px right, -2 for 2px down gl.glScalef(zoomFactor, zoomFactor, zoomFactor); // e.g. scale by 1.5 That however has the nasty side effect that translations are transformed as well, that is applied in world coordinates. If I rotate around 90° and translate again, X and Y axis are swapped. If I reorder the transformations so they read gl.glTranslatef(x, y, 0); gl.glScalef(zoomFactor, zoomFactor, zoomFactor); gl.glRotatef(rotation, 0, 0, 1); the translation will be applied correctly (in reference space, so translation along x always visually moves the camera sideways) but rotation and scaling are now performed around origin. It shouldn't be too hard, so what is it I'm missing?

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  • SQL SERVER – Reducing CXPACKET Wait Stats for High Transactional Database

    - by pinaldave
    While engaging in a performance tuning consultation for a client, a situation occurred where they were facing a lot of CXPACKET Waits Stats. The client asked me if I could help them reduce this huge number of wait stats. I usually receive this kind of request from other client as well, but the important thing to understand is whether this question has any merits or benefits, or not. Before we continue the resolution, let us understand what CXPACKET Wait Stats are. The official definition suggests that CXPACKET Wait Stats occurs when trying to synchronize the query processor exchange iterator. You may consider lowering the degree of parallelism if a conflict concerning this wait type develops into a problem. (from BOL) In simpler words, when a parallel operation is created for SQL Query, there are multiple threads for a single query. Each query deals with a different set of the data (or rows). Due to some reasons, one or more of the threads lag behind, creating the CXPACKET Wait Stat. Threads which came first have to wait for the slower thread to finish. The Wait by a specific completed thread is called CXPACKET Wait Stat. Note that CXPACKET Wait is done by completed thread and not the one which are unfinished. “Note that not all the CXPACKET wait types are bad. You might experience a case when it totally makes sense. There might also be cases when this is also unavoidable. If you remove this particular wait type for any query, then that query may run slower because the parallel operations are disabled for the query.” Now let us see what the best practices to reduce the CXPACKET Wait Stats are. The suggestions, with which you will find that if you search online through the browser, would play a major role as and might be asked about their jobs In addition, might tell you that you should set ‘maximum degree of parallelism’ to 1. I do agree with these suggestions, too; however, I think this is not the final resolutions. As soon as you set your entire query to run on single CPU, you will get a very bad performance from the queries which are actually performing okay when using parallelism. The best suggestion to this is that you set ‘the maximum degree of parallelism’ to a lower number or 1 (be very careful with this – it can create more problems) but tune the queries which can be benefited from multiple CPU’s. You can use query hint OPTION (MAXDOP 0) to run the server to use parallelism. Here is the two-quick script which helps to resolve these issues: Change MAXDOP at Server Level EXEC sys.sp_configure N'max degree of parallelism', N'1' GO RECONFIGURE WITH OVERRIDE GO Run Query with all the CPU (using parallelism) USE AdventureWorks GO SELECT * FROM Sales.SalesOrderDetail ORDER BY ProductID OPTION (MAXDOP 0) GO Below is the blog post which will help you to find all the parallel query in your server. SQL SERVER – Find Queries using Parallelism from Cached Plan Please note running Queries in single CPU may worsen your performance and it is not recommended at all. Infect this can be very bad advise. I strongly suggest that you identify the queries which are offending and tune them instead of following any other suggestions. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQL White Papers, SQLAuthority News, T SQL, Technology

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  • Innovative SPARC: Lighting a Fire Under Oracle's New Hardware Business

    - by Paulo Folgado
    "There's a certain level of things you can do with commercially available parts," says Oracle Executive Vice President Mike Splain. But, he notes, you can do so much more if you design the parts yourself. Mike Splain,EVP, OracleYou can, for example, design cryptographic accelerators into your microprocessors so customers can run their networks fully encrypted if they choose.Of course, it helps if you've already built multiple processing "cores" into those chips so they can handle all that encrypting and decrypting while still getting their other work done.System on a ChipAs the leader of Oracle Microelectronics, Mike knows how implementing clever innovations in silicon can give systems a real competitive advantage.The SPARC microprocessors that his team designed at Sun pioneered the concept of multiple cores several years ago, and the UltraSPARC T2 processor--the industry's first "system on a chip"--packs up to eight cores per chip, each running as many as eight threads at once. That's the most cores and threads of any general-purpose processor. Looking back, Mike points out that the real value of large enterprise-class servers was their ability to run a lot of very large applications in parallel."The beauty of our CMT [chip multi-threading] machines is you can get that same kind of parallel-processing capability at a much lower cost and in a much smaller footprint," he says.The Whole StackWhat has Mike excited these days is that suddenly the opportunity to innovate is much bigger as part of Oracle."In my group, we used to look up the software stack and say, 'We can do any innovation we want, provided the only thing we have to change is what's in the Solaris operating system'--or maybe Java," he says. "If we wanted to change things beyond that, we'd have to go outside the walls of Sun and we'd have to convince the vendors: 'You have to align with us, you have to test with us, you have to build for us, and then you'll reap the benefits.' Now we get access to the entire stack. We can look all the way through the stack and say, 'Okay, what would make the database go faster? What would make the middleware go faster?'"Changing the WorldMike and his microelectronics team also like the fact that Oracle is not just any software company. We're #1 in database, middleware, business intelligence, and more."We're like all the other engineers from Sun; we believe we can change the world, if we can just figure out how to get people to pay attention to us," he says. "Now there's a mechanism at Oracle--much more so than we ever had at Sun."He notes, too, that every innovation in SPARC has involved some combination of hardware and softwareoptimization."Take our cryptography framework, for example. Sure, we can accelerate rapidly, but the Solaris OS has to provide the right set of interfaces that applications can tap into," Mike says. "Same thing with our multicore architecture. We have to have software that can utilize all those threads and run in parallel." His engineers, he points out, have never been interested in producing chips that sell as mere components."Our chips are always designed to go into systems and be combined with various pieces of software," he says. "Our job is to enable the creation of systems."

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  • The Evolution Of C#

    - by Paulo Morgado
    The first release of C# (C# 1.0) was all about building a new language for managed code that appealed, mostly, to C++ and Java programmers. The second release (C# 2.0) was mostly about adding what wasn’t time to built into the 1.0 release. The main feature for this release was Generics. The third release (C# 3.0) was all about reducing the impedance mismatch between general purpose programming languages and databases. To achieve this goal, several functional programming features were added to the language and LINQ was born. Going forward, new trends are showing up in the industry and modern programming languages need to be more: Declarative With imperative languages, although having the eye on the what, programs need to focus on the how. This leads to over specification of the solution to the problem in hand, making next to impossible to the execution engine to be smart about the execution of the program and optimize it to run it more efficiently (given the hardware available, for example). Declarative languages, on the other hand, focus only on the what and leave the how to the execution engine. LINQ made C# more declarative by using higher level constructs like orderby and group by that give the execution engine a much better chance of optimizing the execution (by parallelizing it, for example). Concurrent Concurrency is hard and needs to be thought about and it’s very hard to shoehorn it into a programming language. Parallel.For (from the parallel extensions) looks like a parallel for because enough expressiveness has been built into C# 3.0 to allow this without having to commit to specific language syntax. Dynamic There was been lots of debate on which ones are the better programming languages: static or dynamic. The fact is that both have good qualities and users of both types of languages want to have it all. All these trends require a paradigm switch. C# is, in many ways, already a multi-paradigm language. It’s still very object oriented (class oriented as some might say) but it can be argued that C# 3.0 has become a functional programming language because it has all the cornerstones of what a functional programming language needs. Moving forward, will have even more. Besides the influence of these trends, there was a decision of co-evolution of the C# and Visual Basic programming languages. Since its inception, there was been some effort to position C# and Visual Basic against each other and to try to explain what should be done with each language or what kind of programmers use one or the other. Each language should be chosen based on the past experience and familiarity of the developer/team/project/company and not by particular features. In the past, every time a feature was added to one language, the users of the other wanted that feature too. Going forward, when a feature is added to one language, the other will work hard to add the same feature. This doesn’t mean that XML literals will be added to C# (because almost the same can be achieved with LINQ To XML), but Visual Basic will have auto-implemented properties. Most of these features require or are built on top of features of the .NET Framework and, the focus for C# 4.0 was on dynamic programming. Not just dynamic types but being able to talk with anything that isn’t a .NET class. Also introduced in C# 4.0 is co-variance and contra-variance for generic interfaces and delegates. Stay tuned for more on the new C# 4.0 features.

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  • Oracle TimesTen In-Memory Database Performance on SPARC T4-2

    - by Brian
    The Oracle TimesTen In-Memory Database is optimized to run on Oracle's SPARC T4 processor platforms running Oracle Solaris 11 providing unsurpassed scalability, performance, upgradability, protection of investment and return on investment. The following demonstrate the value of combining Oracle TimesTen In-Memory Database with SPARC T4 servers and Oracle Solaris 11: On a Mobile Call Processing test, the 2-socket SPARC T4-2 server outperforms: Oracle's SPARC Enterprise M4000 server (4 x 2.66 GHz SPARC64 VII+) by 34%. Oracle's SPARC T3-4 (4 x 1.65 GHz SPARC T3) by 2.7x, or 5.4x per processor. Utilizing the TimesTen Performance Throughput Benchmark (TPTBM), the SPARC T4-2 server protects investments with: 2.1x the overall performance of a 4-socket SPARC Enterprise M4000 server in read-only mode and 1.5x the performance in update-only testing. This is 4.2x more performance per processor than the SPARC64 VII+ 2.66 GHz based system. 10x more performance per processor than the SPARC T2+ 1.4 GHz server. 1.6x better performance per processor than the SPARC T3 1.65 GHz based server. In replication testing, the two socket SPARC T4-2 server is over 3x faster than the performance of a four socket SPARC Enterprise T5440 server in both asynchronous replication environment and the highly available 2-Safe replication. This testing emphasizes parallel replication between systems. Performance Landscape Mobile Call Processing Test Performance System Processor Sockets/Cores/Threads Tps SPARC T4-2 SPARC T4, 2.85 GHz 2 16 128 218,400 M4000 SPARC64 VII+, 2.66 GHz 4 16 32 162,900 SPARC T3-4 SPARC T3, 1.65 GHz 4 64 512 80,400 TimesTen Performance Throughput Benchmark (TPTBM) Read-Only System Processor Sockets/Cores/Threads Tps SPARC T3-4 SPARC T3, 1.65 GHz 4 64 512 7.9M SPARC T4-2 SPARC T4, 2.85 GHz 2 16 128 6.5M M4000 SPARC64 VII+, 2.66 GHz 4 16 32 3.1M T5440 SPARC T2+, 1.4 GHz 4 32 256 3.1M TimesTen Performance Throughput Benchmark (TPTBM) Update-Only System Processor Sockets/Cores/Threads Tps SPARC T4-2 SPARC T4, 2.85 GHz 2 16 128 547,800 M4000 SPARC64 VII+, 2.66 GHz 4 16 32 363,800 SPARC T3-4 SPARC T3, 1.65 GHz 4 64 512 240,500 TimesTen Replication Tests System Processor Sockets/Cores/Threads Asynchronous 2-Safe SPARC T4-2 SPARC T4, 2.85 GHz 2 16 128 38,024 13,701 SPARC T5440 SPARC T2+, 1.4 GHz 4 32 256 11,621 4,615 Configuration Summary Hardware Configurations: SPARC T4-2 server 2 x SPARC T4 processors, 2.85 GHz 256 GB memory 1 x 8 Gbs FC Qlogic HBA 1 x 6 Gbs SAS HBA 4 x 300 GB internal disks Sun Storage F5100 Flash Array (40 x 24 GB flash modules) 1 x Sun Fire X4275 server configured as COMSTAR head SPARC T3-4 server 4 x SPARC T3 processors, 1.6 GHz 512 GB memory 1 x 8 Gbs FC Qlogic HBA 8 x 146 GB internal disks 1 x Sun Fire X4275 server configured as COMSTAR head SPARC Enterprise M4000 server 4 x SPARC64 VII+ processors, 2.66 GHz 128 GB memory 1 x 8 Gbs FC Qlogic HBA 1 x 6 Gbs SAS HBA 2 x 146 GB internal disks Sun Storage F5100 Flash Array (40 x 24 GB flash modules) 1 x Sun Fire X4275 server configured as COMSTAR head Software Configuration: Oracle Solaris 11 11/11 Oracle TimesTen 11.2.2.4 Benchmark Descriptions TimesTen Performance Throughput BenchMark (TPTBM) is shipped with TimesTen and measures the total throughput of the system. The workload can test read-only, update-only, delete and insert operations as required. Mobile Call Processing is a customer-based workload for processing calls made by mobile phone subscribers. The workload has a mixture of read-only, update, and insert-only transactions. The peak throughput performance is measured from multiple concurrent processes executing the transactions until a peak performance is reached via saturation of the available resources. Parallel Replication tests using both asynchronous and 2-Safe replication methods. For asynchronous replication, transactions are processed in batches to maximize the throughput capabilities of the replication server and network. In 2-Safe replication, also known as no data-loss or high availability, transactions are replicated between servers immediately emphasizing low latency. For both environments, performance is measured in the number of parallel replication servers and the maximum transactions-per-second for all concurrent processes. See Also SPARC T4-2 Server oracle.com OTN Oracle TimesTen In-Memory Database oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 Enterprise Edition oracle.com OTN Disclosure Statement Copyright 2012, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Results as of 1 October 2012.

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Working with Analytic Workflow Manager (AWM) - Part 8 Cube Metadata Analysis

    - by Mohan Ramanuja
    CUBE SIZEselect dbal.owner||'.'||substr(dbal.table_name,4) awname, sum(dbas.bytes)/1024/1024 as mb, dbas.tablespace_name from dba_lobs dbal, dba_segments dbas where dbal.column_name = 'AWLOB' and dbal.segment_name = dbas.segment_name group by dbal.owner, dbal.table_name, dbas.tablespace_name order by dbal.owner, dbal.table_name SESSION RESOURCES select vses.username||':'||vsst.sid username, vstt.name, max(vsst.value) valuefrom v$sesstat vsst, v$statname vstt, v$session vseswhere vstt.statistic# = vsst.statistic# and vsst.sid = vses.sid andVSES.USERNAME LIKE ('ATTRIBDW_OWN') ANDvstt.name in ('session pga memory', 'session pga memory max', 'session uga memory','session uga memory max', 'session cursor cache count', 'session cursor cache hits', 'session stored procedure space', 'opened cursors current', 'opened cursors cumulative') andvses.username is not null group by vsst.sid, vses.username, vstt.name order by vsst.sid, vses.username, vstt.name OLAP PGA USE select 'OLAP Pages Occupying: '|| round((((select sum(nvl(pool_size,1)) from v$aw_calc)) / (select value from v$pgastat where name = 'total PGA inuse')),2)*100||'%' info from dual union select 'Total PGA Inuse Size: '||value/1024||' KB' info from v$pgastat where name = 'total PGA inuse' union select 'Total OLAP Page Size: '|| round(sum(nvl(pool_size,1))/1024,0)||' KB' info from v$aw_calc order by info desc OLAP PGA USAGE PER USER select vs.username, vs.sid, round(pga_used_mem/1024/1024,2)||' MB' pga_used, round(pga_max_mem/1024/1024,2)||' MB' pga_max, round(pool_size/1024/1024,2)||' MB' olap_pp, round(100*(pool_hits-pool_misses)/pool_hits,2) || '%' olap_ratio from v$process vp, v$session vs, v$aw_calc va where session_id=vs.sid and addr = paddr CUBE LOADING SCRIPT REM The 'set define off' statement is needed only if running this script through SQLPlus.REM If you are using another tool to run this script, the line below may be commented out.set define offBEGIN  DBMS_CUBE.BUILD(    'VALIDATE  ATTRIBDW_OWN.CURRENCY USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.ACCOUNT USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.DATEDIM USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.CUSIP USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.ACCOUNTRETURN',    'CCCCC', -- refresh methodfalse, -- refresh after errors    0, -- parallelismtrue, -- atomic refreshtrue, -- automatic orderfalse); -- add dimensionsEND;/BEGIN  DBMS_CUBE.BUILD(    '  ATTRIBDW_OWN.CURRENCY USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.ACCOUNT USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.DATEDIM USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.CUSIP USING  (    LOAD NO SYNCH,    COMPILE SORT  ),  ATTRIBDW_OWN.ACCOUNTRETURN',    'CCCCC', -- refresh methodfalse, -- refresh after errors    0, -- parallelismtrue, -- atomic refreshtrue, -- automatic orderfalse); -- add dimensionsEND;/ VISUALIZATION OBJECT - AW$ATTRIBDW_OWN  CREATE TABLE "ATTRIBDW_OWN"."AW$ATTRIBDW_OWN"        (            "PS#"    NUMBER(10,0),            "GEN#"   NUMBER(10,0),            "EXTNUM" NUMBER(8,0),            "AWLOB" BLOB,            "OBJNAME"  VARCHAR2(256 BYTE),            "PARTNAME" VARCHAR2(256 BYTE)        )        PCTFREE 10 PCTUSED 40 INITRANS 4 MAXTRANS 255 STORAGE        (            BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT        )        TABLESPACE "ATTRIBDW_DATA" LOB        (            "AWLOB"        )        STORE AS SECUREFILE        (            TABLESPACE "ATTRIBDW_DATA" DISABLE STORAGE IN ROW CHUNK 8192 RETENTION MIN 1 CACHE NOCOMPRESS KEEP_DUPLICATES STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)        )        PARTITION BY RANGE        (            "GEN#"        )        SUBPARTITION BY HASH        (            "PS#",            "EXTNUM"        )        SUBPARTITIONS 8        (            PARTITION "PTN1" VALUES LESS THAN (1) PCTFREE 10 PCTUSED 40 INITRANS 4 MAXTRANS 255 STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" LOB ("AWLOB") STORE AS SECUREFILE ( TABLESPACE "ATTRIBDW_DATA" DISABLE STORAGE IN ROW CHUNK 8192 RETENTION MIN 1 CACHE READS LOGGING NOCOMPRESS KEEP_DUPLICATES STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)) ( SUBPARTITION "SYS_SUBP661" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP662" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP663" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP664" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP665" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION            "SYS_SUBP666" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP667" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP668" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" ) ,            PARTITION "PTNN" VALUES LESS THAN (MAXVALUE) PCTFREE 10 PCTUSED 40 INITRANS 4 MAXTRANS 255 STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" LOB ("AWLOB") STORE AS SECUREFILE ( TABLESPACE "ATTRIBDW_DATA" DISABLE STORAGE IN ROW CHUNK 8192 RETENTION MIN 1 CACHE NOCOMPRESS KEEP_DUPLICATES STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)) ( SUBPARTITION "SYS_SUBP669" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP670" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP671" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP672" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP673" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION            "SYS_SUBP674" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP675" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_SUBP676" LOB ("AWLOB") STORE AS ( TABLESPACE "ATTRIBDW_DATA" ) TABLESPACE "ATTRIBDW_DATA" )        ) ;CREATE UNIQUE INDEX "ATTRIBDW_OWN"."ATTRIBDW_OWN_I$" ON "ATTRIBDW_OWN"."AW$ATTRIBDW_OWN"    (        "PS#", "GEN#", "EXTNUM"    )    PCTFREE 10 INITRANS 4 MAXTRANS 255 COMPUTE STATISTICS STORAGE    (        INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT    )    TABLESPACE "ATTRIBDW_DATA" ;CREATE UNIQUE INDEX "ATTRIBDW_OWN"."SYS_IL0000406980C00004$$" ON "ATTRIBDW_OWN"."AW$ATTRIBDW_OWN"    (        PCTFREE 10 INITRANS 1 MAXTRANS 255 STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" LOCAL (PARTITION "SYS_IL_P711" PCTFREE 10 INITRANS 1 MAXTRANS 255 STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) ( SUBPARTITION "SYS_IL_SUBP695" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP696" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP697" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP698" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP699" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP700" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP701" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP702" TABLESPACE "ATTRIBDW_DATA" ) , PARTITION "SYS_IL_P712" PCTFREE 10 INITRANS 1 MAXTRANS 255 STORAGE( BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) ( SUBPARTITION "SYS_IL_SUBP703" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP704" TABLESPACE        "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP705" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP706" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP707" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP708" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP709" TABLESPACE "ATTRIBDW_DATA" , SUBPARTITION "SYS_IL_SUBP710" TABLESPACE "ATTRIBDW_DATA" ) ) PARALLEL (DEGREE 0 INSTANCES 0) ; CUBE BUILD LOG  CREATE TABLE "ATTRIBDW_OWN"."CUBE_BUILD_LOG"        (            "BUILD_ID"          NUMBER,            "SLAVE_NUMBER"      NUMBER,            "STATUS"            VARCHAR2(10 BYTE),            "COMMAND"           VARCHAR2(25 BYTE),            "BUILD_OBJECT"      VARCHAR2(30 BYTE),            "BUILD_OBJECT_TYPE" VARCHAR2(10 BYTE),            "OUTPUT" CLOB,            "AW"            VARCHAR2(30 BYTE),            "OWNER"         VARCHAR2(30 BYTE),            "PARTITION"     VARCHAR2(50 BYTE),            "SCHEDULER_JOB" VARCHAR2(100 BYTE),            "TIME" TIMESTAMP (6)WITH TIME ZONE,        "BUILD_SCRIPT" CLOB,        "BUILD_TYPE"            VARCHAR2(22 BYTE),        "COMMAND_DEPTH"         NUMBER(2,0),        "BUILD_SUB_OBJECT"      VARCHAR2(30 BYTE),        "REFRESH_METHOD"        VARCHAR2(1 BYTE),        "SEQ_NUMBER"            NUMBER,        "COMMAND_NUMBER"        NUMBER,        "IN_BRANCH"             NUMBER(1,0),        "COMMAND_STATUS_NUMBER" NUMBER,        "BUILD_NAME"            VARCHAR2(100 BYTE)        )        SEGMENT CREATION IMMEDIATE PCTFREE 10 PCTUSED 40 INITRANS 1 MAXTRANS 255 NOCOMPRESS LOGGING STORAGE        (            INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT        )        TABLESPACE "ATTRIBDW_DATA" LOB        (            "OUTPUT"        )        STORE AS BASICFILE        (            TABLESPACE "ATTRIBDW_DATA" ENABLE STORAGE IN ROW CHUNK 8192 RETENTION NOCACHE LOGGING STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)        )        LOB        (            "BUILD_SCRIPT"        )        STORE AS BASICFILE        (            TABLESPACE "ATTRIBDW_DATA" ENABLE STORAGE IN ROW CHUNK 8192 RETENTION NOCACHE LOGGING STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)        ) ;CREATE UNIQUE INDEX "ATTRIBDW_OWN"."SYS_IL0000407294C00013$$" ON "ATTRIBDW_OWN"."CUBE_BUILD_LOG"    (        PCTFREE 10 INITRANS 2 MAXTRANS 255 STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" PARALLEL (DEGREE 0 INSTANCES 0) ;CREATE UNIQUE INDEX "ATTRIBDW_OWN"."SYS_IL0000407294C00007$$" ON "ATTRIBDW_OWN"."CUBE_BUILD_LOG" ( PCTFREE 10 INITRANS 2 MAXTRANS 255 STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" PARALLEL (DEGREE 0 INSTANCES 0) ; CUBE DIMENSION COMPILE  CREATE TABLE "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"        (            "ID"               NUMBER,            "SEQ_NUMBER"       NUMBER,            "ERROR#"           NUMBER(8,0) NOT NULL ENABLE,            "ERROR_MESSAGE"    VARCHAR2(2000 BYTE),            "DIMENSION"        VARCHAR2(100 BYTE),            "DIMENSION_MEMBER" VARCHAR2(100 BYTE),            "MEMBER_ANCESTOR"  VARCHAR2(100 BYTE),            "HIERARCHY1"       VARCHAR2(100 BYTE),            "HIERARCHY2"       VARCHAR2(100 BYTE),            "ERROR_CONTEXT" CLOB        )        SEGMENT CREATION DEFERRED PCTFREE 10 PCTUSED 40 INITRANS 1 MAXTRANS 255 NOCOMPRESS LOGGING TABLESPACE "ATTRIBDW_DATA" LOB        (            "ERROR_CONTEXT"        )        STORE AS BASICFILE        (            TABLESPACE "ATTRIBDW_DATA" ENABLE STORAGE IN ROW CHUNK 8192 RETENTION NOCACHE LOGGING        ) ;COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."ID"IS    'Current operation ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."SEQ_NUMBER"IS    'Cube build log sequence number';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."ERROR#"IS    'Error number being reported';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."ERROR_MESSAGE"IS    'Error text being reported';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."DIMENSION"IS    'Name of dimension being compiled';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."DIMENSION_MEMBER"IS    'Problem dimension member';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."MEMBER_ANCESTOR"IS    'Problem dimension member''s parent';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."HIERARCHY1"IS    'First hierarchy involved in error';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."HIERARCHY2"IS    'Second hierarchy involved in error';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"."ERROR_CONTEXT"IS    'Extra information for error';    COMMENT ON TABLE "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"IS    'Cube dimension compile log';CREATE UNIQUE INDEX "ATTRIBDW_OWN"."SYS_IL0000407307C00010$$" ON "ATTRIBDW_OWN"."CUBE_DIMENSION_COMPILE"    (        PCTFREE 10 INITRANS 2 MAXTRANS 255 STORAGE( INITIAL 1048576 NEXT 1048576 MAXEXTENTS 2147483645) TABLESPACE "ATTRIBDW_DATA" PARALLEL (DEGREE 0 INSTANCES 0) ; CUBE OPERATING LOG  CREATE TABLE "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"        (            "INST_ID"    NUMBER NOT NULL ENABLE,            "SID"        NUMBER NOT NULL ENABLE,            "SERIAL#"    NUMBER NOT NULL ENABLE,            "USER#"      NUMBER NOT NULL ENABLE,            "SQL_ID"     VARCHAR2(13 BYTE),            "JOB"        NUMBER,            "ID"         NUMBER,            "PARENT_ID"  NUMBER,            "SEQ_NUMBER" NUMBER,            "TIME" TIMESTAMP (6)WITH TIME ZONE NOT NULL ENABLE,        "LOG_LEVEL"    NUMBER(4,0) NOT NULL ENABLE,        "DEPTH"        NUMBER(4,0),        "OPERATION"    VARCHAR2(15 BYTE) NOT NULL ENABLE,        "SUBOPERATION" VARCHAR2(20 BYTE),        "STATUS"       VARCHAR2(10 BYTE) NOT NULL ENABLE,        "NAME"         VARCHAR2(20 BYTE) NOT NULL ENABLE,        "VALUE"        VARCHAR2(4000 BYTE),        "DETAILS" CLOB        )        SEGMENT CREATION IMMEDIATE PCTFREE 10 PCTUSED 40 INITRANS 1 MAXTRANS 255 NOCOMPRESS LOGGING STORAGE        (            INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT        )        TABLESPACE "ATTRIBDW_DATA" LOB        (            "DETAILS"        )        STORE AS BASICFILE        (            TABLESPACE "ATTRIBDW_DATA" ENABLE STORAGE IN ROW CHUNK 8192 RETENTION NOCACHE LOGGING STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)        ) ;COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."INST_ID"IS    'Instance ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."SID"IS    'Session ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."SERIAL#"IS    'Session serial#';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."USER#"IS    'User ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."SQL_ID"IS    'Executing SQL statement ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."JOB"IS    'Identifier of job';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."ID"IS    'Current operation ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."PARENT_ID"IS    'Parent operation ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."SEQ_NUMBER"IS    'Cube build log sequence number';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."TIME"IS    'Time of record';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."LOG_LEVEL"IS    'Verbosity level of record';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."DEPTH"IS    'Nesting depth of record';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."OPERATION"IS    'Current operation';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."SUBOPERATION"IS    'Current suboperation';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."STATUS"IS    'Status of current operation';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."NAME"IS    'Name of record';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."VALUE"IS    'Value of record';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"."DETAILS"IS    'Extra information for record';    COMMENT ON TABLE "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"IS    'Cube operations log';CREATE UNIQUE INDEX "ATTRIBDW_OWN"."SYS_IL0000407301C00018$$" ON "ATTRIBDW_OWN"."CUBE_OPERATIONS_LOG"    (        PCTFREE 10 INITRANS 2 MAXTRANS 255 STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" PARALLEL (DEGREE 0 INSTANCES 0) ; CUBE REJECTED RECORDS CREATE TABLE "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"        (            "ID"            NUMBER,            "SEQ_NUMBER"    NUMBER,            "ERROR#"        NUMBER(8,0) NOT NULL ENABLE,            "ERROR_MESSAGE" VARCHAR2(2000 BYTE),            "RECORD#"       NUMBER(38,0),            "SOURCE_ROW" ROWID,            "REJECTED_RECORD" CLOB        )        SEGMENT CREATION IMMEDIATE PCTFREE 10 PCTUSED 40 INITRANS 1 MAXTRANS 255 NOCOMPRESS LOGGING STORAGE        (            INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT        )        TABLESPACE "ATTRIBDW_DATA" LOB        (            "REJECTED_RECORD"        )        STORE AS BASICFILE        (            TABLESPACE "ATTRIBDW_DATA" ENABLE STORAGE IN ROW CHUNK 8192 RETENTION NOCACHE LOGGING STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT)        ) ;COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."ID"IS    'Current operation ID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."SEQ_NUMBER"IS    'Cube build log sequence number';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."ERROR#"IS    'Error number being reported';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."ERROR_MESSAGE"IS    'Error text being reported';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."RECORD#"IS    'Rejected record number';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."SOURCE_ROW"IS    'Rejected record''s ROWID';    COMMENT ON COLUMN "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"."REJECTED_RECORD"IS    'Rejected record copy';    COMMENT ON TABLE "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"IS    'Cube rejected records log';CREATE UNIQUE INDEX "ATTRIBDW_OWN"."SYS_IL0000407304C00007$$" ON "ATTRIBDW_OWN"."CUBE_REJECTED_RECORDS"    (        PCTFREE 10 INITRANS 2 MAXTRANS 255 STORAGE(INITIAL 1048576 NEXT 1048576 MINEXTENTS 1 MAXEXTENTS 2147483645 PCTINCREASE 0 FREELISTS 1 FREELIST GROUPS 1 BUFFER_POOL DEFAULT FLASH_CACHE DEFAULT CELL_FLASH_CACHE DEFAULT) TABLESPACE "ATTRIBDW_DATA" PARALLEL (DEGREE 0 INSTANCES 0) ;

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • Dependency Injection Introduction

    - by MarkPearl
    I recently was going over a great book called “Dependency Injection in .Net” by Mark Seeman. So far I have really enjoyed the book and would recommend anyone looking to get into DI to give it a read. Today I thought I would blog about the first example Mark gives in his book to illustrate some of the benefits that DI provides. The ones he lists are Late binding Extensibility Parallel Development Maintainability Testability To illustrate some of these benefits he gives a HelloWorld example using DI that illustrates some of the basic principles. It goes something like this… class Program { static void Main(string[] args) { var writer = new ConsoleMessageWriter(); var salutation = new Salutation(writer); salutation.Exclaim(); Console.ReadLine(); } } public interface IMessageWriter { void Write(string message); } public class ConsoleMessageWriter : IMessageWriter { public void Write(string message) { Console.WriteLine(message); } } public class Salutation { private readonly IMessageWriter _writer; public Salutation(IMessageWriter writer) { _writer = writer; } public void Exclaim() { _writer.Write("Hello World"); } }   If you had asked me a few years ago if I had thought this was a good approach to solving the HelloWorld problem I would have resounded “No”. How could the above be better than the following…. class Program { static void Main(string[] args) { Console.WriteLine("Hello World"); Console.ReadLine(); } }  Today, my mind-set has changed because of the pain of past programs. So often we can look at a small snippet of code and make judgements when we need to keep in mind that we will most probably be implementing these patterns in projects with hundreds of thousands of lines of code and in projects that we have tests that we don’t want to break and that’s where the first solution outshines the latter. Let’s see if the first example achieves some of the outcomes that were listed as benefits of DI. Could I test the first solution easily? Yes… We could write something like the following using NUnit and RhinoMocks… [TestFixture] public class SalutationTests { [Test] public void ExclaimWillWriteCorrectMessageToMessageWriter() { var writerMock = MockRepository.GenerateMock<IMessageWriter>(); var sut = new Salutation(writerMock); sut.Exclaim(); writerMock.AssertWasCalled(x => x.Write("Hello World")); } }   This would test the existing code fine. Let’s say we then wanted to extend the original solution so that we had a secure message writer. We could write a class like the following… public class SecureMessageWriter : IMessageWriter { private readonly IMessageWriter _writer; private readonly string _secretPassword; public SecureMessageWriter(IMessageWriter writer, string secretPassword) { _writer = writer; _secretPassword = secretPassword; } public void Write(string message) { if (_secretPassword == "Mark") { _writer.Write(message); } else { _writer.Write("Unauthenticated"); } } }   And then extend our implementation of the program as follows… class Program { static void Main(string[] args) { var writer = new SecureMessageWriter(new ConsoleMessageWriter(), "Mark"); var salutation = new Salutation(writer); salutation.Exclaim(); Console.ReadLine(); } }   Our application has now been successfully extended and yet we did very little code change. In addition, our existing tests did not break and we would just need add tests for the extended functionality. Would this approach allow parallel development? Well, I am in two camps on parallel development but with some planning ahead of time it would allow for it as you would simply need to decide on the interface signature and could then have teams develop different sections programming to that interface. So,this was really just a quick intro to some of the basic concepts of DI that Mark introduces very successfully in his book. I am hoping to blog about this further as I continue through the book to list some of the more complex implementations of containers.

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  • Why do the outputs differ when I run this code using Netbeans 6.8 and Eclipse?

    - by Vimal Basdeo
    When I am running the following codes using Eclipse and Netbeans 6.8. I want to see the available COM ports on my computer. When running in Eclipse it is returning me all available COm ports but when running t in Netbeans, it does not seem to find any ports .. public static void test(){ Enumeration lists=CommPortIdentifier.getPortIdentifiers(); System.out.println(lists.hasMoreElements()); while (lists.hasMoreElements()){ CommPortIdentifier cn=(CommPortIdentifier)lists.nextElement(); if ((CommPortIdentifier.PORT_SERIAL==cn.getPortType())){ System.out.println("Name is serail portzzzz "+cn.getName()+" Owned status "+cn.isCurrentlyOwned()); try{ SerialPort port1=(SerialPort)cn.open("ComControl",800000); port1.setSerialPortParams(9600, SerialPort.DATABITS_8, SerialPort.STOPBITS_1, SerialPort.PARITY_NONE); System.out.println("Before get stream"); OutputStream out=port1.getOutputStream(); InputStream input=port1.getInputStream(); System.out.println("Before write"); out.write("AT".getBytes()); System.out.println("After write"); int sample=0; //while((( sample=input.read())!=-1)){ System.out.println("Before read"); //System.out.println(input.read() + "TEsting "); //} System.out.println("After read"); System.out.println("Receive timeout is "+port1.getReceiveTimeout()); }catch(Exception e){ System.err.println(e.getMessage()); } } else{ System.out.println("Name is parallel portzzzz "+cn.getName()+" Owned status "+cn.isCurrentlyOwned()+cn.getPortType()+" "); } } } Output with Netbeans false Output using Eclipse true Name is serail portzzzz COM1 Owned status false Before get stream Before write After write Before read After read Receive timeout is -1 Name is serail portzzzz COM2 Owned status false Before get stream Before write After write Before read After read Receive timeout is -1 Name is parallel portzzzz LPT1 Owned status false2 Name is parallel portzzzz LPT2 Owned status false2

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  • How can I force Parallels' networking to obtain an IP through a wireless router?

    - by RLH
    Here is my setup. I have a Macbook, Thunderbolt display and an Ethernet connection plugged into the Thunderbolt display. During the day, most of my network use can (and should) operate across the ethernet associated with my display. However, I also need to be able to connect up to a wireless router. This hasn't been a problem on the Mac OS X side, but the program that I need to run on the router has to obtain an IP address from the wireless access point. Considering my current setup, how can I leave it so that I can access the internet in OS X, yet have my Window 7 instance running in Parallels, get it's assigned IP address from a wireless router that my Mac is also connected to? I've fiddled around with the Parallel's network settings for an hour, and I can't get Parallel's to see the router, even though my Mac is certainly connected to it.

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  • Homegroup and NTFS permissions

    - by bytenik
    I'm running a copy of Windows 7 as a "server" at my home. I have several file shares that I want to make available to specific users only. I've modified the NTFS permissions to only allow these users to access their respective shares. However, while a locally logged on user can access the actual folders just fine, over the network the remote access is authenticating as HomeGroupUser$ rather than the actual user in question, as shown by the Computer Management panel for shares. I do have matching user accounts (i.e. my username locally is abc and a parallel account with username abc and the same password exists on the server machine). I don't want to disable homegroup because there are other shares where homegroup authentication would be desirable, especially for some people where they don't have a parallel account. Is there a way to get the system to authenticate first by matching username, and then by homegroup authentication if there's no matching user?

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  • Optimal way to make MySQL backups for fairly large databases (MyISAM / InnoDB)

    - by WinkyWolly
    Currently we have one beefy MySQL database that runs a couple of high traffic Django based websites as well as some e-commerce websites of decent size. As a result we have a fair amount of large databases using both InnoDB and MyISAM tables. Unfortunately we've recently hit a wall due to the amount of traffic so I've setup another master server to help alleviate reads / backups. Now at the moment I simply use mysqldump with a few arguments and it's proven to be fine.. until now. Obviously mysqldump is a slow quick method however I believe we've outgrown its use. I now need a good alternative and have been looking into utilizing Maatkits mk-parallel-dump utility or an LVM snapshot solution. Succinct short version: I have a fairly large MySQL databases I need to backup Current method using mysqldump is inefficient and slow (causing issues) Looking into something such as mk-parallel-dump or LVM snapshots Any recommendations or ideas would be appreciated - since I have to re-do how we're doing things I rather have it done properly / most efficient :).

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  • Where would an S3 upload speed cap originate?

    - by CoreyH
    I do a ton of uploading to S3 and am experiencing capped speeds and I can't quite figure out how to address it. The setup: Windows Server 2008 R2 x64, external HD, using a Java based upload tool called Jsh3ll and custom VBS scripts to kick the jobs off. Running one process at a time, I am always limited to about 4mbps. I have FiOS at 35/35mbps speeds, so it isn't an outright limit. AND, I can run parallel instances and can go all the way up to 35mbps, so I know the problem isn't gateway/nic/machine/amazon related. Running parallel instances works to a degree as a solution, but increases the complexity of my workflow greatly. Solving this would make my life dramatically easier. When I was first doing this I was playing around with a bunch of Windows TCP parameters and was able to briefly get unconstrained bandwidth, but it wasn't repeatable. Thoughts?

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