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  • Google I/O 2012 - Google Compute Engine -- Technical Details

    Google I/O 2012 - Google Compute Engine -- Technical Details Joe Beda, Evan Anderson This session will provide an in depth overview of Google Compute Engine. Google Compute provides Virtual Machines optimized for large scale data processing and analytics. We will dive into the core concepts, API, unique features and architectural best practices in the context of concrete examples. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2497 88 ratings Time: 01:01:39 More in Science & Technology

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  • La evolución en lenguajes de programación, DART en detalles

    La evolución en lenguajes de programación, DART en detalles En este programa presentaremos una visión general de las novedades tecnológicas desde el equipo de relaciones para desarrolladores de la región de sur de Latinoamérica. Seguiremos presentando nuestro enfoque de desarrollo, ingeniería y las mejores prácticas para implementar tecnología Google favoreciendo la evolución de soluciones tecnológicas. Luego nos introduciremos en un escenario técnico en donde analizaremos la evolución en los lenguajes de programación para desarrolladores como DART. Finalmente estaremos conversando con la comunidad de desarrollo, resolviendo un desafío técnico y premiando todo el talento regional. From: GoogleDevelopers Views: 0 0 ratings Time: 02:00:00 More in Education

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  • Uniquely identify a mobile device

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information Sometimes you need to identify every device your app is installed on uniquely. This is for instance important where you have per-device licensing restrictions. For Win8 store apps, You can use ASHWID (Application Specific Hardware Identifier). ASHWID will be different app to app and device to device. Any hardware changes to the device will cause the unique id to change. You can also detect minor change vs. major change to build custom level of tolerance in what is considered a change. For instance, ejecting a USB stick is a minor change. The below code snippet shows you how to get the unique device id, Read full article ....

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  • Google Chrome Extensions: Launch Event (part 5)

    Google Chrome Extensions: Launch Event (part 5) Video Footage from the Google Chrome Extensions launch event on 12/09/09. Xmarks, ebay and Google Translate present their experience developing an extension for Google Chrome. From: GoogleDevelopers Views: 3039 18 ratings Time: 10:30 More in Science & Technology

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  • C++11 support for higher-order list functions

    - by Giorgio
    Most functional programming languages (e.g. Common Lisp, Scheme / Racket, Clojure, Haskell, Scala, Ocaml, SML) support some common higher-order functions on lists, such as map, filter, takeWhile, dropWhile, foldl, foldr (see e.g. Common Lisp, Scheme / Racket, Clojure side-by-side reference sheet, the Haskell, Scala, OCaml, and the SML documentation.) Does C++11 have equivalent standard methods or functions on lists? For example, consider the following Haskell snippet: let xs = [1, 2, 3, 4, 5] let ys = map (\x -> x * x) xs How can I express the second expression in modern standard C++? std::list<int> xs = ... // Initialize the list in some way. std::list<int> ys = ??? // How to translate the Haskell expression? What about the other higher-order functions mentioned above? Can they be directly expressed in C++?

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  • Syncing client and server CRUD operations using json and php

    - by Justin
    I'm working on some code to sync the state of models between client (being a javascript application) and server. Often I end up writing redundant code to track the client and server objects so I can map the client supplied data to the server models. Below is some code I am thinking about implementing to help. What I don't like about the below code is that this method won't handle nested relationships very well, I would have to create multiple object trackers. One work around is for each server model after creating or loading, simply do $model->clientId = $clientId; IMO this is a nasty hack and I want to avoid it. Adding a setCientId method to all my model object would be another way to make it less hacky, but this seems like overkill to me. Really clientIds are only good for inserting/updating data in some scenarios. I could go with a decorator pattern but auto generating a proxy class seems a bit involved. I could use a generic proxy class that uses a __call function to allow for original object data to be accessed, but this seems wrong too. Any thoughts or comments? $clientData = '[{name: "Bob", action: "update", id: 1, clientId: 200}, {name:"Susan", action:"create", clientId: 131} ]'; $jsonObjs = json_decode($clientData); $objectTracker = new ObjectTracker(); $objectTracker->trackClientObjs($jsonObjs); $query = $this->em->createQuery("SELECT x FROM Application_Model_User x WHERE x.id IN (:ids)"); $query->setParameters("ids",$objectTracker->getClientSpecifiedServerIds()); $models = $query->getResults(); //Apply client data to server model foreach ($models as $model) { $clientModel = $objectTracker->getClientJsonObj($model->getId()); ... } //Create new models and persist foreach($objectTracker->getNewClientObjs() as $newClientObj) { $model = new Application_Model_User(); .... $em->persist($model); $objectTracker->trackServerObj($model); } $em->flush(); $resourceResponse = $objectTracker->createResourceResponse(); //Id mappings will be an associtave array representing server id resources with client side // id. //This method Dosen't seem to flexible if we want to return additional data with each resource... //Would have to modify the returned data structure, seems like tight coupling... //Ex return value: //[{clientId: 200, id:1} , {clientId: 131, id: 33}];

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • How to make sure you see the truth with Management Studio

    - by fatherjack
    LiveJournal Tags: TSQL,How To,SSMS,Tips and Tricks Did you know that SQL Server Management Studio can mislead you with how your code is performing? I found a query that was using a scalar function to return a date and wanted to take the opportunity to remove it in favour of a table valued function that would be more efficient. The original function was simply returning the start date of the current financial year. The code we were using was: ALTER  FUNCTION...(read more)

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  • Google Top Geek E03

    Google Top Geek E03 In Spanish! Google Top Geek is a weekly show, Mondays at 12 PM (Mexico City time). Google Developers Live and the blog Programa con Google. En este episodio: Elecciones en Estados Unidos (Barack Obama) y el sitio de Política y Elecciones de Google. Women Techmakers en Google Developers Live. Google Public Alerts. Búsquedas de la semana y noticias para desarrolladores: aprende inglés y tecnología Google, Oauth 2.0, HTML5 Rocks y Jam with Chrome. From: GoogleDevelopers Views: 165 1 ratings Time: 15:20 More in Science & Technology

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  • Is it okay for programmers to be given the task of outlining database requirements?

    - by L'Ingenu
    In my current job, dba's and programmers are divided in tasks. Any code that needs to be written in procedures dba's write, and programmers do only application code. The strange thing is that whenever a task needs to be defined/specced, programmers get the task, and we have to define all the procedures needed and what they should return. Is this a common practice in software development? Are programmers generally the ones tasked with building requirements for the database side?

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • Handling bugs, quirks, or annoyances in vendor-supplied headers

    - by supercat
    If the header file supplied by a vendor of something with whom one's code must interact is deficient in some way, in what cases is it better to: Work around the header's deficiencies in the main code Copy the header file to the local project and fix it Fix the header file in the spot where it's stored as a vendor-supplied tool Fix the header file in the central spot, but also make a local copy and try to always have the two match Do something else As an example, the header file supplied by ST Micro for the STM320LF series contains the lines: typedef struct { __IO uint32_t MODER; __IO uint16_t OTYPER; uint16_t RESERVED0; .... __IO uint16_t BSRRL; /* BSRR register is split to 2 * 16-bit fields BSRRL */ __IO uint16_t BSRRH; /* BSRR register is split to 2 * 16-bit fields BSRRH */ .... } GPIO_TypeDef; In the hardware, and in the hardware documentation, BSRR is described as a single 32-bit register. About 98% of the time one wants to write to BSRR, one will only be interested in writing the upper half or the lower half; it is thus convenient to be able to use BSSRH and BSSRL as a means of writing half the register. On the other hand, there are occasions when it is necessary that the entire 32-bit register be written as a single atomic operation. The "optimal" way to write it (setting aside white-spacing issues) would be: typedef struct { __IO uint32_t MODER; __IO uint16_t OTYPER; uint16_t RESERVED0; .... union // Allow BSRR access as 32-bit register or two 16-bit registers { __IO uint32_t BSRR; // 32-bit BSSR register as a whole struct { __IO uint16_t BSRRL, BSRRH; };// Two 16-bit parts }; .... } GPIO_TypeDef; If the struct were defined that way, code could use BSRR when necessary to write all 32 bits, or BSRRH/BSRRL when writing 16 bits. Given that the header isn't that way, would better practice be to use the header as-is, but apply an icky typecast in the main code writing what would be idiomatically written as thePort->BSRR = 0x12345678; as *((uint32_t)&(thePort->BSSRH)) = 0x12345678;, or would be be better to use a patched header file? If the latter, where should the patched file me stored and how should it be managed?

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