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  • Allen for Umbraco with location EXIF meta data

    - by Vizioz Limited
    The latest version of Allen for Umbraco has now hit the Apple App store, we have managed to add some nice improvements to this version that include:Storing location and direction information when photos are taken within the AppEmbedding EXIF data into the images when they are uploadBackground UploadingPull to refresh the media tree Location and DirectionBy default when the camera is used within an application the location and direction that the camera is pointing is not stored within the image meta data. We have now added full support so that this data is now added. We have added a setting which allows you to prevent this data from being uploaded to your website if you do not want the location data to be sent you can turn it off within Allen, Note: Please don't forget that location services do need to be turned on to allow the app to access the images in the phone's asset library.We have had quite a few ideas from users already for using this location data, including logging free parking in Denmark to geo-tagging holiday photos and linking the photos to Google street view. Embedding EXIF dataWe now embed all the meta data available on the iPhone into the image when it is uploaded to your server, this allows you to pull the data out and use it within your site. Have a look at Cultiv's Photo Meta Data package for great example code that allows you to automatically pull this data out and populate properties on your Umbraco media item.We slightly modified the source code of this package to allow the package to always extract the image data, as the default package requires a property to allow the data to be extracted, it's an easy change, if you get stuck add a comment to this post. Background UploadingIf you try to upload multiple images and need to start doing something else on your phone, you can now click the home button and the application will continue to upload your images in the background. As soon as it has finished you will receive a standard Apple notification. Pull to RefreshOur final enhancement has been to add "Pull to refresh" to the media trees, just pull the tree downwards with your finger and it will refresh, this is useful if you are adding items to your media tree while testing your site with Allen for Umbraco. Future enhancements.. your ideas?If you have any ideas for future enhancement feel free to add a comment below!

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  • The Evolution of an Era: Customer Experience in Retail

    - by Michael Hylton
    Two New Studies Point to the Direction Retailers are Taking in their CX Initiatives. Is it the Right Direction? The sheer velocity of change in retailing and customer behavior is forcing retailers to reinvigorate, expand and sharpen their vital Customer Experience (CX) strategies. Customers are becoming increasingly dynamic as they race to embrace the newest digital channels; shop in new ways on mobile devices, including smartphones and tablets, on the Web and in the store; share experiences socially; and interact with their preferred brands in new ways. Retailers are stepping up to their customers as they and their competitors create new modes of customer interaction. Underpinning these changes are vast quantities of customer data as customers flood digital channels and the social sphere. The informed retailer must now understand what their priorities are and what they should be for the future. To better understand this, Tata Consultancy Services (TCS) and Oracle independently launched CX-focused surveys to uncover what retailing leadership found important today. By comparing the results of these two studies together, we can further discover new insights about the industry. Click here to download this informative white paper.

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  • Oracle’s AutoVue Enables Visual Decision Making

    - by Pam Petropoulos
    That old saying about a picture being worth a thousand words has never been truer.  Check out the latest reports from IDC Manufacturing Insights which highlight the importance of incorporating visual information in all facets of decision making and the role that Oracle’s AutoVue Enterprise Visualization solutions can play. Take a look at the excerpts below and be sure to click on the titles to read the full reports. Technology Spotlight: Optimizing the Product Life Cycle Through Visual Decision Making, August 2012 Manufacturers find it increasingly challenging to make effective product-related decisions as the result of expanded technical complexities, elongated supply chains, and a shortage of experienced workers. These factors challenge the traditional methodologies companies use to make critical decisions. However, companies can improve decision making by the use of visual decision making, which synthesizes information from multiple sources into highly usable visual context and integrates it with existing enterprise applications such as PLM and ERP systems. Product-related information presented in a visual form and shared across communities of practice with diverse roles, backgrounds, and job skills helps level the playing field for collaboration across business functions, technologies, and enterprises. Visual decision making can contribute to manufacturers making more effective product-related decisions throughout the complete product life cycle. This Technology Spotlight examines these trends and the role that Oracle's AutoVue and its Augmented Business Visualization (ABV) solution play in this strategic market. Analyst Connection: Using Visual Decision Making to Optimize Manufacturing Design and Development, September 2012 In today's environments, global manufacturers are managing a broad range of information. Data is often scattered across countless files throughout the product life cycle, generated by different applications and platforms. Organizations are struggling to utilize these multidisciplinary sources in an optimal way. Visual decision making is a strategy and technology that can address this challenge by integrating and widening access to digital information assets. Integrating with PLM and ERP tools across engineering, manufacturing, sales, and marketing, visual decision making makes digital content more accessible to employees and partners in the supply chain. The use of visual decision-making information rendered in the appropriate business context and shared across functional teams contributes to more effective product-related decision making and positively impacts business performance.

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  • The Social Business Thought Leaders - John Hagel

    - by kellsey.ruppel
    While many European economies are on the brink of a recession between increasing taxation and mounting loss of jobs and bankruptcy filing rates, there's an understandable risk of losing sight of the deeper forces at play. Yet instead of surrendering to uncertainty and trying to survive in the short term, many organizations are feeling the urge to be better prepared to thrive in these complex times by developing a more articulated long term understanding of both the opportunities / challenges ahead. For example: What long-term economic, technological and societal changes are rolling out? Which foundational dynamics will affect our companies' performance, productivity, competition, and innovative potential in the upcoming decades? How will digital infrastructure change our business landscape? What kind of capabilities will be key to compete in a market shaped by growing turbulence, unpredictability and volatility? Breaking out from a strictly cyclical thinking, studies such as the Shift Index by John Hagel, Co-Chairman of the Center for the Edge at Deloitte & Touche (See Measuring the forces of long-term change - The 2009 Shift Index), depict a worrying performance challenge that affected every industry in the entire US economy over the last 45 years. Amidst a more than doubled competitive intensity of the market, and even with an improved labor productivity, the actual performance of US firms has consistently fallen to 25% of what it was in 1965. Most of this reported value is shifting from institutions and organizations to individuals, whether they are customers or young creative talent. To thrive in the digital economy and reverse declining performance trends, companies will have to fundamentally rethink their management approach by moving from knowledge stocks to knowledge flows, from scalable efficiency to scalable learning, from push organizations to pull organizations. Based on the outcomes of the Shift Index and on the book The Power of Pull, the first episode of the Social Business Thought-Leaders features John Hagel to provide strategic insights on how companies will succeed in the 21st century.

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  • Microsoft Kinect Sales Are 2X Faster Than iPad

    - by Gopinath
    Apple iPad broke many records and it was crowned as the fastest adopted digital device in the history. 2 million iPads were sold in two months and Apple fan boys are all happy with the news. Here comes some good news for Microsoft lovers – Microsoft’s Kinect is selling twice as fast as Apple iPads. In just 25 days after the launch, 2 million Kinects are sold across the globe – that means 100K Kinect sales per day. Very impressive! Kinect was originally released for XBox 360 gaming console but hackers and geeks are able to connect Kinect to Windows 7 PC to control computers using gestures. The possibilities Kinect usage in building natural user interfaces looks very promising. If this growth sustains after the festive season, Microsoft Kinect will displace iPad from the crown of fastest adopted digital device. More details at Xbox 360 Surpasses 2.5 Million Kinect Sensors Sold This article titled,Microsoft Kinect Sales Are 2X Faster Than iPad, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • The Citroen GT – An Awesome Video Game Car Brought to Life [Video]

    - by Asian Angel
    If you are familiar with the Gran Turismo 5 video game releases, then you will definitely recognize the Citroen GT. French automaker Citroen and Japanese racing simulation developer Polyphony Digital decided to take things one step further and collaborated to bring this awesome car to life. Then they turned it loose on the streets of London! Citroen GT on the Streets of London (HD) [via BoingBoing] You can learn more about the Citroen GT, car show appearances, and more at Wikipedia: GT by Citroen Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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  • Make Your Clock Creates a Custom Clock for your Android Homescreen

    - by ETC
    If you’d like to create a custom clock face your Android homescreen Make Your Clock makes it easy to create a clock face with customized colors, font, display style, and more. You can create a clock that looks like a digital watch face, an old fashioned flip clock, a combination of digital output and date, and other variations. You can also adjust the size of the clock to anywhere between 1×1 to 4×2. Currently the app is limited to displaying the time and date, future releases are slated to include weather and lunar phases in addition to the time. Check out the video below to see the app in action: Make Your Clock [AppBrain via Yahoo!] Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • The Cloud is STILL too slow!

    - by harry.foxwell(at)oracle.com
    If you've been in the computing industry sufficiently long enough to remember dialup modems and other "ancient" technologies, you might be tempted to marvel at today's wonderfully powerful multicore PCs, ginormous disks, and blazingly fast networks.  Wow, you're in Internet Nirvana, right!  Well, no, not by a long shot.Considering the exponentially growing expectations of what the Web, that is, "the Cloud", is supposed to provide, today's Web/Cloud services are still way too slow.Already we are seeing cloud-enabled consumer devices that are stressing even the most advanced public network services.  Like the iPad and its competitors, ever more powerful smart-phones, and an imminent hoard of special purpose gadgets such as the proposed "cloud camera" (see http://gdgt.com/discuss/it-time-cloud-camera-found-out-cnr/ ).And at the same time that the number and type of cloud services are growing, user tolerance for even the slightest of download delays is rapidly decreasing.  Ten years ago Web developers followed the "8-Second Rule", (average time a typical Web user would tolerate for a page to download and render).  Not anymore; now it's less than 3 seconds, and only a bit longer for mobile devices (see http://www.technologyreview.com/files/54902/GoogleSpeed_charts.pdf).  How spoiled we've become!Google, among others, recognizes this problem and is working to encourage the development of a faster Web (see http://www.technologyreview.com/web/32338/). They, along with their competitors and ISPs, will have to encourage and support significantly better Web performance in order to provide the types of services envisioned for the Cloud.  How will they do this? Through the development of faster components, better use of caching technologies, and the really tough one - exploiting parallelism. Not that parallel technologies like multicore processors are hard to build...we already have them.  It's just that we're not that good yet at using them effectively.  And if we don't get better, users will abandon cloud-based services...in less than 3 seconds.

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  • Use depth bias for shadows in deferred shading

    - by cubrman
    We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the second one stores the depth of the scene captured by the light's camera. We then ran a shader that analyzes the two maps and outputs the third one with the ready shadow areas for the current frame. The problem we face is a classic one: Self-Shadowing: A standard way to solve this is to use the slope-scale depth bias and depth offsets, however as we are doing things in a deferred way we cannot employ this algorithm. Any attempts to set depth bias when capturing light's view depth produced no or unsatisfying results. So here is my question: MSDN article has a convoluted explanation of the slope-scale: bias = (m × SlopeScaleDepthBias) + DepthBias Where m is the maximum depth slope of the triangle being rendered, defined as: m = max( abs(delta z / delta x), abs(delta z / delta y) ) Could you explain how I can implement this algorithm manually in a shader? Maybe there are better ways to fix this problem for deferred shadows?

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  • Gateway ZA8 Netbook graphics Issue

    - by Hansel
    The graphics keep tearing and are barely usable anytime I try to use my Netbook. And I did a full install with Ubuntu so I'm pretty much stuck. These are the specs of the Netbook: Processor AMD Athlon™ 64 L110 Single-Core Processor (1.2GHz, 800MHz FSB, 512KB L2 Cache)6 Operating System Genuine Windows Vista® Home Basic (32-bit) with SP1 Display 11.6" HD WXGA Ultrabright™ LED-backlit Display (1366 x 768 resolution, 16:9 aspect ratio)7 Memory 2048MB DDR2 533MHz SDRAM Single Channel Memory8 Hard Drive 250GB SATA hard drive2 Color Classic and Elegant Design with Cherry Red finish Wireless Network 802.11b/g Wi-Fi CERTIFIED®3 Adapter AC Adapter Application Software Microsoft® Works, Microsoft® Money Essentials, Microsoft® Office Home and Student 2007 (60-day complimentary trial period)1 Battery 6-Cell Lithium Ion (5200mAh) Chassis Chassis with ATI Radeon® X1270 Graphics and AMD RS690E Chipset8 Dimensions (Box) 3.1" (H) x 14.8" (W) x 10.1" (D) or 80mm (H) x 376mm (W) x 256mm (D) Dimensions (System) 1.03" (H) x 11.26" (W) x 7.99" (D) or 26.4mm (H) x 286mm (W) x 203mm (D) External Ports (3) USB 2.0, VGA Connector Keyboard and Mouse Keyboard with Multi-Gesture Touchpad Media Card Reader Multi-in-1 Digital Media Card Reader (Memory Stick®, Memory Stick Pro™, MultiMediaCard, Secure Digital™, xD-Picture Card™) Network 10/100 Ethernet LAN (RJ-45 port) What can I do?

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  • Audio not working

    - by user3215
    Anybody could help me in troubleshooting audio problem on ubutnu 9.04 desktop edition?. For some reason I've to keep this os not upgraded and I'm trying to fix the audio problem on this for months. It works well on upgraded version(9.10,10.04) but not on jaunty. aplay -l: **** List of PLAYBACK Hardware Devices **** card 0: Intel [HDA Intel], device 0: ALC883 Analog [ALC883 Analog] Subdevices: 0/1 Subdevice #0: subdevice #0 card 0: Intel [HDA Intel], device 1: ALC883 Digital [ALC883 Digital] Subdevices: 1/1 Subdevice #0: subdevice #0 lsmod | grep snd: snd_hda_intel 436148 7 snd_pcm_oss 46336 0 snd_mixer_oss 22656 1 snd_pcm_oss snd_pcm 83076 4 snd_hda_intel,snd_pcm_oss snd_seq_dummy 10756 0 snd_seq_oss 37760 0 snd_seq_midi 14336 0 snd_rawmidi 29696 1 snd_seq_midi snd_seq_midi_event 15104 2 snd_seq_oss,snd_seq_midi snd_seq 56880 6 snd_seq_dummy,snd_seq_oss,snd_seq_midi,snd_seq_midi_event snd_timer 29704 2 snd_pcm,snd_seq snd_seq_device 14988 5 snd_seq_dummy,snd_seq_oss,snd_seq_midi,snd_rawmidi,snd_seq snd 62756 21 snd_hda_intel,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device soundcore 15200 1 snd snd_page_alloc 16904 2 snd_hda_intel,snd_pcm cat /proc/asound/cards: 0 [Intel ]: HDA-Intel - HDA Intel HDA Intel at 0xe1280000 irq 16 cat /proc/asound/version: Advanced Linux Sound Architecture Driver Version 1.0.18rc3. vim /etc/modules: # /etc/modules: kernel modules to load at boot time. # # This file contains the names of kernel modules that should be loaded # at boot time, one per line. Lines beginning with "#" are ignored. lp Audio Settings:

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  • Oracle Buys Compendium - Adds Leading Content Marketing Platform to Oracle Eloqua Marketing Cloud

    - by Richard Lefebvre
    News Facts Oracle today announced that it has acquired Compendium, a cloud-based content marketing provider that helps companies plan, produce and deliver engaging content across multiple channels throughout their customers’ lifecycle. Compendium’s data-driven approach aligns relevant content with customer data and profiles to help companies more effectively attract prospects, engage buyers, accelerate conversion of prospects to opportunities, increase adoption, and drive revenue growth. Compendium’s innovative solution complements Oracle’s industry leading Eloqua Marketing Cloud which is a part of Oracle’s comprehensive Customer Experience solution. The combination of Oracle Eloqua Marketing Cloud with Compendium is expected to enable modern marketers to align persona-based content to customers’ digital body language to increase “top-of-funnel” customer engagement, improve the quality of sales leads, realize the highest return on their marketing investment, and increase customer loyalty. More information on this announcement can be found at http://www.oracle.com/compendium. Supporting Quotes “As customers increasingly access information through online and mobile channels, the buying process is shifting from sales-driven to marketing-driven. Now, more than ever, marketers are challenged to deliver relevant and engaging content across multiple channels and throughout the customer lifecycle,” said Thomas Kurian, Executive Vice President, Oracle Development. “By adding Compendium’s content marketing platform to Oracle Eloqua Marketing Cloud, customers will be able to capture more prospects, improve the customer experience and drive top line revenue.” “Oracle Eloqua Marketing Cloud is uniquely positioned to capture a prospect’s digital body language to help companies know each buyer’s demographics, behaviors and influencers,” said Chris Baggott, Compendium CEO. “By combining this buyer profile with Compendium’s data-driven content marketing platform, marketers will be able to deliver the right content, to the right individual across the right channel at the right time. We are very excited to now be a part of the industry’s most complete marketing cloud solution, giving us a global stage to deliver innovative content marketing solutions.” Supporting Resources About Oracle and Compendium General Presentation Customer and Partner Letter FAQ

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  • Input handling between game loops

    - by user48023
    This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. Update-loop is set to 10 ticks per second with a fixed timestep, render-loop is capped at around 60 fps and the input-loop runs as fast as possible. I am using one of the Javascript frameworks which provide such things but it doesn't really matter. Let's say I am rendering a tile map and the view of which elements are rendered depends on camera-like movement variables which are modified during key pressing. This is only about camera/viewport and rendering, no game physics involved here. And now, how can I handle input events among these loops to keep consistent engine reaction? Am I supposed to read the current variable modified with input and do some needed calculations in a update-loop and share the result so it could be interpolated in a render-loop? Or read the input effect directly inside the render-loop and put needed calculations inside? I thought interpreting user input inside an update-loop with a low tick rate would be inaccurate and kind of unresponsive while rendering with interpolation in the final view. How it is done properly in games overall?

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  • Why Oracle Data Integrator for Big Data?

    - by Mala Narasimharajan
    Big Data is everywhere these days - but what exactly is it? It’s data that comes from a multitude of sources – not only structured data, but unstructured data as well.  The sheer volume of data is mindboggling – here are a few examples of big data: climate information collected from sensors, social media information, digital pictures, log files, online video files, medical records or online transaction records.  These are just a few examples of what constitutes big data.   Embedded in big data is tremendous value and being able to manipulate, load, transform and analyze big data is key to enhancing productivity and competitiveness.  The value of big data lies in its propensity for greater in-depth analysis and data segmentation -- in turn giving companies detailed information on product performance, customer preferences and inventory.  Furthermore, by being able to store and create more data in digital form, “big data can unlock significant value by making information transparent and usable at much higher frequency." (McKinsey Global Institute, May 2011) Oracle's flagship product for bulk data movement and transformation, Oracle Data Integrator, is a critical component of Oracle’s Big Data strategy. ODI provides automation, bulk loading, and validation and transformation capabilities for Big Data while minimizing the complexities of using Hadoop.  Specifically, the advantages of ODI in a Big Data scenario are due to pre-built Knowledge Modules that drive processing in Hadoop. This leverages the graphical UI to load and unload data from Hadoop, perform data validations and create mapping expressions for transformations.  The Knowledge Modules provide a key jump-start and eliminate a significant amount of Hadoop development.  Using Oracle Data Integrator together with Oracle Big Data Connectors, you can simplify the complexities of mapping, accessing, and loading big data (via NoSQL or HDFS) but also correlating your enterprise data – this correlation may require integrating across heterogeneous and standards-based environments, connecting to Oracle Exadata, or sourcing via a big data platform such as Oracle Big Data Appliance. To learn more about Oracle Data Integration and Big Data, download our resource kit to see the latest in whitepapers, webinars, downloads, and more… or go to our website on www.oracle.com/bigdata

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • XOLO X900–First mobile phone with Intel Power

    - by Rekha
    XOLO X900, XOLO’s offering the world’s first smart phone with the power of Intel inside® shaking hands with LAVA International Ltd., India’s fastest growing handset brands. The R&D Centre is in Shenzhan (China) and Bangalore (India). The smart phone has a fast web browsing with the 1.6 GHz Intel processor and smooth multi-tasking process using Intel patented Hyper Threading technology.It has an optimum battery usage, 4.03” hi-resolution of 1024X600 pixels LCD screen to ensure crisp text and vibrant images, HDMI Output port for TV, full HD 1080p playback and dual speakers. It has a camera of 8MP HD camera with certain DSLR like features allowing to click upto 10 photos in less than a second. 3D and HD gaming is immensely realistic with 400 MHz Graphics Processing Unit. The Operating System used here is Android 2.3 (Gingerbread) and upgradable to Android 4.0. It has the GPS facility and rear and front cameras with 8MP and 1.3MP respectively.  They have enabled Accelerometer, Gyroscope, Magnetometer, Ambient light sensor and Proximity sensor in this smart phone. Intel’s smartphone venture is beginning in India first. It is said to be available for sale in Indian from April 23, 2011 onwards. The price is at a best-buy price of INR 22,000 approximately. The smartphone will be available at the Indian retail chain Croma. The phone will available in other retail stores and online stores from early May. The company is launching the smartphone in India first and a more powerful handset in China later this year. According to their success in India and China, Intel is planning to come into Europe and US market. Till then, Intel smartphones are only for Indian buyers. You can more technical information from the XOLO’s site.

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  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Google Glasses–A new world in front of your eyes

    - by Gopinath
    Google is getting into a whole new business that would help us to see the world in a new dimension and free us from all gadgets we carry we today. Google Glasses is a wearable tiny computer that brings information in front of your eyes and lets you interact with it using voice commands. It’s a kind of glasses(spectacles) that you can wear to see and interact with the world in a new way.  With Google Glasses, for example you can look at a beautiful location and through voice you can instruct it to capture a photograph and share it to your friends. You don’t need a camera to capture the beautiful scene, you don’t need an App to upload and share it.  All you need is just Google Glasses By the way these glasses are not heavy head mountable stuff, they are very tiny one and look beautiful too. Check out the embedded video demo released by Google to see them in action and for sure you are going to be amazed.   Last year December 9 to 5 Google posted details about this secret project and NY Times says that these glasses would be available to everyone at affordable cost, anywhere between $250 and $600. It is powered by Android OS and the contains a GPS, motion sensor, camera, voice input & output devices. Check out Project Glass for more details.

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Keeping Aspect Screen Ratio While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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