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  • Regional Office Virtualization - Less Can Be More

    The dream of an 'office in a box' has been around for years, but the increasing sophistication of virtualization software has turned the dream into reality. Ben Lye explains the problems and benefits of reducing the amount of physical hardware that were deployed in his organisation's regional offices.

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  • eFX on NetBeans Platform at Silicon Valley JavaFX User Group

    - by Geertjan
    Below you can watch (in addition to seeing Steve Chin and Ben Evans) Sven Reimers presenting eFX, a JavaFX application framework on the NetBeans Platform, yesterday at the Silicon Valley JavaFX User Group. While watching, you'll learn quite a few things about the NetBeans Platform, at the same time. In the end, you see a VisualVM clone written in JavaFX on the NetBeans Platform. Sven will also talk on this topic at NetBeans Day and during his sessions at JavaOne.

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  • ArchBeat Link-o-Rama for December 6, 2012

    - by Bob Rhubart
    Above and Beyond with the A-Team Maybe it's the coffee… If you follow this blog you've probably noticed that I regularly feature posts from members of the Oracle Fusion Middleware Architecture team, otherwise known as the A-Team. One of those bloggers, someone identified only as "fip" who writes on the A-Team SOA blog, went above and beyond on Dec 4, publishing a total of four substantial technical posts in a single day, each one worth a look: Retrieve Performance Data from SOA Infrastructure Database Configure Oracle SOA JMSAdatper to Work with WLS JMS Topics How to Achieve OC4J RMI Load Balancing Using BPEL Performance Statistics to Diagnose Performance Bottlenecks Web Service Example - Part 3: Asynchronous | The Oracle ADF Mobile Blog Part 3 in this series from the Oracle ADF Mobile blog looks at "firing the web service asynchronously and then filling in the UI when it completes." Denis says, "This can be useful when you have data on the device in a local store and want to show that to the user while the application uses lazy loading from a web service to load more data." ADF Mobile - Implementing Reusable Mobile Architecture | Andrejus Baranovskis "Reusability was always a strong part of ADF," says Oracle ACE Director Andrejus Baranovskis. "The same high reusability level is supported now in ADF Mobile." The objective of this post is "to prove technically that [the] reusable architecture concept works for ADF Mobile." Basic is Best | Eric Stephens "The world we live in and enterprises we strive to transform with enterprise architecture are complicated organisms, much like the human body," says Oracle Enterprise Architect Eric Stephens. "But sometimes a simple solution is the best approach...Whatever level of abstraction you are working at, less is more." Selling Federal Enterprise Architecture | Ted McLaughlan "EA must be 'sold' directly to the communities that matter from a coordinated, proactive messaging perspective that takes BOTH the Program-level value drivers AND the broader Agency mission and IT maturity context into consideration, " explains Ted McLaughlan. And that's true for any organization. Avoiding the "I'm Spartacus" Scenario in SOA | Ben Wilcock "This ‘SOA Spartacus’ scenario usually occurs quite soon after SOA is articulated as the primary strategic direction of the programme," says Ben Wilcock, "but before the organisation’s SOA capability is mature enough to understand what is meant by SOA, and how it should be designed and delivered." In such cases, perhaps the "A" in SOA is missing, no? Thought for the Day "It makes me feel guilty that anybody should have such a good time doing what they are supposed to do." — Charles Eames (1907–1978) Source: SoftwareQuotes.com

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  • &ldquo;ASP.NET MVC 2 in Action&rdquo; Ebook is complete

    - by Brian Schroer
    I just got email notification that ASP.NET MVC2 in Action is complete. I had signed up for the Manning Early Access Program (MEAP), which allowed me to reserve a hardcopy of the book, a PDF of the completed chapters, and the PDF of the entire version 1 (ASP.NET MVC in Action) book all for $49.99. I’m working on my first MVC application, and it’s been a big help so far. Congratulations to Jeffrey Palermo, Ben Scheirman, Jimmy Bogard, Eric Hexter, and Matthew Hinze for completing what looks like a great book!

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  • Customizing the Outlook Address Book

    It is possible to change the fields in the Outlook address book to make them a better fit for your organisation. Exchange provides templates for Users, Contacts, Groups, Public Folders, and Mailbox Agents that are downloaded to Outlook. Any changes will be visible in the address book. As usual with Exchange, careful planning before you make changes pays dividends, Ben Lye explains.

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  • Troubleshooting Nonpaged and Paged Pool Errors in Windows

    Ben Lye uncovered a memory leak in the nonpaged pool which was crashing his servers with disquieting regularity. Luckily it was relatively easy to troubleshoot, and he's sharing the tools and techniques he used to get his servers back on track in double-quick time....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • Launch Photography Is a Beautiful Collection of Shuttle Photos

    - by Jason Fitzpatrick
    Photographer Ben Cooper has a soft spot for the Space Shuttles; check out this excellent galleries to see everything from dynamic launch photos to beautiful fish-eye photos of the cockpits. Launch Photography [via Neatorama] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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