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  • JTF Tranlsation Festival 2011

    - by user13133135
    ?????????????????????? (MT) ??????????????????????? JTF ????????????????????????????????????????????????? ???5??!???21?JTF???????? ? ??:2011?11?29?(?)9:30~20:30(??9:00) ? ??:??????????(????)?(??) ? ??:(?)?????? ??:JTF?????????? ? http://www.jtf.jp/jp/festival/festival_top.html ????????????????????????????????MT ????????????????????????????????????????????????? 90 ???!??(!?)?????????????????????????????????????????????????????????????????????????????? ????????????????? http://www.jtf.jp/jp/festival/festival_program.html#koen_04 ?????????????????????????????? English:  It's been a while since the last post... I have been working on machine translation (MT) and post editing (PE) for Japanese.  Last year was my first step in MT+PE area, and I would take this year as an advanced step.  I plan to talk over Post editing 2011 (Advanced Step) on November 27 at JTF Translation Festival.  ?5 days before application due? 21st JTF Translation Festival ? Date:Nov 29, 2011 Tuesday 9:30~20:30(Gate open: 9:00) ? Place:Arcadia Ichigaya Tokyo ? http://www.jtf.jp/jp/festival/festival_top.html In this session, I would like to expand the thought on "how to best utilize MT and PE" either from the view of Client and Translator.  I will show some examples of post editing as a guideline to know what is the best way and most effective way to do post-edit for Japanese.  Also, I will discuss what is the best practice for MT users (Client). The session lasts 90 minutes... sound a little long for me, but I want to spend more time for discussion than last year.  It would be great to exchange thought or experiences about MT and PE.  What is your concerns or problems in the daily work with MT ?  If you have some, please bring them to my session at JTF Translation Festival.  Here is my session details (Japanese): http://www.jtf.jp/jp/festival/festival_program.html#koen_04 Here is the outline of my session: What is the advantage of MT ? Does it solve all the problems about cost, resource, and quality ?  Well, it is not a magic.  So, you cannot expect all at once.  When you have a problem, there are 3 options... 1. Be patient and wait until everything is ready, 2. Run a workaround using anything available now, 3. Find out something completely new and spend time and money. This time, I will focus Option 2 - do something with what we already have.  That is, I will discuss how we can best utilize MT in our daily business.  My view is two ways: From Client point of view, and From Translator point of view Looking forward to meeting many people and exchanging thoughts and information!

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  • PCI Encryption Key Management

    - by Unicorn Bob
    (Full disclosure: I'm already an active participant here and at StackOverflow, but for reasons that should hopefully be obvious, I'm choosing to ask this particular question anonymously). I currently work for a small software shop that produces software that's sold commercially to manage small- to mid-size business in a couple of fairly specialized industries. Because these industries are customer-facing, a large portion of the software is related to storing and managing customer information. In particular, the storage (and securing) of customer credit card information. With that, of course, comes PCI compliance. To make a long story short, I'm left with a couple of questions about why certain things were done the way they were, and I'm unfortunately without much of a resource at the moment. This is a very small shop (I report directly to the owner, as does the only other full-time employee), and the owner doesn't have an answer to these questions, and the previous developer is...err...unavailable. Issue 1: Periodic Re-encryption As of now, the software prompts the user to do a wholesale re-encryption of all of the sensitive information in the database (basically credit card numbers and user passwords) if either of these conditions is true: There are any NON-encrypted pieces of sensitive information in the database (added through a manual database statement instead of through the business object, for example). This should not happen during the ordinary use of the software. The current key has been in use for more than a particular period of time. I believe it's 12 months, but I'm not certain of that. The point here is that the key "expires". This is my first foray into commercial solution development that deals with PCI, so I am unfortunately uneducated on the practices involved. Is there some aspect of PCI compliance that mandates (or even just strongly recommends) periodic key updating? This isn't a huge issue for me other than I don't currently have a good explanation to give to end users if they ask why they are being prompted to run it. Question 1: Is the concept of key expiration standard, and, if so, is that simply industry-standard or an element of PCI? Issue 2: Key Storage Here's my real issue...the encryption key is stored in the database, just obfuscated. The key is padded on the left and right with a few garbage bytes and some bits are twiddled, but fundamentally there's nothing stopping an enterprising person from examining our (dotfuscated) code, determining the pattern used to turn the stored key into the real key, then using that key to run amok. This seems like a horrible practice to me, but I want to make sure that this isn't just one of those "grin and bear it" practices that people in this industry have taken to. I have developed an alternative approach that would prevent such an attack, but I'm just looking for a sanity check here. Question 2: Is this method of key storage--namely storing the key in the database using an obfuscation method that exists in client code--normal or crazy? Believe me, I know that free advice is worth every penny that I've paid for it, nobody here is an attorney (or at least isn't offering legal advice), caveat emptor, etc. etc., but I'm looking for any input that you all can provide. Thank you in advance!

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  • Red Meat's Music is Rare - and Well Done

    - by Oracle OpenWorld Blog Team
    By Karen Shamban The blogger has questions; San Francisco-based country band Red Meat has answers. Although we forgot to ask how they got their band name, dang it. Read on and enjoy the honesty and insight. Q. What do you like best about performing in front of a live audience?A. Probably just having fun and entertaining the audience. We've been together for almost two decades, and in that time we've played for crowds of five people, and for crowds of more than 15,000. Both are equally important to us, and just as fun. We turn Jill and Smelley loose on the between-songs repartee, and let the songs shine through. On the best night, we feed on the audience's love and vice-versa. It's emotional vampirism of the best sort. [Blogger's note: now that whole "red meat" thing is starting to make sense ...] Q. Do you prefer smaller, intimate venues or larger, louder ones? Why?A. We love both. Whether it's a chance to connect with a small room or huge audience, we always try to hit 'em between the eyes! Q. What about your fans surprises you?A. Since we've been together for so long, we're pretty much on our third generation of fans now. We're excited that the Bakersfield sound has that same effect on the new, younger fans as it did on the punk rockers that we played to 20 years ago. And we still see them at our shows too! Q. What about your live act surprises your fans?A. For people who haven't seen Red Meat before, they may be dragged to a show thinking they don't like country music. But they're surprised to hear it done in a way that excites them so much. We get a lot of first-timers coming up to us after a performance and asking, "Wait, THAT'S what country music can sound like?" Q. There are going to be a lot of technical people (you could call them geeks) in the Oracle crowd - what are they going to love about your performance?A. Just what everyone loves about a Red Meat show - the chance to drink beer, dance, get rowdy, and have a great time. Q. Have you been on tour recently? If so, what do you like about touring, and what do you dislike?A. Actually, we're going to be coming off the road immediately into the Oracle OpenWorld Music Festival, having just played some Texas dates. On tour, we love playing for fans who don't get to see us as often as our California fans do. And food. Most of our conversations in the van center around food. Q. Ever think about playing another kind of music? If so, what, and why?A. Our tastes and influences in the band run all over the place. Obviously we love the Bakersfield artists - Buck Owens, Merle Haggard, Dwight Yoakam - but we love other types of roots music as well, along with the Beatles, NRBQ, MC5, punk/new wave, and countless bar bands that we've had the privilege of playing with through the years. But as far as playing a different kind of music as Red Meat? Nah. We love what we're doing. Q. What are the top three things people should know about your music?A1. Country music, done right, has unlimited soul.A2. Red Meat is a modern band, playing original material, with a great debt to the Bakersfield sound of Buck Owens and Merle Haggard.A3. It's FUN. More details on the Festival and the band: Oracle OpenWorld Music Festival Red Meat

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  • Shrinking a Linux OEL 6 virtual Box image (vdi) hosted on Windows 7

    - by AndyBaker
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Recently for a customer demonstration there was a requirement to build a virtual box image with Oracle Enterprise Manager Cloud Control 12c. This meant installing OEL Linux 6 as well as creating an 11gr2 database and Oracle Enterprise Manager Cloud Control 12c on a single virtual box. Storage was sized at 300Gb using dynamically allocated storage for the virtual box and about 10Gb was used for Linux and the initial build. After copying over all the binaries and performing all the installations the virtual box became in the region of 80Gb used size on the host operating system, however internally it only really needed around 20Gb. This meant 60Gb had been used when copying over all the binaries and although now free was not returned to the host operating system due to the growth of the virtual box storage '.vdi' file.  Once the ‘vdi’ storage had grown it is not shrunk automatically afterwards. Space is always tight on the laptop so it was desirable to shrink the virtual box back to a minimal size and here is the process that was followed. Install 'zerofree' Linux package into the OEL6 virtual box The RPM was downloaded and installed from a site similar to below; http://rpm.pbone.net/index.php3/stat/4/idpl/12548724/com/zerofree-1.0.1-5.el5.i386.rpm.html A simple internet search for ’zerofree Linux rpm’ was easy to perform and find the required rpm. Execute 'zerofree' package on the desired Linux file system To execute this package the desired file system needs to be mounted read only. The following steps outline this process. As root: # umount /u01 As root:# mount –o ro –t ext4 /u01 NOTE: The –o is options and the –t is the file system type found in the /etc/fstab. Next run zerofree against the required storage, this is located by a simple ‘df –h’ command to see the device associated with the mount. As root:# zerofree –v /dev/sda11   NOTE: This takes a while to run but the ‘-v’ option gives feedback on the process. What does Zerofree do? Zerofree’s purpose is to go through the file system and zero out any unused sectors on the volume so that the later stages can shrink the virtual box storage obtaining the free space back. When zerofree has completed the virtual box can be shutdown as the last stage is performed on the physical host where the virtual box vdi files are located. Compact the virtual box ‘.vdi’ files The final stage is to get virtual box to shrink back the storage that has been correctly flagged as free space after executing zerofree. On the physical host in this case a windows 7 laptop a DOS window was opened. At the prompt the first step is to put the virtual box binaries onto the PATH. C:\ >echo %PATH%   The above shows the current value of the PATH environment variable. C:\ >set PATH=%PATH%;c:\program files\Oracle\Virtual Box;   The above adds onto the existing path the virtual box binary location. C:\>cd c:\Users\xxxx\OEL6.1   The above changes directory to where the VDI files are located for the required virtual box machine. C:\Users\xxxxx\OEL6.1>VBoxManage.exe modifyhd zzzzzz.vdi compact  NOTE: The zzzzzz.vdi is the name of the required vdi file to shrink. Finally the above command is executed to perform the compact operation on the ‘.vdi’ file(s). This also takes a long time to complete but shrinks the VDI file back to a minimum size. In the case of the demonstration virtual box OEM12c this reduced the virtual box to 20Gb from 80Gb which was a great outcome to achieve.

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  • The five steps of business intelligence adoption: where are you?

    - by Red Gate Software BI Tools Team
    When I was in Orlando and New York last month, I spoke to a lot of business intelligence users. What they told me suggested a path of BI adoption. The user’s place on the path depends on the size and sophistication of their organisation. Step 1: A company with a database of customer transactions will often want to examine particular data, like revenue and unit sales over the last period for each product and territory. To do this, they probably use simple SQL queries or stored procedures to produce data on demand. Step 2: The results from step one are saved in an Excel document, so business users can analyse them with filters or pivot tables. Alternatively, SQL Server Reporting Services (SSRS) might be used to generate a report of the SQL query for display on an intranet page. Step 3: If these queries are run frequently, or business users want to explore data from multiple sources more freely, it may become necessary to create a new database structured for analysis rather than CRUD (create, retrieve, update, and delete). For example, data from more than one system — plus external information — may be incorporated into a data warehouse. This can become ‘one source of truth’ for the business’s operational activities. The warehouse will probably have a simple ‘star’ schema, with fact tables representing the measures to be analysed (e.g. unit sales, revenue) and dimension tables defining how this data is aggregated (e.g. by time, region or product). Reports can be generated from the warehouse with Excel, SSRS or other tools. Step 4: Not too long ago, Microsoft introduced an Excel plug-in, PowerPivot, which allows users to bring larger volumes of data into Excel documents and create links between multiple tables.  These BISM Tabular documents can be created by the database owners or other expert Excel users and viewed by anyone with Excel PowerPivot. Sometimes, business users may use PowerPivot to create reports directly from the primary database, bypassing the need for a data warehouse. This can introduce problems when there are misunderstandings of the database structure or no single ‘source of truth’ for key data. Step 5: Steps three or four are often enough to satisfy business intelligence needs, especially if users are sophisticated enough to work with the warehouse in Excel or SSRS. However, sometimes the relationships between data are too complex or the queries which aggregate across periods, regions etc are too slow. In these cases, it can be necessary to formalise how the data is analysed and pre-build some of the aggregations. To do this, a business intelligence professional will typically use SQL Server Analysis Services (SSAS) to create a multidimensional model — or “cube” — that more simply represents key measures and aggregates them across specified dimensions. Step five is where our tool, SSAS Compare, becomes useful, as it helps review and deploy changes from development to production. For us at Red Gate, the primary value of SSAS Compare is to establish a dialog with BI users, so we can develop a portfolio of products that support creation and deployment across a range of report and model types. For example, PowerPivot and the new BISM Tabular model create a potential customer base for tools that extend beyond BI professionals. We’re interested in learning where people are in this story, so we’ve created a six-question survey to find out. Whether you’re at step one or step five, we’d love to know how you use BI so we can decide how to build tools that solve your problems. So if you have a sixty seconds to spare, tell us on the survey!

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Does *every* project benefit from written specifications?

    - by nikie
    I know this is holy war territory, so please read the question to the end before answering. There are many cases where written specifications make a lot of sense. For example, if you're a contractor and you want to get paid, you need written specs. If you're working in a team with 20 persons, you need written specs. If you're writing a programming language compiler or interpreter (and it's not perl), you'll usually write a formal specification. I don't doubt that there are many more cases where written specifications are a really good idea. I just think that there are cases where there's so little benefit in written specs, that it doesn't outweigh the costs of writing and maintaining them. EDIT: The close votes say that "it is difficult to say what is asked here", so let me clarify: The usefulness of written, detailed specifications is often claimed like a dogma. (If you want examples, look at the comments.) But I don't see the use of them for the kind of development I'm doing. So what is asked here is: How would written specifications help me? Background information: I work for a small company that's developing vertical market software. If our product is easier to use and has better performance than the competition, it sells. If it's harder to use, even if it behaves 100% as the specification says, it doesn't sell. So there are no "external forces" for having written specs. The advantage would have to be somewhere in the development process. Now, I can see how frozen specifications would make a developer's life easier. But we'll never have frozen specs. If we see in the middle of development that feature X is not intuitive to use the way it's specified, then we can only choose between changing the specification or developing a product that won't sell. You'll probably ask by now: How do you know when you're done? Well, we're continually improving our product. The competition does the same. So (hopefully) we're never done. We keep improving the software, and when we reach a point when the benefits of the improvements we've added since the last release outweigh the costs of an update, we create a new release that is then tested, localized, documented and deployed. This also means that there's rarely any schedule pressure. Nobody has to do overtime to make a deadline. If the feature isn't done by the time we want to release the next version, it'll simply go into the next version. The next question might be: How do your developers know what they're supposed to implement? The answer is: They have a lot of domain knowledge. They know the customers business well enough, so a high-level description of the feature (or even just the problem that the customer needs solved) is enough to implement it. If it's not clear, the developer creates a few fake screens to get feedback from marketing/management or customers, but this is nowhere near the level of detail of actual specifications. This might be inefficient for larger teams, but for a small team with low turnover it works quite well. It has the additional benefit that the developer in question often comes up with a better solution than the person writing the specs might have. This question is already getting very long, but let me address one last point: Testing. Like I said in the beginning, if our software behaves 100% like the spec says, it still can be crap. In fact, if it's so unintuitive that you need a spec to know how to test it, it probably is crap. It makes sense to have fixed, written tests for some core functionality and for regression bugs, but again, this is nowhere near a full written spec of how the software should behave when. The main test is: hand the software to a user who doesn't know it yet and tell him to use the new feature X. If she can figure out how to use it and it works, it works.

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  • Use a custom value object or a Guid as an entity identifier in a distributed system?

    - by Kazark
    tl;dr I've been told that in domain-driven design, an identifier for an entity could be a custom value object, i.e. something other than Guid, string, int, etc. Can this really be advisable in a distributed system? Long version I will invent an situation analogous to the one I am currently facing. Say I have a distributed system in which a central concept is an egg. The system allows you to order eggs and see spending reports and inventory-centric data such as quantity on hand, usage, valuation and what have you. There area variety of services backing these behaviors. And say there is also another app which allows you to compose recipes that link to a particular egg type. Now egg type is broken down by the species—ostrich, goose, duck, chicken, quail. This is fine and dandy because it means that users don't end up with ostrich eggs when they wanted quail eggs and whatnot. However, we've been getting complaints because jumbo chicken eggs are not even close to equivalent to small ones. The price is different, and they really aren't substitutable in recipes. And here we thought we were doing users a favor by not overwhelming them with too many options. Currently each of the services (say, OrderSubmitter, EggTypeDefiner, SpendingReportsGenerator, InventoryTracker, RecipeCreator, RecipeTracker, or whatever) are identifying egg types with an industry-standard integer representation the species (let's call it speciesCode). We realize we've goofed up because this change could effect every service. There are two basic proposed solutions: Use a predefined identifier type like Guid as the eggTypeID throughout all the services, but make EggTypeDefiner the only service that knows that this maps to a speciesCode and eggSizeCode (and potentially to an isOrganic flag in the future, or whatever). Use an EggTypeID value object which is a combination of speciesCode and eggSizeCode in every service. I've proposed the first solution because I'm hoping it better encapsulates the definition of what an egg type is in the EggTypeDefiner and will be more resilient to changes, say if some people now want to differentiate eggs by whether or not they are "organic". The second solution is being suggested by some people who understand DDD better than I do in the hopes that less enrichment and lookup will be necessary that way, with the justification that in DDD using a value object as an ID is fine. Also, they are saying that EggTypeDefiner is not a domain and EggType is not an entity and as such should not have a Guid for an ID. However, I'm not sure the second solution is viable. This "value object" is going to have to be serialized into JSON and URLs for GET requests and used with a variety of technologies (C#, JavaScript...) which breaks encapsulation and thus removes any behavior of the identifier value object (is either of the fields optional? etc.) Is this a case where we want to avoid something that would normally be fine in DDD because we are trying to do DDD in a distributed fashion? Summary Can it be a good idea to use a custom value object as an identifier in a distributed system (solution #2)?

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Using Private Extension Galleries in Visual Studio 2012

    - by Jakob Ehn
    Note: The installer and the complete source code is available over at CodePlex at the following location: http://inmetavsgallery.codeplex.com   Extensions and addins are everywhere in the Visual Studio ALM ecosystem! Microsoft releases new cool features in the form of extensions and the list of 3rd party extensions that plug into Visual Studio just keeps growing. One of the nice things about the VSIX extensions is how they are deployed. Microsoft hosts a public Visual Studio Gallery where you can upload extensions and make them available to the rest of the community. Visual Studio checks for updates to the installed extensions when you start Visual Studio, and installing/updating the extensions is fast since it is only a matter of extracting the files within the VSIX package to the local extension folder. But for custom, enterprise-specific extensions, you don’t want to publish them online to the whole world, but you still want an easy way to distribute them to your developers and partners. This is where Private Extension Galleries come into play. In Visual Studio 2012, it is now possible to add custom extensions galleries that can point to any URL, as long as that URL returns the expected content of course (see below).Registering a new gallery in Visual Studio is easy, but there is very little documentation on how to actually host the gallery. Visual Studio galleries uses Atom Feed XML as the protocol for delivering new and updated versions of the extensions. This MSDN page describes how to create a static XML file that returns the information about your extensions. This approach works, but require manual updates of that file every time you want to deploy an update of the extension. Wouldn’t it be nice with a web service that takes care of this for you, that just lets you drop a new version of your VSIX file and have it automatically detect the new version and produce the correct Atom Feed XML? Well search no more, this is exactly what the Inmeta Visual Studio Gallery Service does for you :-) Here you can see that in addition to the standard Online galleries there is an Inmeta Gallery that contains two extensions (our WIX templates and our custom TFS Checkin Policies). These can be installed/updated i the same way as extensions from the public Visual Studio Gallery. Installing the Service Download the installler (Inmeta.VSGalleryService.Install.msi) for the service and run it. The installation is straight forward, just select web site, application pool and (optional) a virtual directory where you want to install the service.   Note: If you want to run it in the web site root, just leave the application name blank Press Next and finish the installer. Open web.config in a text editor and locate the the <applicationSettings> element Edit the following setting values: FeedTitle This is the name that is shown if you browse to the service using a browser. Not used by Visual Studio BaseURI When Visual Studio downloads the extension, it will be given this URI + the name of the extension that you selected. This value should be on the following format: http://SERVER/[VDIR]/gallery/extension/ VSIXAbsolutePath This is the path where you will deploy your extensions. This can be a local folder or a remote share. You just need to make sure that the application pool identity account has read permissions in this folder Save web.config to finish the installation Open a browser and enter the URL to the service. It should show an empty Feed page:   Adding the Private Gallery in Visual Studio 2012 Now you need to add the gallery in Visual Studio. This is very easy and is done as follows: Go to Tools –> Options and select Environment –> Extensions and Updates Press Add to add a new gallery Enter a descriptive name, and add the URL that points to the web site/virtual directory where you installed the service in the previous step   Press OK to save the settings. Deploying an Extension This one is easy: Just drop the file in the designated folder! :-)  If it is a new version of an existing extension, the developers will be notified in the same way as for extensions from the public Visual Studio gallery: I hope that you will find this sever useful, please contact me if you have questions or suggestions for improvements!

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  • Where are my date ranges in Analytics coming from?

    - by Jeffrey McDaniel
    In the P6 Reporting Database there are two main tables to consider when viewing time - W_DAY_D and W_Calendar_FS.  W_DAY_D is populated internally during the ETL process and will provide a row for every day in the given time range. Each row will contain aspects of that day such as calendar year, month, week, quarter, etc. to allow it to be used in the time element when creating requests in Analytics to group data into these time granularities. W_Calendar_FS is used for calculations such as spreads, but is also based on the same set date range. The min and max day_dt (W_DAY_D) and daydate (W_Calendar_FS) will be related to the date range defined, which is a start date and a rolling interval plus a certain range. Generally start date plus 3 years.  In P6 Reporting Database 2.0 this date range was defined in the Configuration utility.  As of P6 Reporting Database 3.0, with the introduction of the Extended Schema this date range is set in the P6 web application. The Extended Schema uses this date range to calculate the data for near real time reporting in P6.  This same date range is validated and used for the P6 Reporting Database.  The rolling date range means if today is April 1, 2010 and the rolling interval is set to three years, the min date will be 1/1/2010 and the max date will be 4/1/2013.  1/1/2010 will be the min date because we always back fill to the beginning of the year. On April 2nd, the Extended schema services are run and the date range is adjusted there to move the max date forward to 4/2/2013.  When the ETL process is run the Reporting Database will pick up this change and also adjust the max date on the W_DAY_D and W_Calendar_FS. There are scenarios where date ranges affecting areas like resource limit may not be adjusted until a change occurs to cause a recalculation, but based on general system usage these dates in these tables will progress forward with the rolling intervals. Choosing a large date range can have an effect on the ETL process for the P6 Reporting Database. The extract portion of the process will pull spread data over into the STAR. The date range defines how long activity and resource assignment spread data is spread out in these tables. If an activity lasts 5 days it will have 5 days of spread data. If a project lasts 5 years, and the date range is 3 years the spread data after that 3 year date range will be bucketed into the last day in the date range. For the overall project and even the activity level you will still see the correct total values.  You just would not be able to see the daily spread 5 years from now. This is an important question when choosing your date range, do you really need to see spread data down to the day 5 years in the future?  Generally this amount of granularity years in the future is not needed. Remember all those values 5, 10, 15, 20 years in the future are still available to report on they would be in more of a summary format on the activity or project.  The data is always there, the level of granularity is the decision.

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  • Introducing the Metro User Interface on Windows 2012

    - by andywe
    Although I am a big fan of using PowerShell to do many of my server operations, that aspect is well covered by those far more knowledgeable than I, and there is vast information around the web already on that. The new Metro interface, and getting around both Windows 8 and Windows Server 2012 though is relatively new, even for those whop ran the previews. What is this? A blank Desktop!   Where did the start button go? Well, it is still there...sort of. It is hidden, and acts like an auto hidden component that appear only when the mouse is hovered over the lower left corner of the screen. Those familiar with Gnome or OSX can relate this to the "Hot Corners" functions. To get to the start button, hover your mouse in the very left corner of the task bar. Let it sit there a moment, and a small blue square with colored tiles in it called start will appear. Click it. I clicked it and now I have all the tiles..What is this?   Welcome to the Metro interface. This is a much more modern look, and although at first seems weird and cumbersome, I have actually found that it is a bit more extensible, allowing greater organization and customization than the older explorer desktop. If you look closely, you'll see each box represents either a program, or program group. First, a few basics about using the start view. First and foremost, a right mouse click will bring up a bar on the bottom, with an icon towards the right. Notice it is titled “All Apps”. An even easier way in many places is to hover your mouse in the exact opposite corner, in the upper right. A sidebar will open and expose what used to be a widget bar (remember Vista?), and there are options for Search, Start, and Settings.   Ok Great, but where is everything? It’s all there…Click the All Apps icon.   Look better? Notice the scroll bar at the bottom. Move it right..your desktop is sized to your content..so you can have a smaller, or larger amount of programs exposed. Each icon can be secondary clicked (right mouse click for most of us, and an options bar at the bottom, rather than the old small context menu, is opened with some very familiar options.   Notice the top of the Windows Explorer window has some new features. You still have your right mouse click functions, but since the shortcuts for these items already exist..just copy them. There are many ways, but here is a long way to show you more of the interface. 1. Right mouse click a program icon, and select the Open File Location option. 2. Trusty file manager opens…but if you look closely up at top edge of the window, you’ll see a nifty enhancement. An orange colored box that is titled Shortcut Tools and another lavender box Title Application tools. Each of these adds options at the top of the file manager window to make selection easy. Of course, you can still secondary click an item in the listing window too. 3. Click shortcut tools, right click your app shortcut and copy it. Then simply paste it into the desktop outside the File Explorer window Also note some of the newer features. The large icons up top below the menu that has many common operations. The options change as you select each menu item. Well, that’s it for this installment. I hope this helps you out.

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • Software and/(x)or Hardware Projects for Pre-School Kids

    - by haylem
    I offered to participate at my kid's pre-school for various activities (yes, I'm crazy like that), and one of them is to help them discover extra-curricular (big word for a pre-school, but by lack of a better one... :)) hobbies, which may or may not relate to a professional activity. At first I thought that it wouldn't be really easy to have pre-schoolers relate to programming or the internal workings of a computer system in general (and I'm more used to teaching middle-school to university-level students), but then I thought there must be a way. So I'm trying to figure out ways to introduce very young kids (3yo) to computer systems in a fun and preferably educational way. Of course, I don't expect them to start smashing the stack for fun and profit right away (or at least not voluntarily, though I could use the occasion for some toddler tests...), but I'm confident there must be ways to get them interested in both: using the systems, becoming curious about understanding what they do, interacting with the systems to modify them. I guess this setting is not really relevant after all, it's pretty much the same as if you were aiming to achieve the same for your own kids at home. Ideas Considering we're talking 3yo pre-schoolers here, and that at this age some kids are already quite confident using a mouse (some even a keyboard, if not for typing, at least to press some buttons they've come to associate with actions) while others have not yet had any interaction with computers of any kind, it needs to be: rather basic, demonstrated and played with in less then 5 or 10 minutes, doable in in groups or alone, scalable and extendable in complexity to accommodate their varying abilities. The obvious options are: basic smallish games to play with, interactive systems like LOGO, Kojo, Squeak and clones (possibly even simpler than that), or thngs like Lego Systems. I guess it can be a thing to reflect on both at the software and the hardware levels: it could be done with a desktop or laptop machine, a tablet, a smartphone (or a crap-phone, for that matter, as long as you can modify it), or even get down to building something from scratch (Raspberry Pi and Arduino being popular options at the moment). I can probably be in the form of games, funny visualizations (which are pretty much games) w/ Prototype, virtual worlds to explore. I also thought on the moment (and I hope this won't offend anyone) that some approaches to teaching pets could work (reward systems, haptic feedback and such things could quickly point a kid in the right direction to understanding how things work, in a similar fashion - I'm not suggesting to shock the kids!). Hmm, Is There an Actual Question in There? What type of systems do you think might be a good fit, both in terms of hardware and software? Do you have seen such systems, or have anything in mind to work on? Are you aware of some research in this domain, with tangible results? Any input is welcome. It's not that I don't see options: there are tons, but I have a harder time pinpointing a more concrete and definite type of project/activity, so I figure some have valuable ideas or existing ones. Note: I am not advocating that every kid should learn to program, be interested in computer systems, or that all of them in a class would even care enough to follow such an introduction with more than a blank stare. I don't buy into the "everybody would benefit from learning to program" thing. Wouldn't hurt, but not necessary in any way. But if I can walk out of there with a few of them having smiled using the thing (or heck, cried because others took them away from them), that'd be good enough. Related Questions I've seen and that seem to complement what I'm looking for, but not exactly for the same age groups or with the same goals: Teaching Programming to Kids Recommendations for teaching kids math concepts & skills for programming?

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  • Upgrade to Xubuntu 13.10 - Saucy Salamander

    As a common 'fashion' it is possible to upgrade an existing installation of Ubuntu or one of its derivates every six months. Of course, you might opt-in for the adventure and directly keep your system always on the latest version (including alphas and betas), or you might like to play safe and stay on the long-term support (LTS) versions which are updated every two years only. As for me, I'd like to jump from release to release on my main desktop machine. And since 17th October Saucy Salamander or also known as Ubuntu 13.10 has been released for general use. The following paragraphs document the steps I went in order to upgrade my system to the recent version. Don't worry about the fact that I'm actually using Xubuntu. It's mainly a flavoured version of Ubuntu running Xfce 4.10 as default X Window manager. Well, I have Gnome and LXDE on the same system... just out of couriosity. Preparing the system Before you think about upgrading you have to ensure that your current system is running on the latest packages. This can be done easily via a terminal like so: $ sudo apt-get update && sudo apt-get -y dist-upgrade --fix-missing Next, we are going to initiate the upgrade itself: $ sudo update-manager As a result the graphical Software Updater should inform you that a newer version of Ubuntu is available for installation. Ubuntu's Software Updater informs you whether an upgrade is available Running the upgrade After clicking 'Upgrade...' you will be presented with information about the new version. Details about Ubuntu 13.10 (Saucy Salamander) Simply continue with the procedure and your system will be analysed for the next steps. Analysing the existing system and preparing the actual upgrade to 13.10 Next, we are at the point of no return. Last confirmation dialog before having a coffee break while your machine is occupied to download the necessary packages. Not the best bandwidth at hand after all... yours might be faster. Are you really sure that you want to start the upgrade? Let's go and have fun! Anyway, bye bye Raring Ringtail and Welcome Saucy Salamander! In case that you added any additional repositories like Medibuntu or PPAs you will be informed that they are going to be disabled during the upgrade and they might require some manual intervention after completion. Ubuntu is playing safe and third party repositories are disabled during the upgrade Well, depending on your internet bandwidth this might take something between a couple of minutes and some hours to download all the packages and then trigger the actual installation process. In my case I left my PC unattended during the night. Time to reboot Finally, it's time to restart your system and see what's going to happen... In my case absolutely nothing unexpected. The system booted the new kernel 3.11.0 as usual and I was greeted by a new login screen. Honestly, 'same' system as before - which is good and I love that fact of consistency - and I can continue to work productively. And also Software Updater confirms that we just had a painless upgrade: System is running Ubuntu 13.10 - Saucy Salamander - and up to date See you in six months again... ;-) Post-scriptum In case that you would to upgrade to the latest development version of Ubuntu, run the following command in a console: $ sudo update-manager -d And repeat all steps as described above.

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • Is the Leptonica implementation of 'Modified Median Cut' not using the median at all?

    - by TheCodeJunkie
    I'm playing around a bit with image processing and decided to read up on how color quantization worked and after a bit of reading I found the Modified Median Cut Quantization algorithm. I've been reading the code of the C implementation in Leptonica library and came across something I thought was a bit odd. Now I want to stress that I am far from an expert in this area, not am I a math-head, so I am predicting that this all comes down to me not understanding all of it and not that the implementation of the algorithm is wrong at all. The algorithm states that the vbox should be split along the lagest axis and that it should be split using the following logic The largest axis is divided by locating the bin with the median pixel (by population), selecting the longer side, and dividing in the center of that side. We could have simply put the bin with the median pixel in the shorter side, but in the early stages of subdivision, this tends to put low density clusters (that are not considered in the subdivision) in the same vbox as part of a high density cluster that will outvote it in median vbox color, even with future median-based subdivisions. The algorithm used here is particularly important in early subdivisions, and 3is useful for giving visible but low population color clusters their own vbox. This has little effect on the subdivision of high density clusters, which ultimately will have roughly equal population in their vboxes. For the sake of the argument, let's assume that we have a vbox that we are in the process of splitting and that the red axis is the largest. In the Leptonica algorithm, on line 01297, the code appears to do the following Iterate over all the possible green and blue variations of the red color For each iteration it adds to the total number of pixels (population) it's found along the red axis For each red color it sum up the population of the current red and the previous ones, thus storing an accumulated value, for each red note: when I say 'red' I mean each point along the axis that is covered by the iteration, the actual color may not be red but contains a certain amount of red So for the sake of illustration, assume we have 9 "bins" along the red axis and that they have the following populations 4 8 20 16 1 9 12 8 8 After the iteration of all red bins, the partialsum array will contain the following count for the bins mentioned above 4 12 32 48 49 58 70 78 86 And total would have a value of 86 Once that's done it's time to perform the actual median cut and for the red axis this is performed on line 01346 It iterates over bins and check they accumulated sum. And here's the part that throws me of from the description of the algorithm. It looks for the first bin that has a value that is greater than total/2 Wouldn't total/2 mean that it is looking for a bin that has a value that is greater than the average value and not the median ? The median for the above bins would be 49 The use of 43 or 49 could potentially have a huge impact on how the boxes are split, even though the algorithm then proceeds by moving to the center of the larger side of where the matched value was.. Another thing that puzzles me a bit is that the paper specified that the bin with the median value should be located, but does not mention how to proceed if there are an even number of bins.. the median would be the result of (a+b)/2 and it's not guaranteed that any of the bins contains that population count. So this is what makes me thing that there are some approximations going on that are negligible because of how the split actually takes part at the center of the larger side of the selected bin. Sorry if it got a bit long winded, but I wanted to be as thoroughas I could because it's been driving me nuts for a couple of days now ;)

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  • Is hidden content (display: none;) -indexed- by search engines? [closed]

    - by user568458
    Possible Duplicate: How bad is it to use display: none in CSS? We've established on this site before (in this question) that, since there are so many legitimate uses for hiding content with display: none; when creating interactive features, that sites aren't automatically penalised for content that is hidden this way (so long as it doesn't look algorithmically spammy). Google's Webmaster guidelines also make clear that a good practice when using content that is initially legitimately hidden for interactivity purposes is to also include the same content in a <noscript> tag, and Google recommend that if you design and code for users including users with screen readers or javascript disabled, then 9 times out of 10 good relevant search rankings will follow (though their specific advice seems more written for cases where javascript writes new content to the page). JavaScript: Place the same content from the JavaScript in a tag. If you use this method, ensure the contents are exactly the same as what’s contained in the JavaScript, and that this content is shown to visitors who do not have JavaScript enabled in their browser. So, best practice seems pretty clear. What I can't find out is, however, the simple factual matter of whether hidden content is indexed by search engines (but with potential penalties if it looks 'spammy'), or, whether it is ignored, or, whether it is indexed but with a lower weighting (like <noscript> content is, apparently). (for bonus points it would be great to know if this varies or is consistent between display: none;, visibility: hidden;, etc, but that isn't crucial). This is different to the other questions on display:none; and SEO - those are about good and bad practice and the answers are discussions of good and bad practice, I'm interested simply in the factual 'Yes or no' question of whether search engines index, or ignore, content that is in display: none; - something those other questions' answers aren't totally clear on. One other question has an answer, "Yes", supported by a link to an article that doesn't really clear things up: it establishes that search engines can spot that text is hidden, it discusses (again) whether hidden text causes sites to be marked as spam, and ultimately concludes that in mid 2011, Google's policy on hidden text was evolving, and that they hadn't at that time started automatically penalising display:none; or marking it as spam. It's clear that display: none; isn't always spam and isn't always treated as spam (many Google sites use it...): but this doesn't clear up how, or if, it is indexed. What I will do will be to follow the guidelines and make sure that all the content that is initially hidden which regular users can explore using javascript-driven interactivity is also structured in way that noscript/screenreader users can use. So I'm not interested in best practice, opinions etc because best practice seems to be really clear: accessibility best practices boosts SEO. But I'd like to know what exactly will happen: whether any display: none; content I have alongside <noscript> or otherwise accessibility-optimised content will be be ignored, or indexed again, or picked up to compare against the <noscript> content but not indexed... etc.

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  • SEO/Google: How should I handle multiple countries and domains?

    - by Valorized
    Hello. I'm the webmaster of an online shop based in Austria (Europe). Therefore we registered "example.at". We also own different other domain names like "example-shop.com" and "example.info". Currently all those domains are redirected (301) to the .at one. Still available is: "example.net" and "example.org" (and .ws/.cc), unfortunately not available: .de/.eu The .com is currently owned by one of our partners, the contract ends in 2012 but until then we have no chance to get this one. Recently I read more about geo-targeting and I noticed ONE big deal. The tld ".at" is hardly recognised in Germany (google.de) whereas it is excellently listed in Austria (google.at). As a result of the .at I cannot set the target location manually (or to unlisted). More info: https://www.google.com/support/webmasters/bin/answer.py?answer=62399&hl=en This is a big problem. I looked at Google Analytics and - although Germany is 10x as big as Austria - there are more visits from Austria. So, how should I config the domain in order to get the best results in both, Germany and Austria? I thought of some solutions: First I could stop redirecting the .info. Then there would be a duplicate of the .at one. Moreover, in Webmastertools, I could set the target location of the .info to Germany. As the .at still targets Austria, both would be targeted - however I don't now if google punishes one of them because of the duplicate content? Same as 1. but with .net or .org (I think .info is not a "nice" domain and moreover I think search engines prefer .com, .net or .org to .info). Same as 1. (or 2.) but with a rel="canonical" on the new one (pointing to the .at). Con: I don't think this will improve the situation, because it still tells google that the .at one is more important, like: "if .info points to .at, the target may still be Austria". rel="canonical" on the .at pointing to the new (.info or .net or .org). However I fear that this will have a negative impact on the listing on google.at because: "Hey, the well-known .at is not important anymore, so let's focus on the .info which is not well-known." - Therefore: bad position in search results. Redirect .at to the new (.info or .net or .org) with a 301-Redirect. Con: Might be worse than 4, we might loose Page-Rank (or "the value of the page", because google says that page rank is not important anymore). Moreover this might be even more confusing for the customers. In 3. or 4. customers don't get redirected, they do not see the canonical-meta-tag. So, dear experts, please tell me what the best option would be! Thank you very much for your advice in advance and please excuse the long question. I really appreciate this network! Please note: It's exactly the same content AND language. In Austria we speak German.

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  • Is my class structure good enough?

    - by Rivten
    So I wanted to try out this challenge on reddit which is mostly about how you structure your data the best you can. I decided to challenge my C++ skills. Here's how I planned this. First, there's the Game class. It deals with time and is the only class main has access to. A game has a Forest. For now, this class does not have a lot of things, only a size and a Factory. Will be put in better use when it will come to SDL-stuff I guess A Factory is the thing that deals with the Game Objects (a.k.a. Trees, Lumberjack and Bears). It has a vector of all GameObjects and a queue of Events which will be managed at the end of one month. A GameObject is an abstract class which can be updated and which can notify the Event Listener The EventListener is a class which handles all the Events of a simulation. It can recieve events from a Game Object and notify the Factory if needed, the latter will manage correctly the event. So, the Tree, Lumberjack and Bear classes all inherits from GameObject. And Sapling and Elder Tree inherits from Tree. Finally, an Event is defined by an event_type enumeration (LUMBERJACK_MAWED, SAPPLING_EVOLUTION, ...) and an event_protagonists union (a GameObject or a pair of GameObject (who killed who ?)). I was quite happy at first with this because it seems quite logic and flexible. But I ended up questionning this structure. Here's why : I dislike the fact that a GameObject need to know about the Factory. Indeed, when a Bear moves somewhere, it needs to know if there's a Lumberjack ! Or it is the Factory which handles places and objects. It would be great if a GameObject could only interact with the EventListener... or maybe it's not that much of a big deal. Wouldn't it be better if I separate the Factory in three vectors ? One for each kind of GameObject. The idea would be to optimize research. If I'm looking do delete a dead lumberjack, I would only have to look in one shorter vector rather than a very long vector. Another problem arises when I want to know if there is any particular object in a given case because I have to look for all the gameObjects and see if they are at the given case. I would tend to think that the other idea would be to use a matrix but then the issue would be that I would have empty cases (and therefore unused space). I don't really know if Sapling and Elder Tree should inherit from Tree. Indeed, a Sapling is a Tree but what about its evolution ? Should I just delete the sapling and say to the factory to create a new Tree at the exact same place ? It doesn't seem natural to me to do so. How could I improve this ? Is the design of an Event quite good ? I've never used unions before in C++ but I didn't have any other ideas about what to use. Well, I hope I have been clear enough. Thank you for taking the time to help me !

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  • The new direction of the gaming industry

    - by raccoon_tim
    Just recently I read a great blog post by David Darling, the founder of Codemasters: http://www.develop-online.net/blog/347/Jurassic-consoles-could-become-extinct. In the blog post he talks about how traditional retail games are experiencing a downfall thanks to the increasing popularity of digital distribution. I personally think of retail games as being relics of the past. It does not really make much sense to still keep distributing boxed games when the same game can be elegantly downloaded and updated over the air through a digital distribution channel. The world is not all rainbows, however. One big issue with mixing digital distribution with boxed retail games is that resellers will not condone you selling your game for 10€ digitally while their selling the same game for 70€. The only way to get around this issue is to move to full digital distribution. This has the added benefit of minimizing piracy as the game can be tightly bound to the service you downloaded the game from. Many players are, however, complaining about not being able to play the games offline. Having games tightly bound to the internet is a problem when games are bought from a retailer as we tend to expect that once we have the product we can use it anywhere because we physically own it. The truth is that we don’t actually own the product. Instead, the typical EULA actually states that we only have a license to use the product. We’re not, for instance, allowed to disassemble the product, which the owner is indeed permitted to do. Digital distribution allows us to provide games as services, instead of selling them as standalone products. This means that for a service to work you have to be connected to the internet but you still have the same rights to use the product. It’s really straightforward; if you downloaded a client from the internet you are expected to have an internet connection so you’re able to connect to the server. A game distributed digitally that is built using a client-server architecture has the added benefit of allowing you to play anywhere as long as you have the client installed and you are able to log in with your user information. Your save games can be backed up and your game can continue anywhere. Another development we’re seeing in the gaming industry is the increasing popularity of free-to-play games. These are games that let you play for free but allow you to boost your gaming experience with real world money. The nature of these games is that players are constantly rewarded with new content and the game can evolve according to their way of playing and their wishes can be incorporated into the product. Free-to-play games can quickly gain a large player basis and monetization is done by providing players valuable things to buy making their gaming experience more fun. I am personally very excited about free-to-play games as it’s possible to start building the game together with your players and there is no need to work on the game for 5 years from start to finish and only then see if it’s actually something the players like. This is a typical problem with big movie-like retail games and recent news about Radical Entertainment practically closing its doors paints a clear picture of what can happen when the risk does not pay off: http://news.teamxbox.com/xbox/25874/Prototype-Developer-Radical-Entertainment-Closes/.

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  • Best way to process a queue in C# (PDF treatment)

    - by Bartdude
    First of all let me expose what I would like to do : I already dispose of a long-time running webapp developed in ASP.NET (C#) 2.0. In this app, users can upload standard PDF files (text+pics). The app is running in production on a Windows Server 2003 and has a dedicated database server (SQL server 2008) also running Windows Server 2003. I myself am a quite experienced web developer, but never actually programmed anything non-web (or at least nothing serious). I plan on adding a functionality to the webapp for which I would need a jpg snapshot of each page of the PDF. Creating these "thumbnails" isn't the big deal as such, I already do it inside my webapp using ghostscript. I've only done it on 1 page documents for now though, and the new functionality will need to process bigger documents. In order for this process to be transparent aswell for the admins as the final users, I would like to implement some kind of queue to delay the processing of the thumbnails. There again, no problem to create the queue, it will consist of records in a table, with enough info to find the pdf document back. Then I will need to process this queue, and that's were my interrogations start. Obviously the best solution to process it isn't an ASP script or so, so I will have to get out of my known environment. No problem, but I have no idea which direction to go. Therefore, a few questions : What should I develop ? I presumably need something that is "standby" on the server, runs when needed, then returns to idle state until further notice.Should I be looking into Windows service ? Is there another more appropriate type of project ? Depending on the first answer, what will be the approach ? Should I have somehow SQL server "tell" the program/service/... to process the queue, or should I have that program/service/... periodically check the state of the queue and treat new items. In both case, which functionality can I use ? we're not talking about hundreds of PDF a day (max 50 maybe), I can totally afford to treat the queue 1 item at a time. Can you confirm I don't have to look much further on threads and so ? (I found a lot of answers talking about threads in queue treatment, but it looks quite overkill for my needs) Maybe linked to the previous question : what about concurrent call to the program, whatever it is ? Let's suppose it is currently running, and a new record comes in the queue, what should be the behaviour ? I don't need much detailed answers and would already be happy with answers like "You can do the processing with a service, and yes it's possible to have sqlserver on machine A trigger a service start on machine B" or "You have to develop xxx and then use the scheduler to run it every xxx minutes". I don't mind reading articles and so, but I can hardly afford to spend too much time learning stuff to finally realize I went the wrong way for this project, so basically I'm trying to narrow down the scope of matters I need to investigate. Thanks for reading me, I hope I'll find some helping hands on here :-)

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  • JDK7?????

    - by Todd Bao
    ??JSR 334,JDK 7?????????????,???:1. switch????String????:    public static void switchString(String s){        switch (s){        case "db": ...        case "wls": ...        case "idm": ...        case "soa": ...        case "fa": ...        default: ...        }    }2. ?????????? - "0b"???"_"???,?????????? a. ???????????, 0b: ????????????:        byte b1 = 0b00100001;     // New        byte b2 = 0x21;        // Old        byte b3 = 33;        // Old b. ??????????????,?????,????????????:    long phone_nbr = 021_1111_2222;3. ???????????? - "?? new",????????:        ArrayList<String> al1 = new ArrayList<String>();    // Old        ArrayList<String> al2 = new ArrayList<>();        // New4. ????reflect?????????? - ReflectOperationException,????:    ClassNotFoundException,     IllegalAccessException,     InstantiationException,     InvocationTargetException,     NoSuchFieldException,     NoSuchMethodException5. catch????????,?????????,????????:    try{        // code    }    catch (SQLException | IOException ex) {        // ...    }6. ?????? - ??????????,??????????style:    public void test() throws NoSuchMethodException, NoSuchFieldException{    // ??        try{            // code        }        catch (RelectiveOperationException ex){    // ??            throws ex;        }    }7. ???try()?? - Try with Resources,?????????????(???????????java.lang.AutoCloseable??),???????try?????"("??"{":    try(BufferedReader br = new BufferedReader(new FileReader("/home/oracle/temp.txt"))){        ... br.readLine() ...    }try-with-resources?????catch,??????????catch???????Todd

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  • ??GoldenGate?LAG???

    - by Liu Maclean(???)
    GGSCI????LAG?? ????????????????Oracle?redo????online redo logfile? ? Replicat????????????????? ???????? ????,?????????????????LAG; ????????????????REPLICAT??apply???????????? OGG????RANGE??????????,????????REPLICATE??APPLY? OGG??MAXTRANSOPS???????? LAG?????????: ?Extract?????redolog????TRAIL?REMOTE HOST ????datapump???extract trail????????????REMOTE HOST ?collector?????????????????LOCAL TRAIL ?REPLICAT??LOCAL TRAIL???????? ?????????GGSCI?INFO?STATUS??????LAG,???SEND ???,LAG?????LAG?????: INFO??????LAG???SEND??????????? INFO?????LAG???MANAGER????????checkpoint SEND <OBJECT>, lag???LAG???<OBJECT>???????????? LAG?????????????????Kilobytes??? ????LAG??? ????????????? ? EXTRACT/PUMP/REPLICAT???????? ?2?????????, ???? LAG???EXTRACT??????? ??EXTRACT/PUMP/REPLICAT??????????????? REAL TIME,???LAG????? ?????????????? ????????REDO LOG?????????,?LAG???ER???????,?????????????? ??????,STOP EXTRACT?????????????????LAG,????EXTRACT?????,??EXTRACT????????? ????REDO LOG???? ?EXTRACT??????????????????? GGSCI (XIANGBLI-CN) 27> stop load2 Sending STOP request to EXTRACT LOAD2 … Request processed. GGSCI (XIANGBLI-CN) 28> start load2 Sending START request to MANAGER … EXTRACT LOAD2 starting GGSCI (XIANGBLI-CN) 31> info load2 EXTRACT    LOAD2     Last Started 2012-09-18 20:26   Status RUNNING Checkpoint Lag       00:04:34 (updated 00:00:08 ago) Log Read Checkpoint  Oracle Redo Logs 2012-09-18 20:21:32  Seqno 44, RBA 13750272 SCN 0.1845479 (1845479) GGSCI (XIANGBLI-CN) 35> lag load2 Sending GETLAG request to EXTRACT LOAD2 … Last record lag: 130 seconds. At EOF, no more records to process. GGSCI (XIANGBLI-CN) 36> info load2 EXTRACT    LOAD2     Last Started 2012-09-18 20:26   Status RUNNING Checkpoint Lag       00:00:00 (updated 00:00:02 ago) Log Read Checkpoint  Oracle Redo Logs 2012-09-18 20:27:33  Seqno 44, RBA 13817856 SCN 0.1845671 (1845671) ?????? Last record lag ? Checkpoint Lag ???? EXTRACT/PUMP/REPLICAT ?????????????(catch up), ???? ?????????????GB?redo???,??????EXTRACT/PUMP/REPLICAT ????????? ???INFO?LAG???checkpoint?,????????????Long Running Transactions (LRTs),??????????COMMIT? ????????????????????????COMMIT?????? ????EXTRACT/PUMP/REPLICAT???????????????????????commit????? ??REPLICAT????MAXTRANSOPS ?????LAG?

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