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  • Can I extend my monitors, mouse, keyboard accross a room?

    - by jasondavis
    I am considering building my next PC into a server rack case, the reason is I am getting a server cabinet and will be putting in a few servers in it. It will be in my room where I use my main PC as well and in my case it just makes sense to build my next PC into this cabinet/rack. So my main concern, will I be able to extend my mouse, keyboard, and 2-3 monitors10-15 feet accross a room from my server rack to my desk?

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  • Employee Tracking: Is there a similar software to Elance WorkView or oDesk "Team Room"?

    - by Kunal
    We are looking for a great commercial or free tool which can monitor all our remote employees and keep the reports centrally. We need it similar to Elance WorkView or oDesk "Team Room", what these tools do is: Take screenshots at random interval. Track the activity on computer based on key strokes. (not a necessity) It doesn't necessarily need to track time but will be good to have, our aim is to monitor employees and make sure they're working - that's all. I'll give oDesk Team Room 10/10 and I haven't been able to find such tool. Is there anyone who can suggest such tool? Thanks

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  • Sorting a string array in C++ no matter of A or a and with å, ä ö?

    - by Chris_45
    How do you sort an array of strings in C++ that will make this happen in this order: mr Anka Mr broWn mr Ceaser mR donK mr ålish Mr Ätt mr önD //following not the way to get that order regardeless upper or lowercase and å, ä, ö //in forloop... string handle; point1 = array1[j].find_first_of(' '); string forename1(array1[j].substr(0, (point1))); string aftername1(array1[j].substr(point1 + 1)); point2 = array1[j+1].find_first_of(' '); string forename2(array1[j+1].substr(0, (point2))); string aftername2(array1[j+1].substr(point2 + 1)); if(aftername1 > aftername2){ handle = array1[j]; array1[j] = array1[j+1]; array1[j+1] = handle;//swapping } if(aftername1 == aftername2){ if(forname1 > forname2){ handle = array1[j]; array1[j] = array1[j+1]; array1[j+1] = handle; } }

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  • Don't Miss At Devoxx!!!

    - by Yolande Poirier
    Come by IoT Hack Fest which starts with the session: kickstart your Raspberry Pi and/or Leap Motion project, part II on Tuesday from 9:30am to 12:00pm to learn how to start a project with the Raspberry Pi and Leap Motion. In the afternoon, you can still join a project and create your own project with the help of experts on Raspberry Pi, Leap Motion and other boards.  At the Oracle booth, Java experts will be available  to answer your  questions and demo the new features of the Java Platform, including Java Embedded, JavaFX, Java SE and Java EE. This year, the chess game that was first demoed at JavaOne keynotes last September will be showcased at Devoxx.  Duke is coming to Devoxx this year. You can get your picture taken with Duke on Tuesday, Wednesday and Thursday (Nov. 12-14) from 12:00 to 18:00 Beer bash will be Tuesday from 17:30-19:30 and Wednesday/Thursday from 18:00 to 20:00 at the booth. Oracle is raffling off five Raspberry Pi's and a number of books every day. Make sure to stop by and get your badge scanned to enter the raffle. Raffles are Tuesday at 19:15 and Wednesday/Thursday at 19:45 at the Oracle booth.  The main conference sessions from Oracle Java experts are:  Wednesday 13 November Beyond Beauty: JavaFX, Parallax, Touch, Raspberry Pi, Gyroscopes, and Much More Angela Caicedo, Senior Member, Technical Staff, Oracle Room 7, 12:00–13:00 Lambda: A Peek Under the Hood, Brian Goetz, Software Architect, Oracle Room 8, 12:00–13:00 In Full Flow: Java 8 Lambdas in the Stream, Paul Sandoz, Software Developer, Oracle Room 8, 14:00–15:00 The Modular Java Platform and Project Jigsaw, Mark Reinhold, Chief Architect, Java Platform Group, Oracle, Room 8, 15:10–16:10 The Curious Case of JavaScript on the JVM, Attila Szegedi, Principal Member, Technical Staff, Oracle, Room 5, 16:40–17:40 Is It a Car? Is It a Computer? No, It’s a Raspberry Pi JavaFX Informatics System. Simon Ritter, Principal Technology Evangelist, Oracle Room 7, 16:40–17:40 Thursday 14 November Java EE 7: What’s New in the Java EE Platform Linda DeMichiel, Consulting Member, Technical Staff, Oracle, Room 8, 10:50–11:50 Java Microbenchmark Harness: The Lesser of the Two Evils, Aleksey Shipilev, Principal Member, Technical Staff, Oracle. Room 6, 14:00–15:00 Practical Restful Persistence, Shaun Smith, Senior Principal Product Manager, Oracle Room 8, 17:50–18:50 Friday 15 November Avatar.js, Server-Side JavaScript on the Java Platform, Jean-Francois Denise, Software Developer, Oracle Room 8, 11:50–12:50

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  • How can I implement a matchmaker?

    - by csiz
    I'm making a multiplayer game, where players are separated in to rooms that would ideally have about 20 players. So I need a few pointers on an algorithm to distribute the players in to these rooms. A few more constraints: When a players gets in to a room, he should stay there until he decides to exit (the room itself changes levels) There may be more room servers, every server should create more rooms until near full capacity There's a central server that manages all the room servers, and directs the players towards their room

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  • Looking for ideas on automatically arranging a set of objects (furniture) in a virtual room in AS3

    - by raf
    First of all, I don't want to visually arrange 3D models dragging them with the mouse, all I want is: Given a room of certain dimensions (L,W,H) and given a set of elements like beds, chairs, etc (with L,W,H dimensions, of course) I want to automatically arrange those elements to take advantage of the space as much as I can. So I want to be able to put as much furniture as I can in a given room. At the end I need to represent the arranged items visually, inside the room. My first thought was to use an array of items and sorting it with array.sortOn(["l","w","h"] Array.NUMERIC) and then define a gap between the objects and make the maths to put the objects one next to another, etc. but that isn't a good approach because some items may be placed on top of another ones (boxes of the same size, boxes on top of tables, etc). I really don't have experience on 3D programming, that's why I'm asking for help. Thanks in advance.

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  • Why do marketing employees get their own office, yet programmers are jammed in a room as many as possible?

    - by TheImirOfGroofunkistan
    I don't understand why many (many) companies treat software developers like they are assembly line workers making widgets. Joel Spolsky has a great example of the problems this creates: With programmers, it's especially hard. Productivity depends on being able to juggle a lot of little details in short term memory all at once. Any kind of interruption can cause these details to come crashing down. When you resume work, you can't remember any of the details (like local variable names you were using, or where you were up to in implementing that search algorithm) and you have to keep looking these things up, which slows you down a lot until you get back up to speed. Here's the simple algebra. Let's say (as the evidence seems to suggest) that if we interrupt a programmer, even for a minute, we're really blowing away 15 minutes of productivity. For this example, lets put two programmers, Jeff and Mutt, in open cubicles next to each other in a standard Dilbert veal-fattening farm. Mutt can't remember the name of the Unicode version of the strcpy function. He could look it up, which takes 30 seconds, or he could ask Jeff, which takes 15 seconds. Since he's sitting right next to Jeff, he asks Jeff. Jeff gets distracted and loses 15 minutes of productivity (to save Mutt 15 seconds). Now let's move them into separate offices with walls and doors. Now when Mutt can't remember the name of that function, he could look it up, which still takes 30 seconds, or he could ask Jeff, which now takes 45 seconds and involves standing up (not an easy task given the average physical fitness of programmers!). So he looks it up. So now Mutt loses 30 seconds of productivity, but we save 15 minutes for Jeff. Ahhh! Quote Link More Spolsky on Offices Why don't managers and owner's see this?

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  • Detecting if someone is in a room in your house and sending you an email.

    - by mbcrump
    Let me setup this scenario: You are selling your house. You have small children. (Possibly 2 rug rats or more) The real estate company calls and says they have a showing for your house between the hours of 3pm-6pm. You have to keep the children occupied. You realize this is the 5th time you have shown your house this week. What is a programmer to do?……Setup a webcam, find a motion detection software that has support to launch a program and of course, Visual Studio 2010. First, comes the tools Some sort of webcam, I chose the WinBook because a friend of mine loaned it to me. It is a basic USB2.0 camera that supports 640x480 without software.  Next up was find webcam software that supports launching a program. WebcamXP support this. VS 2010 Console Application. A cell phone that you can check your email. You may be asking, why write code to send the email when a lot of commercial software motion detection packages include that as base functionality. Well, first it cost money and second I don’t want the picture of the person as that probably invades privacy and as a future buyer, I don’t want someone recording me in their house. Now onto the show... First, the code part. We are going to create a VS2010 or whatever version you have installed and use the following code snippet. Code Snippet using System; using System.Net.Mail; using System.Net;     namespace MotionDetectionEmailer {     class Program     {         static void Main(string[] args)         {             try             {                 MailMessage m = new MailMessage                    ("[email protected]",                     "[email protected]",                     "Motion Detected at " + DateTime.Now,                     "Someone is in the downstairs basement.");                 SmtpClient client = new SmtpClient("smtp.charter.net");                 client.Credentials = new NetworkCredential("mbcrump", "NOTTELLINGYOU");                 client.Send(m);             }               catch (SmtpException ex)             {                 Console.WriteLine("Who cares?? " + ex.ToString());             }         }       } } Second, Download and install wecamxp and select the option to launch an external program and you are finished. Now, when you are at MCDonalds and can check your email on your phone, you will see when they entered the house and you can go back home without waiting the full 3 hours. --- NICE!

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Where Was That Session Again??? - PartnerNetwork Exchange Room Maps

    - by Get_Specialized!
    So as I was preparing my session schedule I was trying to visually picture where the Partner Exchange sessions at at Oracle OpenWorld 2012 were. So I've placed them in my blog as a handy resource once I was onsite. Possibly a few partners will also find them handy. Sunday the PartnerExchange keynote is in Moscone North  Hall D.  Afterwards you will find PartnerExchange tracks in Moscone South Hall. And then on Monday through Thursday there are PartnerExchange session tracks at the Marriott Marquis.

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  • Best way to patch (8) RJ45 ports from one room to another.

    - by zimmer62
    I have a 48 port patch panel in my basement, which I've wired almost all of them to various rooms around the house. Many are not actually being used at the moment, but pretty much all of them are wired to somewhere. As of recent, I've put in an HTPC in my media closet (different room), and I'm finding I need a lot more RJ45 plugs to this area. I have 4 drops here, and adding a switch will not solve my problems. I'm using the cabling for other things such as IR and Serial devices, not just Ethernet. What I'm hoping to do is add an 8 port panel in that media closet, and tie those into an 8 port panel on my rack next to the 48 port... What I don't want to do is pull 8 separate cables one by one from one area to the other unless someone has a technique that will allow me to do that quickly, and painlessly. Do they make cables with more conductors specifically for this purpose? Or patch panels that are designed for a special cable essentially just extending ports from one room to another?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Feedback Filtration&ndash;Processing Negative Comments for Positive Gains

    - by D'Arcy Lussier
    After doing 7 conferences, 5 code camps, and countless user group events, I feel that this is a post I need to write. I actually toyed with other names for this post, however those names would just lend itself to the type of behaviour I want people to avoid – the reactionary, emotional response that speaks to some deeper issue beyond immediate facts and context. Humans are incredibly complex creatures. We’re also emotional, which serves us well in certain situations but can hinder us in others. Those of us in leadership build up a thick skin because we tend to encounter those reactionary, emotional responses more often, and we’re held to a higher standard because of our positions. While we could react with emotion ourselves, as the saying goes – fighting fire with fire just makes a bigger fire. So in this post I’ll share my thought process for dealing with negative feedback/comments and how you can still get value from them. The Thought Process Let’s take a real-world example. This week I held the Prairie IT Pro & Dev Con event. We’ve gotten a lot of session feedback already, most of it overwhelmingly positive. But some not so much – and some to an extreme I rarely see but isn’t entirely surprising to me. So here’s the example from a person we’ll refer to as Mr. Horrible: How was the speaker? Horrible! Worst speaker ever! Did the session meet your expectations? Hard to tell, speaker ruined it. Other Comments: DO NOT bring this speaker back! He was at this conference last year and I hoped enough negative feedback would have taught you to not bring him back...obviously not...I will not return to this conference next year if this speaker is brought back. Now those are very strong words. “Worst speaker ever!” “Speaker ruined it” “I will not return to this conference next year if the speaker is brought back”. The speakers I invite to speak at my conference are not just presenters but friends and colleagues. When I see this, my initial reaction is of course very emotional: I get defensive, I get angry, I get offended. So that’s where the process kicks in. Step 1 – Take a Deep Breath Take a deep breath, calm down, and walk away from the keyboard. I didn’t do that recently during an email convo between some colleagues and it ended up in my reacting emotionally on Twitter – did I mention those colleagues follow my Twitter feed? Yes, I ate some crow. Ok, now that we’re calm, let’s move on to step 2. Step 2 – Strip off the Emotion We need to take off the emotion that people wrap their words in and identify the root issues. For instance, if I see: “I hated this session, the presenter was horrible! He spoke so fast I couldn’t make out what he was saying!” then I drop off the personal emoting (“I hated…”) and the personal attack (“the presenter was horrible”) and focus on the real issue this person had – that the speaker was talking too fast. Now we have a root cause of the displeasure. However, we’re also dealing with humans who are all very different. Before I call up the speaker to talk about his speaking pace, I need to do some other things first. Back to our Mr. Horrible example, I don’t really have much to go on. There’s no details of how the speaker “ruined” the session or why he’s the “worst speaker ever”. In this case, the next step is crucial. Step 3 – Validate the Feedback When I tell people that we really like getting feedback for the sessions, I really really mean it. Not just because we want to hear what individuals have to say but also because we want to know what the group thought. When a piece of negative feedback comes in, I validate it against the group. So with the speaker Mr. Horrible commented on, I go to the feedback and look at other people’s responses: 2 x Excellent 1 x Alright 1 x Not Great 1 x Horrible (our feedback guy) That’s interesting, it’s a bit all over the board. If we look at the comments more we find that the people who rated the speaker excellent liked the presentation style and found the content valuable. The one guy who said “Not Great” even commented that there wasn’t anything really wrong with the presentation, he just wasn’t excited about it. In that light, I can try to make a few assumptions: - Mr. Horrible didn’t like the speakers presentation style - Mr. Horrible was expecting something else that wasn’t communicated properly in the session description - Mr. Horrible, for whatever reason, just didn’t like this presenter Now if the feedback was overwhelmingly negative, there’s a different pattern – one that validates the negative feedback. Regardless, I never take something at face value. Even if I see really good feedback, I never get too happy until I see that there’s a group trend towards the positive. Step 4 – Action Plan Once I’ve validated the feedback, then I need to come up with an action plan around it. Let’s go back to the other example I gave – the one with the speaker going too fast. I went and looked at the feedback and sure enough, other people commented that the speaker had spoken too quickly. Now I can go back to the speaker and let him know so he can get better. But what if nobody else complained about it? I’d still mention it to the speaker, but obviously one person’s opinion needs to be weighed as such. When we did PrDC Winnipeg in 2011, I surveyed the attendees about the food. Everyone raved about it…except one person. Am I going to change the menu next time for that one person while everyone else loved it? Of course not. There’s a saying – A sure way to fail is to try to please everyone. Let’s look at the Mr. Horrible example. What can I communicate to the speaker with such limited information provided in the feedback from Mr. Horrible? Well looking at the groups feedback, I can make a few suggestions: - Ensure that people understand in the session description the style of the talk - Ensure that people understand the level of detail/complexity of the talk and what prerequisite knowledge they should have I’m looking at it as possibly Mr. Horrible assumed a much more advanced talk and was disappointed, while the positive feedback by people who – from their comments – suggested this was all new to them, were thrilled with the session level. Step 5 – Follow Up For some feedback, I follow up personally. Especially with negative or constructive feedback, its important to let the person know you heard them and are making changes because of their comments. Even if their comments were emotionally charged and overtly negative, it’s still important to reach out personally and professionally. When you remove the emotion, negative comments can be the best feedback you get. Also, people have bad days. We’ve all had one of “those days” where we talked more sternly than normal to someone, or got angry at something we’d normally shrug off. We have various stresses in our lives and sometimes they seep out in odd ways. I always try to give some benefit of the doubt, and re-evaluate my view of the person after they’ve responded to my communication. But, there is such a thing as garbage feedback. What Mr. Horrible wrote is garbage. It’s mean spirited. It’s hateful. It provides nothing constructive at all. And a tell-tale sign that feedback is garbage – the person didn’t leave their name even though there was a field for it. Step 6 – Delete It Feedback must be processed in its raw form, and the end products should drive improvements. But once you’ve figured out what those things are, you shouldn’t leave raw feedback lying around. They are snapshots in time that taken alone can be damaging. Also, you should never rest on past praise. In a future blog post, I’m going to talk about how we can provide great feedback that, even when its critical, can still be constructive.

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  • Open-source training class/room/instructor resource management software?

    - by Kyle Eli
    We're looking to replace an internal system used for managing training classes with something a bit more robust. Needs to be open-source or have a license level that grants access to source, and needs to be ASP.net (C# preferred, but could live with VB.net) Ultimately, we'll need to be able to assign facilities and instructors, manage attendees, send notifications, and build calendar views. We'll also be integrating with our website to allow on-line sign-up and other things for attendees to manage on their own. We do expect to implement quite a bit of it in-house, but we'd like as broad of a base to start from as we can get. Still, just a really good web-based meeting-room reservation system might make a good enough starting point. In list form: Meeting/training resource management softwareASP.net (C# or VB.net)Source availableWe're expecting to have to modify the software to meet all of our requirements

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  • How would you measure the amount of atmospheric dust in a server room?

    - by Tom O'Connor
    We've been advised by our tape library vendor that one of the reasons we might be seeing lots of errors is if our server room is particularly dusty. It doesn't look dusty, but that's not to say it's not there. We've got an environment sensor cluster which measures Temperature, Airflow and Relative Humidity. I should probably point out that the low-hanging fruit solution I came up with is to use Sellotape (scotch tape) in a loop, one side stuck to the server cabinet, the other side free-hanging. I've also put a couple of other tape loops by the exit and intake fans of the hardware (not blocking airflow, naturally). How can we (electronically, ideally) measure dust levels?

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  • how to interact vb.net with flash chat room?

    - by elca
    I'm making a vb.net application which interacts with a flash chat room. I was capturing http traffic with live HTTP header in Firefox but it is not HTTP traffic. How can I implement it so that it can interact with a flash chat room? For example in this site. When people enter here they are required to enter a nickname to chat with other people. So what I exactly want know is, when enter this site I want to input my nickname into this flash chat window and click 'Join' button within VB.NET How can i implement this program with vb.net? Any clues or any samples will be much appreciated! Thank you!

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  • iphone dictionary autocorrect [closed]

    - by Raj More
    I have the iPhone 3G with OS 3.1 3.0.1 on it. Every time I type a text message that includes the word "me", it gets auto corrected to "mr". So my friends get a text that says "call mr when you get done" or "jack told mr about it yesterday" how do i change this autocorrect so it stops changing my "me" to a "mr"?

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  • News you can use, PeopleTools gems at OpenWorld 2012

    - by PeopleTools Strategy
    Here are some of the sessions which may not have caught your eyes during your scheduling of events you would like to attend at this year's Open World! CON9183 PeopleSoft Technology Roadmap Jeff Robbins Mon, Oct 1 4:45 PM Moscone West, Room 3002/4 Jeff's session is always very well attended. Come to hear, and see, what's going to be delivered in the new release and get some thoughts on where PeopleTools and the industry is heading. CON9186 Delivering a Ground-Breaking User Interface with PeopleTools Matt Haavisto Steve Elcock Wed, Oct 3 3:30 PM Moscone West, Room 3009 This session will be wonderfully engaging for participants.  As part of our demonstration, audience members will be able to interact live and real-time with our demo using their smart phones and tablets as if you are users of the system. CON9188 A Great User Experience via PeopleSoft Applications Portal Matt Haavisto Jim Marion Pramod Agrawal Mon, Oct 1 12:15 PM Moscone West, Room 3009 This session covers not only the PeopleSoft Portal, but new features like Workcenters and Dashboards, and how they all work together to form the PeopleSoft ecosystem. CON9192 Implementing a PeopleSoft Maintenance Strategy with My Update Manager Mike Thompson Mike Krajicek Tue, Oct 2 1:15 PM Moscone West, Room 3009 The LCM development team will show Oracle's My Update Manager for PeopleSoft and how it drastically simplifies deciding what updates are required for your specific environment. CON9193 Understanding PeopleSoft Maintenance Tools & How They Fit Together Mike Krajicek Wed, Oct 3 10:15 AM Moscone West, Room 3002/4 Learn about the portfolio of maintenance tools including some of the latest enhancements such as Oracle's My Update Manager for PeopleSoft, Application Data Sets, and the PeopleSoft Test Framework, and see what they can do for you. CON9200 PeopleTools Product Team Panel Discussion Jeff Robbins Willie Suh Virad Gupta Ravi Shankar Mike Krajicek Wed, Oct 3 5:00 PM Moscone West, Room 3009 Attend this session to engage in an open discussion with key members of Oracle's PeopleTools senior management team. You will be able to ask questions, hear their thoughts, and gain their insight into the PeopleTools product direction. CON9205 Securing Your PeopleSoft Integration Infrastructure Greg Kelly Keith Collins Tue, Oct 2 10:15 AM Moscone West, Room 3011 This session, with the senior integration developer, will outline Oracle's best practices for securing your integration infrastructure so that you know your web services and REST services are as secure as the rest of your PeopleSoft environment. CON9210 Performance Tuning for the PeopleSoft Administrator Tim Bower David Kurtz Mon, Oct 1 10:45 AM Moscone West, Room 3009 Meet long time technical consultants with deep knowledge of system tuning, Tim Bower of the Center of Excellence and David Kurtz, author of "PeopleSoft for the Oracle DBA". System administrators new to tuning a PeopleSoft environment as well as seasoned experts will come away with new techniques that will help them improve the performance of their PeopleSoft system. CON9055 Advanced Management of Oracle PeopleSoft with Oracle Enterprise Manager Greg Kelly Milten Garia Greg Bouras Thurs Oct 4 12:45 PM Moscone West, Room 3009 This promises to be a really interesting session as Milten Garia from CSU discusses lessons learned during the implementation of Oracle's Enterprise Manager with the PeopleSoft plug-in across a multi campus environment. There are some surprising things about Solaris 10 and the Bourne shell. Some creative work by the Unix administrators so the well tried scripts and system replication processes were largely unaffected. CON8932 New Functional PeopleTools Capabilities for the Line of Business User Jeff Robbins Tues, Oct 2 5:00 PM Moscone West, Room 3007 Using PeopleTools 8.5x capabilities like: related content, embedded help, pivot grids, hover-over, and more, Jeff will discuss how these can deliver business value and innovation which will positively impact your business without the high costs associated with upgrading your PeopleSoft applications. Check out a more detailed list here. We look forward to meeting you all there!

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  • Box Collider isn't rotating with Game Object

    - by pek
    I have a method that creates a room by instantiating a prefab, places it in a grid and the re-sizes the collider based on a room definition (location in grid, rotation, width and height). Here is the method: public void CreateRoom(RoomAction action) { GameObject roomGameObject = Instantiate(this.roomPrefab, Vector3.zero, action.RoomPrefab.transform.rotation) as GameObject; roomGameObject.transform.parent = this.transform; roomGameObject.transform.localPosition = new Vector3(action.MansionOffsetX, 0, -action.MansionOffsetY) * this.blockSize; roomGameObject.transform.localPosition += new Vector3((action.Room.Width * this.blockSize) / 2, 0, -((action.Room.Height * this.blockSize) / 2)); BoxCollider roomCollider = roomGameObject.GetComponent<BoxCollider>(); roomCollider.isTrigger = true; roomCollider.center = new Vector3(0, this.height / 2, 0); roomCollider.size = new Vector3(action.Room.Width * this.blockSize, this.height, action.Room.Height * this.blockSize); roomGameObject.transform.RotateAroundLocal(roomGameObject.transform.up, Mathf.Deg2Rad * -90 * action.Rotation); } The problem I'm having is that, while the room rotates correctly, but for some reason, the collider isn't rotating with the game object. Here is a screenshot: Any idea on what am I doing wrong?

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  • How to create a 2D map of room by a few images/movie frames ?

    - by Nils
    I'd like to create a simple 2D map of a room by getting pictures (ceiling) of all directions (360° - e.g. movie frames), recognize the walls by edge detection, delete other unwanted objects, concat the images at the right position (cf. walls, panorama) and finally create the approximate 2D map (looking on it from above). Getting the scale would be another parameter, which might be useful. I have some own ideas at the moment, by using e.g. the Sobel algorithm, but it would be interesting if somebody out there knows some project or software (GPL,freeware prefered) doing this already, as I'm still looking for some examples, which might help me. Thanks.

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  • Have I pushed the limits of my current VPS or is there room for optimization?

    - by JRameau
    I am currently on a mediatemple DV server (basic) 512mb dedicated ram, this is a CentOS based VPS with Plesk and Virtuozzo. My experience with it from day 1 has been bad and I only could sooth my server issues with several caching "Band-aids," but my sites are not as small as they were a year ago either so the issues have worsen. I have 3 Drupal installs running on separate (plesk) domains, 1 of those drupal installs is a multisite, that consists of 5-6 sites 2 of those sites are bringing in actual traffic. Those caching "Band-aids" I mentioned are APC, which seemed to help alot initially, and Drupal's Boost, which is considered a poorman's Varnish, it makes all my pages static for anonymous users. Last 30day combined estimate on Google Ananlytics: 90k visitors 260k pageviews. Issue: alot of downtime, I am continually checking if my sites are up, and lately I have been finding it down more than 3 times daily. Restarting Apache will bring it back up, for some time. I have google search every error message and looked up ways to optimize my DV server, and I am beyond stump what is my next move. Is this server bad, have I hit a impossibly low restriction such as the 12mb kernel memory barrier (kmemsize), is it on my end, do I need to optimize some more? *I have provided as much information as I can below, any help or suggestions given will be appreciated Common Error messages I see in the log: [error] (12)Cannot allocate memory: fork: Unable to fork new process [error] make_obcallback: could not import mod_python.apache.\n Traceback (most recent call last): File "/usr/lib/python2.4/site-packages/mod_python/apache.py", line 21, in ? import traceback File "/usr/lib/python2.4/traceback.py", line 3, in ? import linecache ImportError: No module named linecache [error] python_handler: no interpreter callback found. [warn-phpd] mmap cache can't open /var/www/vhosts/***/httpdocs/*** - Too many open files in system (pid ***) [alert] Child 8125 returned a Fatal error... Apache is exiting! [emerg] (43)Identifier removed: couldn't grab the accept mutex [emerg] (22)Invalid argument: couldn't release the accept mutex cat /proc/user_beancounters: Version: 2.5 uid resource held maxheld barrier limit failcnt 41548: kmemsize 4582652 5306699 12288832 13517715 21105036 lockedpages 0 0 600 600 0 privvmpages 38151 42676 229036 249036 0 shmpages 16274 16274 17237 17237 2 dummy 0 0 0 0 0 numproc 43 46 300 300 0 physpages 27260 29528 0 2147483647 0 vmguarpages 0 0 131072 2147483647 0 oomguarpages 27270 29538 131072 2147483647 0 numtcpsock 21 29 300 300 0 numflock 8 8 480 528 0 numpty 1 1 30 30 0 numsiginfo 0 1 1024 1024 0 tcpsndbuf 648440 675272 2867477 4096277 1711499 tcprcvbuf 301620 359716 2867477 4096277 0 othersockbuf 4472 4472 1433738 2662538 0 dgramrcvbuf 0 0 1433738 1433738 0 numothersock 12 12 300 300 0 dcachesize 0 0 2684271 2764800 0 numfile 3447 3496 6300 6300 3872 dummy 0 0 0 0 0 dummy 0 0 0 0 0 dummy 0 0 0 0 0 numiptent 14 14 200 200 0 TOP: (In January the load avg was really high 3-10, I was able to bring it down where it is currently is by giving APC more memory play around with) top - 16:46:07 up 2:13, 1 user, load average: 0.34, 0.20, 0.20 Tasks: 40 total, 2 running, 37 sleeping, 0 stopped, 1 zombie Cpu(s): 0.3% us, 0.1% sy, 0.0% ni, 99.7% id, 0.0% wa, 0.0% hi, 0.0% si Mem: 916144k total, 156668k used, 759476k free, 0k buffers Swap: 0k total, 0k used, 0k free, 0k cached MySQLTuner: (after optimizing every table and repairing any table with overage I got the fragmented count down to 86) [--] Data in MyISAM tables: 285M (Tables: 1105) [!!] Total fragmented tables: 86 [--] Up for: 2h 44m 38s (409K q [41.421 qps], 6K conn, TX: 1B, RX: 174M) [--] Reads / Writes: 79% / 21% [--] Total buffers: 58.0M global + 2.7M per thread (100 max threads) [!!] Query cache prunes per day: 675307 [!!] Temporary tables created on disk: 35% (7K on disk / 20K total)

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  • Advice on moving a machine room to a new location?

    - by MikeJ
    Our company is moving to new offices in a couple of months, and I am responsible for looking after the move of the development servers in the company. most of the dev equipment is in 5, 42U cabinets + rack for switching/routing equipment. How do most people do this sort of thing? Move the cabinent whole or extract the indvidual components and move the racks empty. any advise on prep and shutdown before the move would be welcome

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