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  • Modernizr Rocks HTML5

    - by Laila
    HTML5 is a moving target.  At the moment, we don't know what will be in future versions.  In most circumstances, this really matters to the developer. When you're using Adobe Air, you can be reasonably sure what works, what is there, and what isn't, since you have a version of the browser built-in. With Metro, you can assume that you're going to be using at least IE 10.   If, however,  you are using HTML5 in a web application, then you are going to rely heavily on Feature Detection.  Feature-Detection is a collection of techniques that tell you, via JavaScript, whether the current browser has this feature natively implemented or not Feature Detection isn't just there for the esoteric stuff such as  Geo-location,  progress bars,  <canvas> support,  the new <input> types, Audio, Video, web workers or storage, but is required even for semantic markup, since old browsers make a pigs ear out of rendering this.  Feature detection can't rely just on reading the browser version and inferring from that what works. Instead, you must use JavaScript to check that an HTML5 feature is there before using it.  The problem with relying on the user-agent is that it takes a lot of historical data  to work out what version does what, and, anyway, the user-agent can be, and sometimes is, spoofed. The open-source library Modernizr  is just about the most essential  JavaScript library for anyone using HTML5, because it provides APIs to test for most of the CSS3 and HTML5 features before you use them, and is intelligent enough to alter semantic markup into 'legacy' 'markup  using shims  on page-load  for old browsers. It also allows you to check what video Codecs are installed for playing video. It also provides media queries  and conditional resource-loading (formerly YepNope.js.).  Generally, Modernizr gives you the choice of what you do about browsers that don't support the feature that you want. Often, the best choice is graceful degradation, but the resource-loading feature allows you to dynamically load JavaScript Shims to replace the standard API for missing or defective HTML5 functionality, called 'PolyFills'.  As the Modernizr site says 'Yes, not only can you use HTML5 today, but you can use it in the past, too!' The evolutionary progress of HTML5  requires a more defensive style of JavaScript programming where the programmer adopts a mindset of fearing the worst ( IE 6)  rather than assuming the best, whilst exploiting as many of the new HTML features as possible for the requirements of the site or HTML application.  Why would anyone want the distraction of developing their own techniques to do this when  Modernizr exists to do this for you? Laila

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • Microsoft Lowers Cloud Barrier To Entry

    - by Herve Roggero
    Once in a while, the technology stack changes enough to create a disturbance in the IT industry. Microsoft did just that today and has officially closed the gap with its #1 competitor: Amazon. What is remarkable is that Microsoft is no longer an alternative to Amazon, it is becoming a clear leader in that space. Some of the new features include official support for durable Virtual Machines with high availability (cross-geographic replication), free WebSites to try Azure, MySQL database at no charge, a new distributed low-latency cache feature, Linux support, support with existing VPN hardware for seamless on-premise integration, a new partner ecosystem and much, much more. Amazon had an edge against Windows Azure in the IaaS (Infrastructure as a Service) space, until now. With the latest release from Microsoft Azure, the gap has been filled. In fact, it seems Amazon may now have a gap to fill… This is great news to everyone; it seems that cloud offerings are becoming more standardized with the more mature cloud providers, and the management stack and quality of service of each cloud provider is increasingly becoming the differentiator. With today’s announcements, it is becoming clear that cloud providers are pushing hard to increase their service footprint and lowering typical barriers to entry such as support for open-source operating systems, free trial offers, higher availability, faster deployment times and simpler enterprise integration.

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • Optimal Data Structure for our own API

    - by vermiculus
    I'm in the early stages of writing an Emacs major mode for the Stack Exchange network; if you use Emacs regularly, this will benefit you in the end. In order to minimize the number of calls made to Stack Exchange's API (capped at 10000 per IP per day) and to just be a generally responsible citizen, I want to cache the information I receive from the network and store it in memory, waiting to be accessed again. I'm really stuck as to what data structure to store this information in. Obviously, it is going to be a list. However, as with any data structure, the choice must be determined by what data is being stored and what how it will be accessed. What, I would like to be able to store all of this information in a single symbol such as stack-api/cache. So, without further ado, stack-api/cache is a list of conses keyed by last update: `(<csite> <csite> <csite>) where <csite> would be (1362501715 . <site>) At this point, all we've done is define a simple association list. Of course, we must go deeper. Each <site> is a list of the API parameter (unique) followed by a list questions: `("codereview" <cquestion> <cquestion> <cquestion>) Each <cquestion> is, you guessed it, a cons of questions with their last update time: `(1362501715 <question>) (1362501720 . <question>) <question> is a cons of a question structure and a list of answers (again, consed with their last update time): `(<question-structure> <canswer> <canswer> <canswer> and ` `(1362501715 . <answer-structure>) This data structure is likely most accurately described as a tree, but I don't know if there's a better way to do this considering the language, Emacs Lisp (which isn't all that different from the Lisp you know and love at all). The explicit conses are likely unnecessary, but it helps my brain wrap around it better. I'm pretty sure a <csite>, for example, would just turn into (<epoch-time> <api-param> <cquestion> <cquestion> ...) Concerns: Does storing data in a potentially huge structure like this have any performance trade-offs for the system? I would like to avoid storing extraneous data, but I've done what I could and I don't think the dataset is that large in the first place (for normal use) since it's all just human-readable text in reasonable proportion. (I'm planning on culling old data using the times at the head of the list; each inherits its last-update time from its children and so-on down the tree. To what extent this cull should take place: I'm not sure.) Does storing data like this have any performance trade-offs for that which must use it? That is, will set and retrieve operations suffer from the size of the list? Do you have any other suggestions as to what a better structure might look like?

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  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

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  • Validation and authorization in layered architecture

    - by SonOfPirate
    I know you are thinking (or maybe yelling), "not another question asking where validation belongs in a layered architecture?!?" Well, yes, but hopefully this will be a little bit of a different take on the subject. I am a firm believer that validation takes many forms, is context-based and varies at each level of the architecture. That is the basis for the post - helping to identify what type of validation should be performed in each layer. In addition, a question that often comes up is where authorization checks belong. The example scenario comes from an application for a catering business. Periodically during the day, a driver may turn in to the office any excess cash they've accumulated while taking the truck from site to site. The application allows a user to record the 'cash drop' by collecting the driver's ID, and the amount. Here's some skeleton code to illustrate the layers involved: public class CashDropApi // This is in the Service Facade Layer { [WebInvoke(Method = "POST")] public void AddCashDrop(NewCashDropContract contract) { // 1 Service.AddCashDrop(contract.Amount, contract.DriverId); } } public class CashDropService // This is the Application Service in the Domain Layer { public void AddCashDrop(Decimal amount, Int32 driverId) { // 2 CommandBus.Send(new AddCashDropCommand(amount, driverId)); } } internal class AddCashDropCommand // This is a command object in Domain Layer { public AddCashDropCommand(Decimal amount, Int32 driverId) { // 3 Amount = amount; DriverId = driverId; } public Decimal Amount { get; private set; } public Int32 DriverId { get; private set; } } internal class AddCashDropCommandHandler : IHandle<AddCashDropCommand> { internal ICashDropFactory Factory { get; set; } // Set by IoC container internal ICashDropRepository CashDrops { get; set; } // Set by IoC container internal IEmployeeRepository Employees { get; set; } // Set by IoC container public void Handle(AddCashDropCommand command) { // 4 var driver = Employees.GetById(command.DriverId); // 5 var authorizedBy = CurrentUser as Employee; // 6 var cashDrop = Factory.CreateCashDrop(command.Amount, driver, authorizedBy); // 7 CashDrops.Add(cashDrop); } } public class CashDropFactory { public CashDrop CreateCashDrop(Decimal amount, Employee driver, Employee authorizedBy) { // 8 return new CashDrop(amount, driver, authorizedBy, DateTime.Now); } } public class CashDrop // The domain object (entity) { public CashDrop(Decimal amount, Employee driver, Employee authorizedBy, DateTime at) { // 9 ... } } public class CashDropRepository // The implementation is in the Data Access Layer { public void Add(CashDrop item) { // 10 ... } } I've indicated 10 locations where I've seen validation checks placed in code. My question is what checks you would, if any, be performing at each given the following business rules (along with standard checks for length, range, format, type, etc): The amount of the cash drop must be greater than zero. The cash drop must have a valid Driver. The current user must be authorized to add cash drops (current user is not the driver). Please share your thoughts, how you have or would approach this scenario and the reasons for your choices.

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  • More Tables or More Databases?

    - by BuckWoody
    I got an e-mail from someone that has an interesting situation. He has 15,000 customers, and he asks if he should have a database for their data per customer. Without a LOT more data it’s impossible to say, of course, but there are some general concepts to keep in mind. Whenever you’re segmenting data, it’s all about boundary choices. You have not only boundaries around how big the data will get, but things like how many objects (tables, stored procedures and so on) that will be involved, if there are any cross-sections of data (do they share location or product information) and – very important – what are the security requirements? From the answer to these types of questions, you now have the choice of making multiple tables in a single database, or using multiple databases. A database carries some overhead – it needs a certain amount of memory for locking and so on. But it has a very clean boundary – everything from objects to security can be kept apart. Having multiple users in the same database is possible as well, using things like a Schema. But keeping 15,000 schemas can be challenging as well. My recommendation in complex situations like this is similar to a post on decisions that I did earlier – I lay out the choices on a spreadsheet in rows, and then my requirements at the top in the columns. I  give each choice a number based on how well it meets each requirement. At the end, the highest number wins. And many times it’s a mix – perhaps this person could segment customers into larger regions or districts or products, in a database. Within that database might be multiple schemas for the customers. Of course, he needs to query across all customers, that becomes another requirement. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Can someone explain the true landscape of Rails vs PHP deployment, particularly within the context of Reseller-based web hosting (e.g., Hostgator)?

    - by rcd
    Currently, I have a reseller account with the company HostGator. I design websites, which up until now have occasionally been wrapped in Wordpress CMSs and the like (PHP applications). I then sell hosting (of the site I've designed) to the client, which is pretty simple, in that I can simply click a button and add a new shared hosting account/site with whatever settings I want. Furthermore, I then utilize WHMCS to automate billing and account management. It's a nice package and pretty simple. I pay something like $25 a month, and can sell a hundred accounts under this (because my clients bandwidth requirements are low). Now I am finding the need to develop more customized applications, including a minimalist CMS and several proprietary things. I soon anticipate developing these apps for clients as well. Thus, I've spent the past few months learning Rails, and it's coming along well now. The thing that has nagged at me all along, though, is the deployment issue. I can't wrap my brain around it. It seems like all of the popular options (Heroku, etc) have nice automation with git and are set up in the "Rails Way". I get that (sort of). But it's terribly expensive... a single dyno, a helper, and the cheapest database (which they say is mainly suitable for testing) that isn't limited to 5MB runs $51. This is for ONE app!!! Throw in a "production" DB and you're over $200. This is like... the same prices as getting a server somewhere, right? Meanwhile, going back to what I guess is a "traditional" hosting environment with Hostgator, their server only has Ruby 1.8.7 and Rails 2.3.5... No Rails 3. AND, no Passenger (not that I really understand the difference in CGI or mod_rails or whatever, but they say Passenger is the simplest). So I'm to understand that if I build an app in Rails 3, it won't run at all on this host? But damn, I already have these accounts under my reseller account there, all running static html and/or PHP stuff, right? So what now? How do I get all of this under one simple (and affordable) roof? Forgive my ignorance, but I just don't get it. Managing a VPS is cool and all, but entails learning server admin stuff and security... And it's expensive. I get that a shared and/or reseller "server-based" (forgive the terminology) may be inadequate for large-scale apps that use a lot of bandwidth... But what about for those of us who are building real (but small and low bandwidth) apps (with Rails) and who want to deploy them simply, cheaply, using the same conceptual approach as PHP? Even after learning all of this Ruby and Rails stuff for months, I'm questioning whether it's worth it when it comes to deployment. I want to build a small app, upload it to my home directory on a shared server account, and just make it run. Why should that be so hard? Am I just choosing the wrong language/framework? Forgive my ignorance in the subject; these questions are not rhetorical; just trying to learn here. So: 1) I'd appreciate if someone could give me a good rundown of how to understand deployment in Rails vs. PHP. 2) I'd appreciate if someone could address my issue with running a hosting/web business around reseller hosting (Hostgator) while also being able to host Rails apps. Can it be done? And how can a company like Hostgator completely ignore what's current in Rails/Ruby? Thanks.

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  • monitor height differences & the mouse going off screen

    - by fastmultiplication
    In ubuntu 10.10 I have a dual monitor setup. I have an nVidia graphics card and am using twinview. One of the monitors is 1024 pixels high and the other is 900. In the monitor configuration screen & in real life, I have them set up side by side, 1024 on the left. The result of this is that when I am on the bottom of the left monitor and move the mouse to the right, it goes into the hidden area below the right monitor's visible area. It seems like it would make a lot more sense for it to be bumped up to the bottom of the right monitor - since one almost never wants to move the mouse into an area of the screen that doesn't show up. And, systems I have used before have been set up that way. How can I set this up? I am not interested in lists of window managers for ubuntu; I would like to know the identity of a particular WM or set of steps I can take to solves the particular problem I have outlined above. Thanks! EDIT: I changed to use two seperate X window monitors, and set them up relatively positioned so that just the corner touches and the mouse can cross there, so the difference in heights doesn't matter.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • On installing nvidia drivers on 12.10 I get "Bad return status for module build on kernel: 3.5.0-19-generic (x86_64)"

    - by james
    New Ubuntu user - just recently made the mistake of trying a different nvidia driver. I'd managed to get the last (nvidia-current) one working through software sources a few weeks ago. The other day I tried to cross over to nvidia-experimental-310 and this produced a system error. Swapping back and forth between proprietary drivers now always causes an error and I can't get any of them to work. Installing through the terminal I get this error message every time: Building initial module for 3.5.0-19-generic Error! Bad return status for module build on kernel: 3.5.0-19-generic (x86_64) Consult /var/lib/dkms/nvidia-experimental-310/310.14/build/make.log for more information On rebooting, I end up with the crappy screen resolution and the thick black border around the screen. I use gksudo software-properties-gtk to bring up sources, where I can change back to the nouveau driver, which restores my screen. After that I can't find /var/lib/dkms/nvidia-experimental-310/310.14/build/make.log so I can't tell you what's inside. Any ideas what might be preventing the nvidia driver from installing? SOLUTION FOUND Okay - so I have a workaround. This is what has worked: Upgrade to kernel 3.7.0 as detailed here upgrade to latest version of the nvidia drivers as detailed here No idea what was happening with kernel 3.5.0-19, but this seems to be better. A little slower maybe on boot, but after days of messing around it's nice to have something that works.

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  • Connecting two monitors at the corners

    - by fastmultiplication
    I am using two separate X screens on two monitors and I would like them to be connected at the lower right corner. That is, if you move to the lower right corner of screen0 the mouse should appear at the upper left of screen1. I do not want an entire edge of each monitor to be permeable to the mouse. I modified the xorg.conf file like so: Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" Relative "Screen0" 1200 1000 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection (screen 0's resolution is 1280x1024) so there is a bit of overlap. However whenever I move the mouse to the bottom of screen0, the pointer appears at the upper left of screen1. And, the entire top of screen1 is permeable to the mouse and brings it to the lower left corner of screen0. I have tried various numbers in following the "relative" statement - if I put 1280 1024 the mouse does not cross over at all. If I use 1280 1023 the entire right side of screen0 is permeable. I haven't been able to find any documentation about how to explicitly tell the mouse where to crossover - is there some? It seems that xorg is being really aggressive in guessing where the mouse crossover should take place. Does anyone know how to do this? Thanks!

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  • How can I get non-programmer colleagues on board with bespoke software rather than Dynamics CRM + Sharepoint?

    - by Bendos
    I am working with a company which designs and builds one-off machines. They have been 'dabbling' with hosted Dynamics CRM and Sharepoint (on different servers!) in an attempt to centralise their data and help colleagues collaborate more effectively across projects. They haven't used either system to their potential. Now we are looking at the engineering department who already use a form of version control software for the various CAD files (Autodesk Vault) however it is becoming increasingly necessary to implement more of a generic file version control system as they use many more files than can be managed in Vault (sometimes just photos or scans of paper documents), hence why they were looking at using Sharepoint. However... as the 'programmer' of the bunch, I can see several scenarios which don't seem to fit well with the Dynamics + Sharepoint approach; simple reports based on cross-table queries, exporting certain metrics as a spreadsheet, defining project hierarchies and many-many relationships, and as such I have been pushing for an in-house developed 'ECM' / 'ERP' software package (perhaps in .NET or php). Some colleagues seem to attach a greater value to the MS software (perhaps becuase it has a logo!) but don't see that it's just a framework, not a solution. Can anyone provide a good example of when custom software would actually be better than using Dynamics + Sharepoint and how do I relate that to non-technical staff?

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  • Multichannel Digital Engagement: Find Out How Your Organization Measures Up

    - by Michael Snow
    This article was originally published in the September 2013 Edition of the Oracle Information InDepth Newsletter ORACLE WEBCENTER EDITION Thanks to mobile and social technologies, interactive online experiences are now commonplace. Not only that, they give consumers more choices, influence, and control than ever before. So how can you make your organization stand out? The key building blocks for delivering exceptional cross-channel digital experiences are outlined below. Also, a new assessment tool is available to help you measure your organization's ability to deliver such experiences. A clearly defined digital strategy. The customer journey is growing increasingly complex, encompassing multiple touchpoints and channels. It used to be easy to map marketing efforts to specific offline channels; for example, a direct mail piece with an offer to visit a store for a discounted purchase. Now it is more difficult to cultivate and track such clear cause-and-effect relationships. To deliver an integrated digital experience in this more complex world, organizations need a clearly defined and comprehensive digital marketing strategy that is backed up by an integrated set of software, middleware, and hardware solutions. Strong support for business agility and speed-to-market. As both IT and marketing executives know, speed-to-market and business agility are key to competitive advantage. That means marketers need solutions to support the rapid implementation of online marketing initiatives—plus the flexibility to adapt quickly to a changing marketplace. And IT needs tools with the performance, scalability, and ease of integration to support marketing efforts. Both teams benefit when business users are empowered to implement marketing initiatives on their own, with minimal IT intervention. The ability to deliver relevant, personalized content. Delivering a one-size-fits-all online customer experience is no longer acceptable. Customers expect you to know who they are, including their preferences and past relationship with your brand. That means delivering the most relevant content from the moment a visitor enters your site. To make that happen, you need a powerful rules engine so that marketers and business users can easily define site visitor segments and deliver content accordingly. That includes both implicit targeting that is based on the user’s behavior, and explicit targeting that takes a user’s profile information into account. Ideally, the rules engine can also intelligently weight recommendations when multiple segments apply to a specific customer. Support for social interactivity. With the advent of Facebook and LinkedIn, visitors expect to participate in and contribute to your web presence—and share their experience on their own social networks. That requires easy incorporation of user-generated content such as comments, ratings, reviews, polls, and blogs; seamless integration with third-party social networking sites; and support for social login, which helps to remove barriers to social participation. The ability to deliver connected, multichannel experiences that include powerful, flexible mobile capabilities. By 2015, mobile usage is projected to surpass that of PCs and other wired devices. In other words, mobile is an essential element in delivering exceptional online customer experiences. This requires the creation and management of mobile experiences that are optimized for delivery to the thousands of different devices that are in use today. Just as important, organizations must be able to easily extend their traditional web presence to the mobile channel and deliver highly personalized and relevant multichannel marketing initiatives while also managing to minimize the time and effort required to manage mobile sites. Are you curious to know how your organization measures up when it comes to delivering an engaging, multichannel digital experience? If so, take this brief, 15-question online assessment and see how your organization scores in the areas of digital strategy, digital agility, relevance and personalization, social interactivity, and multichannel experience.

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  • Choosing a JavaScript Asynch-Loader

    - by Prisoner ZERO
    I’ve been looking at various asynchronous resource-loaders and I’m not sure which one to use yet. Where I work we have disparate group-efforts whose class-modules may use different versions of jQuery (etc). As such, nested dependencies may differ, as well. I have no control over this, so this means I need to dynamically load resources which may use alternate versions of the same library. As such, here are my requirements: Load JavaScript and CSS resource files asynchronously. Manage dependency-order and nested-dependencies across versions. Detect if a resource is already loaded. Must allow for cross-domain loading (CDN's) (optional) Allow us to unload a resource. I’ve been looking at: Curl RequireJS JavaScriptMVC LABjs I might be able to fake these requirements myself by loading versions into properly-namespaced variables & using an array to track what is already loaded...but (hopefully) someone has already invented this. So my questions are: Which ones do you use? And why? Are there others that my satisfy my requirements fully? Which do you find most eloquent and easiest to work with? And why?

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  • How do I configure an Intel HD Graphics 4000?

    - by derabbink
    First off, please note that last night I already posted this question to a launchpad mailing list, so this could be considered a cross post. However, I think this is a better place to ask the same question The question: How can I configure my Ubuntu 12.04, with upgraded kernel (3.6), to use the Intel HD Graphics 4000 adapter? (Intel HD 4000 is the standard of 3rd gen Intel Core i7 (Ivy Bridge) graphics adapter) Some output: $ glxinfo name of display: :0 X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 154 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 12 Current serial number in output stream: 12 $ cat /etc/X11/xorg.conf this is probably the farthest from what it should be Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Module" Load "glx" EndSection $ lspci I only listed the line I think are relevant. If you want more info in order to help me, please comment :) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 16:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Whistler XT [AMD Radeon HD 6700M Series] 16:00.1 Audio device: Advanced Micro Devices [AMD] nee ATI Turks HDMI Audio [Radeon HD 6000 Series]

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  • Problem with gluOrtho2D()

    - by Shashwat
    I was trying to understand the gluOrtho2D function. I have drawn 4 lines originating from the center reaching up to 4 corners of the screen. You can follow the below code. osize is a variable which is used to set the parameters of gluOrtho2D. It will create a window of size 2*osize. If works fine when osize is 1. Lines reach the corners. But as I increase the value of osize, the length of the lines decreases (cross becomes smaller and does not cover the whole screen). But I think it should reach the corner. void display() { glClear( GL_COLOR_BUFFER_BIT ); //glViewport(0, 0, 100, 100); glMatrixMode (GL_PROJECTION); float osize = 1.2; //glOrtho(-osize*1.0, osize*1.0, osize*1.0, -osize*1.0, -1.0, 1.0); gluOrtho2D(-osize*1.0, osize*1.0, osize*1.0, -osize*1.0); glMatrixMode (GL_MODELVIEW); glBegin(GL_LINES); glColor3f(0.0, 0.0, 1.0); glVertex2f(0.0, 0.0); glVertex2f(-osize*1.0, -osize*1.0); glVertex2f(0.0, 0.0); glVertex2f(-osize*1.0, osize*1.0); glVertex2f(0.0, 0.0); glVertex2f(osize*1.0, -osize*1.0); glVertex2f(0.0, 0.0); glVertex2f(osize*1.0, osize*1.0); glEnd(); glutSwapBuffers(); //includes glFlush(); } What is the problem?

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  • Is sending data to a server via a script tag an outdated paradigm?

    - by KingOfHypocrites
    I inherited some old javascript code for a website tracker that submits data to the server using a script url: var src = "http://domain.zzz/log/method?value1=x&value2=x" var e = document.createElement('script'); e.src = src; I guess the idea was that cross domain requests didn't haven't to be enabled perhaps. Also it was written back in 2005. I'm not sure how well XmlHttpRequests were supported at the time. Anyone could stick this on their website and send data to our server for logging and it ideally would work in most any browser with javascript. The main limitation is all the server can do is send back javascript code and each request has to wait for a response from the server (in the form of a generic acknowledgement javascript method call) to know it was received, then it sends the next. I can't find anyone doing this online or any metrics as to whether this faster or more secure than XmlHttpRequests. I don't know if this is just an old way of doing things or it's still the best way to send data to the server when you are mostly trying to send data one way and you need the best performance possible. So in summary is sending data via a script tag an outdated paradigm? Should I abandon in favor of using XmlHttpRequsts?

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  • Developing an Interface to a Dynamic System

    - by radix07
    I work for a small company and have been designing a GUI to interface our embedded system. The problem with this embedded system is that it is not a finished product (may never be) and is constantly under development and being tweaked and updated for different customers and applications in small volumes. So to deal with this I made a program that can export all the data from a spreadsheet where most of the embedded system variables are sourced from and throw them into a small database for the GUI application to use. This database program I made also spits out a cross reference file for the embedded system which allows the GUI to look up all the variables. This system works pretty well so far, and is even integrated with version control among the GUI, database, and embedded system. The big problem is that there is constant development on several projects that use this system and it gets terribly tedious to keep the system up to date and bring in new changes. This has gotten to the point to where I have had to code the GUI to dynamically (generically) generate all interfaces since I am never guaranteed to find the same data the same way. I have not been able to come up with a good way to uniquely identify the data I import from excel since all fields are able to be changed (due to engineering stubbornness, code re-factoring and/or excel issues) and I cannot assign a fixed reference within the sheet itself. So, are there any good methods or ideas on how to handle the chaos?

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  • Spend Analytics on a Grand Scale

    - by jacqueline.coolidge(at)oracle.com
    The Wall St. Journal reports in Billions in Bloat Uncovered in Beltway that a recent study by Government Accountability Office (GAO) has released a massive study of several programs and agencies that cost U.S. taxpayers billions of dollars each year.  This report help save $100 to $200 Billion dollars by identifying duplicate spending and ineffective programs that can be consolidated or eliminated. Now, that is spend analytics on a massive scale! It remains to be seen how actionable that information will be.  Certainly, there have been studies before that identify wasteful spending.  But, it’s a great case of the power of business intelligence and spend analytics.   Many companies do find significant savings when they implement spend and procurement analytics. What makes for an excellent spend analysis? It should be: Objective and provide visibility across programs and/or divisions A cross functional analysis that links financial with performance metrics Prescriptive and actionable Spend and procurement analytics have been HOT during the economic downturn! I expect 2011 will see many more companies get serious about spend analytics and would love to hear from companies who are willing to share their experience.

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  • what will EcmaScript 6 bring to the table for us

    - by user697296
    Our company ported moderate chunks of business logic to JavaScript. We compile the code with a minifier, which further improves performance. Since the language is dynamically typed, it lends itself well to obfuscation, which occurs as a byproduct of minification. We went to great efforts to ensure it positively screams, performance-wise. We can now do what we did before, faster, better, with less code, on more platforms. In summary, we are very satisfied with the current state of the language. I personally love the language especially for its cross-platform nature. So naturally, I read up a lot about the state of JavaScript compilers, performance and compatibility across as many browsers and platforms as I have time to research. The one theme which has been growing louder and louder these days, is the news about ECMAScript 6. So far, what I have been able to gather is that ES6 promises a better development experience; firstly by enabling new ways to do things, secondly by reporting errors early. This sounds great for those who are still waiting for the language to meet their needs before jumping on board. But we have already jumped on board in a big way. Sure, I expect that we will have to do ongoing maintenance and feature revisions on our code through the years, and that we would obviously make use of best practices at the time. But I don't see us refactoring major portions of it to take advantage of language features that are mostly intended to boost developer productivity. I keep wondering, what impact will the language advances ultimately have on our existing, well-written, well-performing code base? Is there something I am missing? Is there something we ought to look out for? Does anyone have tips or guidance on how we should approach the ecmascript.next finalization? Should we care?

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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