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  • Ways to organize interface and implementation in C++

    - by Felix Dombek
    I've seen that there are several different paradigms in C++ concerning what goes into the header file and what to the cpp file. AFAIK, most people, especially those from a C background, do: foo.h class foo { private: int mem; int bar(); public: foo(); foo(const foo&); foo& operator=(foo); ~foo(); } foo.cpp #include foo.h foo::bar() { return mem; } foo::foo() { mem = 42; } foo::foo(const foo& f) { mem = f.mem; } foo::operator=(foo f) { mem = f.mem; } foo::~foo() {} int main(int argc, char *argv[]) { foo f; } However, my lecturers usually teach C++ to beginners like this: foo.h class foo { private: int mem; int bar() { return mem; } public: foo() { mem = 42; } foo(const foo& f) { mem = f.mem; } foo& operator=(foo f) { mem = f.mem; } ~foo() {} } foo.cpp #include foo.h int main(int argc, char* argv[]) { foo f; } // other global helper functions, DLL exports, and whatnot Originally coming from Java, I have also always stuck to this second way for several reasons, such as that I only have to change something in one place if the interface or method names change, that I like the different indentation of things in classes when I look at their implementation, and that I find names more readable as foo compared to foo::foo. I want to collect pro's and con's for either way. Maybe there are even still other ways? One disadvantage of my way is of course the need for occasional forward declarations.

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  • Problem with a* implementation in pygame

    - by piyush3dxyz
    Yesterday i decide to make RTS game in pygame(pygame is best).I figured out many components of RTS game like unit selecting,health,resources but only 1 thing i still not understand.. which is a* pathfinding in pygame... I also done little bit of research on wiki,articles and papers...but still cant figure out problem.... function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from := the empty map // The map of navigated nodes. g_score[start] := 0 // Cost from start along best known path. // Estimated total cost from start to goal through y. f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal) while openset is not empty current := the node in openset having the lowest f_score[] value if current = goal return reconstruct_path(came_from, goal) remove current from openset add current to closedset for each neighbor in neighbor_nodes(current) if neighbor in closedset continue tentative_g_score := g_score[current] + dist_between(current,neighbor) if neighbor not in openset or tentative_g_score <= g_score[neighbor] came_from[neighbor] := current g_score[neighbor] := tentative_g_score f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal) if neighbor not in openset add neighbor to openset return failure here is the pseudocode for wiki a* implementation......

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  • Tail-recursive implementation of take-while

    - by Giorgio
    I am trying to write a tail-recursive implementation of the function take-while in Scheme (but this exercise can be done in another language as well). My first attempt was (define (take-while p xs) (if (or (null? xs) (not (p (car xs)))) '() (cons (car xs) (take-while p (cdr xs))))) which works correctly but is not tail-recursive. My next attempt was (define (take-while-tr p xs) (let loop ((acc '()) (ys xs)) (if (or (null? ys) (not (p (car ys)))) (reverse acc) (loop (cons (car ys) acc) (cdr ys))))) which is tail recursive but needs a call to reverse as a last step in order to return the result list in the proper order. I cannot come up with a solution that is tail-recursive, does not use reverse, only uses lists as data structure (using a functional data structure like a Haskell's sequence which allows to append elements is not an option), has complexity linear in the size of the prefix, or at least does not have quadratic complexity (thanks to delnan for pointing this out). Is there an alternative solution satisfying all the properties above? My intuition tells me that it is impossible to accumulate the prefix of a list in a tail-recursive fashion while maintaining the original order between the elements (i.e. without the need of using reverse to adjust the result) but I am not able to prove this. Note The solution using reverse satisfies conditions 1, 3, 4.

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  • Chain-Sys Uses Oracle Business Accelerators to Reduce Implementation Costs by 25%

    - by LanaProut
    Normal 0 false false false EN-US X-NONE X-NONE Find out how Oracle Business Accelerators for Oracle E-Business Suite and Chain-Sys's appLOAD tool reduced implementation costs by 25% for a major Indian power and infrastructure company. Click here to listen to the 11 minute AppCast. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • June Webcast: SOA Gateway Implementation and Troubleshooting (2 sessions)

    - by Oracle_EBS
    For June 2012 we have scheduled a Webcast about the SOA Gateway Implementation and Troubleshooting, presented by 2 experienced Support Engineers located in Romania. As every time we are driving 2 sessions for a better global alignment : EBS - SOA Gateway Overview and Troubleshooting Agenda     Introduction of the SOA Gateway     Architecture Overview     Major Components     Troubleshooting     References EMEA Session : June 12, 2012 at 10:00 am CET / 14:30 India / 18:00 Japan / 20:00 Australia Details & Registration : Note 1455681.1 US Session : June 13, 2012 at 19:00 am CET / 10:00 am Pacific / 11:00 am Mountain/ 01:00 pm Eastern Details & Registration : Note 1455661.1 Schedules, recordings and the Presentations of the Advisor Webcast drove under the EBS Applications Technology area can be found in Note 1186338.1. Schedules, recordings and the Presentations of the Advisor Webcast drove under the EBS Applications Technology area can be found in Note 1186338.1. Current Schedules of Advisor Webcast for all Oracle Products can be found on Note 740966.1 Post Presentation Recordings of the Advisor Webcasts for all Oracle Products can be found on Note 740964.1 If you have any question about the schedules or if you have a suggestion for an Advisor Webcast to be planned in future, please send an E-Mail to Ruediger Ziegler.

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  • EPM Planning (Hyperion) V11.1.2 Implementation Hands-On Boot-camp

    - by Mike.Hallett(at)Oracle-BI&EPM
    5-Day Training for Partners: 29th October - 2nd November 2012, London (UK): REGISTER Here This FREE for Partners 5-day workshop is designed to provide implementation instruction on Oracle Hyperion EPM Planning.  This boot-camp is intended for prospective implementers of the Planning and Budgeting functionality of Oracle EPM or implementers that are currently familiar with the basics of EPM Planning and looking to strengthen their base of knowledge in the product. The class begins with an overview of Essbase, the foundation of Hyperion Planning. It provides a general overview of Planning and Planning terms, the architecture of all the Planning components, and how they are commonly used. The course goes over all the steps to create an application from scratch. This involves some preparation work outside of Planning and leads to developing the application in both the Planning Windows and Web clients. Participants will modify existing dimensions and build out the hierarchies using the Web client. Topics Covered The boot-camp shows developers how to build out dimensions using Classic Planning and by using EPMA. It covers the mechanics and cover strategies for automating the build process such as interface tables. It reviews data loads using Load Rules to load the Planning database. The course focuses on tasks that end-users must perform during the planning cycle. It walks students through creating and modifying forms, working with forms to enter data, adding annotations, and the rest of the form features such as running business rules and managing task lists. It covers how to use the forms in the Smart View client and finishes up the end-user perspective by going through Workflow Management and the process of submitting a plan for review. The final section of the course covers Security and other administration topics such as automation and deployment. Prerequisites Ideal participants are Oracle partners (SIs and resellers) with a background in business information systems and a clientele of customers with ongoing or prospective EPM initiatives. Alternatively, partners with the background described above and an interest in evolving their practice to a similar profile are suitable participants. Further online OPN guided learning path information and webinars are available at: Oracle Hyperion Planning 11 Essentials. Please note that attendees are required to bring a laptop. View here laptop requirements and detailed agenda. ·       REGISTER Here : acceptance is subject to availability and your place will be confirmed within two weeks  ( and for help see the Partner Registration Guide ). Training Location: Oracle Corporation UK Ltd Columbus Room Customer Visit Center 1 South Place London EC2M 2RB Training Dates: 29th October - 2nd November  9:30 am – 5:00 pm BST For more information please contact [email protected].

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Design and Implementation with Prototyping Methodology

    - by Shahin
    I'm developing a game for my dissertation, and I'm using the spiral method approach. I'm having a bit of difficulty structuring my dissertation, specifically the design and implementation section. My solution was designed as much as possible initially, and then after each prototype implementation, the design was refined and extended and prototyped again (this was repeated a few times). My problem is how to structure this in my dissertation, my current idea is: Design Chapter Prototype 1 (Initial) Design Prototype 2 Design Prototype 3 Design Implementation Chapter Prototype 1 (Initial) Implementation Prototype 2 Implementation Prototype 3 Implementation Any suggestions?

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  • Using Teleriks new LINQ implementation to connect to MySQL

    Last week Telerik released a new LINQ implementation that is simple to use and produces domain models very fast. Built on top of the enterprise grade OpenAccess ORM, you can connect to any database that OpenAccess can connect to such as: SQL Server, MySQL, Oracle, SQL Azure, VistaDB, etc. Today I will show you how to build a domain model using MySQL as your back end. To get started, you have to download MySQL 5.x and the MySQL Workbench and also, as my colleague Alexander Filipov at Telerik reminded me, make sure you install the MySQL .NET Connector, which is available here.  I like to use Northwind, ok it gives me the warm and fuzzies, so I ran a script to produce Northwind on my MySQL server. There are many ways you can get Northwind on your MySQL database, here is a helpful blog to get your started. I also manipulated the first record to indicate that I am in MySQL and gave a look via the MySQL Workbench. Ok, time to build our model! Start up the Domain Model wizard by right clicking on the project in Visual Studio (I have a Web project) and select Add|New Item and choose Telerik OpenAccess Domain Model from the new item list. When the wizard comes up, choose MySQL as your back end and enter in the name of your saved MySQL connection. If you dont have a saved MySQL connection set up in Visual Studio, click on New Connection and enter in the proper connection information. *Note, this is where you need to have the MySQL .NET connector installed. After you set your connection to the MySQL database server, you have to choose which tables to include in your model. Just for fun, I will choose all of them. Give your model a name, like NorthwindEntities and click finish. That is it. Now lets consume the model with ASP .net. I created a simple page that also has a GridView on it. On my page load I wrote this code, by now it should look very familiar, a simple LINQ query filtering customers by country (Germany) and binding the results to the grid.  1: protected void Page_Load(object sender, EventArgs e) 2: { 3: if (!IsPostBack) 4: { 5: //a reference to the data context 6: NorthwindEntities dat = new NorthwindEntities(); 7: //LINQ Statement 8: var result = from c in dat.Customers 9: where c.Country == "Germany" 10: select c; 11: //Databinding to the Gridview 12: GridView1.DataSource = result; 13: GridView1.DataBind(); 14: } 15: } .csharpcode, .csharpcode pre{ font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/}.csharpcode pre { margin: 0em; }.csharpcode .rem { color: #008000; }.csharpcode .kwrd { color: #0000ff; }.csharpcode .str { color: #006080; }.csharpcode .op { color: #0000c0; }.csharpcode .preproc { color: #cc6633; }.csharpcode .asp { background-color: #ffff00; }.csharpcode .html { color: #800000; }.csharpcode .attr { color: #ff0000; }.csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em;}.csharpcode .lnum { color: #606060; } F5 produces the following. Tomorrow Ill show how to take the same model and create an Astoria/OData data feed. Technorati Tags: MySQL 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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  • Is my implementation of A* wrong?

    - by Bloodyaugust
    I've implemented the A* algorithm in my program. However, it would seem to be functioning incorrectly at times. Below is a screenshot of one such time. The obviously shorter line is to go immediately right at the second to last row. Instead, they move down, around the tower, and continue to their destination (bottom right from top left). Below is my actual code implementation: nodeMap.prototype.findPath = function(p1, p2) { var openList = []; var closedList = []; var nodes = this.nodes; for (var i = 0; i < nodes.length; i++) { //reset heuristics and parents for nodes var curNode = nodes[i]; curNode.f = 0; curNode.g = 0; curNode.h = 0; curNode.parent = null; if (curNode.pathable === false) { closedList.push(curNode); } } openList.push(this.getNode(p1)); while(openList.length > 0) { // Grab the lowest f(x) to process next var lowInd = 0; for(i=0; i<openList.length; i++) { if(openList[i].f < openList[lowInd].f) { lowInd = i; } } var currentNode = openList[lowInd]; if (currentNode === this.getNode(p2)) { var curr = currentNode; var ret = []; while(curr.parent) { ret.push(curr); curr = curr.parent; } return ret.reverse(); } closedList.push(currentNode); for (i = 0; i < openList.length; i++) { //remove currentNode from openList if (openList[i] === currentNode) { openList.splice(i, 1); break; } } for (i = 0; i < currentNode.neighbors.length; i++) { if(closedList.indexOf(currentNode.neighbors[i]) !== -1 ) { continue; } if (currentNode.neighbors[i].isPathable === false) { closedList.push(currentNode.neighbors[i]); continue; } var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor var gScoreIsBest = false; if (openList.indexOf(currentNode.neighbors[i]) === -1) { //save g, h, and f then save the current parent gScoreIsBest = true; currentNode.neighbors[i].h = currentNode.neighbors[i].heuristic(this.getNode(p2)); openList.push(currentNode.neighbors[i]); } else if (gScore < currentNode.neighbors[i].g) { //current g better than previous g gScoreIsBest = true; } if (gScoreIsBest) { currentNode.neighbors[i].parent = currentNode; currentNode.neighbors[i].g = gScore; currentNode.neighbors[i].f = currentNode.neighbors[i].g + currentNode.neighbors[i].h; } } } return false; } Towers block pathability. Is there perhaps something I am missing here, or does A* not always find the shortest path in a situation such as this? Thanks in advance for any help.

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  • Master Data Management Implementation Styles

    - by david.butler(at)oracle.com
    In any Master Data Management solution deployment, one of the key decisions to be made is the choice of the MDM architecture. Gartner and other analysts describe some different Hub deployment styles, which must be supported by a best of breed MDM solution in order to guarantee the success of the deployment project.   Registry Style: In a Registry Style MDM Hub, the various source systems publish their data and a subscribing Hub stores only the source system IDs, the Foreign Keys (record IDs on source systems) and the key data values needed for matching. The Hub runs the cleansing and matching algorithms and assigns unique global identifiers to the matched records, but does not send any data back to the source systems. The Registry Style MDM Hub uses data federation capabilities to build the "virtual" golden view of the master entity from the connected systems.   Consolidation Style: The Consolidation Style MDM Hub has a physically instantiated, "golden" record stored in the central Hub. The authoring of the data remains distributed across the spoke systems and the master data can be updated based on events, but is not guaranteed to be up to date. The master data in this case is usually not used for transactions, but rather supports reporting; however, it can also be used for reference operationally.   Coexistence Style: The Coexistence Style MDM Hub involves master data that's authored and stored in numerous spoke systems, but includes a physically instantiated golden record in the central Hub and harmonized master data across the application portfolio. The golden record is constructed in the same manner as in the consolidation style, and, in the operational world, Consolidation Style MDM Hubs often evolve into the Coexistence Style. The key difference is that in this architectural style the master data stored in the central MDM system is selectively published out to the subscribing spoke systems.   Transaction Style: In this architecture, the Hub stores, enhances and maintains all the relevant (master) data attributes. It becomes the authoritative source of truth and publishes this valuable information back to the respective source systems. The Hub publishes and writes back the various data elements to the source systems after the linking, cleansing, matching and enriching algorithms have done their work. Upstream, transactional applications can read master data from the MDM Hub, and, potentially, all spoke systems subscribe to updates published from the central system in a form of harmonization. The Hub needs to support merging of master records. Security and visibility policies at the data attribute level need to be supported by the Transaction Style hub, as well.   Adaptive Transaction Style: This is similar to the Transaction Style, but additionally provides the capability to respond to diverse information and process requests across the enterprise. This style emerged most recently to address the limitations of the above approaches. With the Adaptive Transaction Style, the Hub is built as a platform for consolidating data from disparate third party and internal sources and for serving unified master entity views to operational applications, analytical systems or both. This approach delivers a real-time Hub that has a reliable, persistent foundation of master reference and relationship data, along with all the history and lineage of data changes needed for audit and compliance tracking. On top of this persistent master data foundation, the Hub can dynamically aggregate transaction data on demand from different source systems to deliver the unified golden view to downstream systems. Data can also be accessed through batch interfaces, published to a message bus or served through a real-time services layer. New data sources can be readily added in this approach by extending the data model and by configuring the new source mappings and the survivorship rules, meaning that all legacy data hubs can be leveraged to contribute their records/rules into the new transaction hub. Finally, through rich user interfaces for data stewardship, it allows exception handling by business analysts to keep it current with business rules/practices while maintaining the reliability of best-of-breed master records.   Confederation Style: In this architectural style, several Hubs are maintained at departmental and/or agency and/or territorial level, and each of them are connected to the other Hubs either directly or via a central Super-Hub. Each Domain level Hub can be implemented using any of the previously described styles, but normally the Central Super-Hub is a Registry Style one. This is particularly important for Public Sector organizations, where most of the time it is practically or legally impossible to store in a single central hub all the relevant constituent information from all departments.   Oracle MDM Solutions can be deployed according to any of the above MDM architectural styles, and have been specifically designed to fully support the Transaction and Adaptive Transaction styles. Oracle MDM Solutions provide strong data federation and integration capabilities which are key to enabling the use of the Confederated Hub as a possible architectural style approach. Don't lock yourself into a solution that cannot evolve with your needs. With Oracle's support for any type of deployment architecture, its ability to leverage the outstanding capabilities of the Oracle technology stack, and its open interfaces for non-Oracle technology stacks, Oracle MDM Solutions provide a low TCO and a quick ROI by enabling a phased implementation strategy.

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • SOA Implementation Challenges

    Why do companies think that if they put up a web service that they are doing Service-Oriented Architecture (SOA)? Unfortunately, the IT and business world love to run on the latest hype or buzz words of which very few even understand the meaning. One of the largest issues companies have today as they consider going down the path of SOA, is the lack of knowledge regarding the architectural style and the over usage of the term SOA. So how do we solve this issue?I am sure most of you are thinking by now that you know what SOA is because you developed a few web services.  Isn’t that SOA, right? No, that is not SOA, but instead Just Another Web Service (JAWS). For us to better understand what SOA is let’s look at a few definitions.Douglas K. Bary defines service-oriented architecture as a collection of services. These services are enabled to communicate with each other in order to pass data or coordinating some activity with other services.If you look at this definition closely you will notice that Bary states that services communicate with each other. Let us compare this statement with my first statement regarding companies that claim to be doing SOA when they have just a collection of web services. In order for these web services to for an SOA application they need to be interdependent on one another forming some sort of architectural hierarchy. Just because a company has a few web services does not mean that they are all interconnected.SearchSOA from TechTarget.com states that SOA defines how two computing entities work collectively to enable one entity to perform a unit of work on behalf of another. Once again, just because a company has a few web services does not guarantee that they are even working together let alone if they are performing work for each other.SearchSOA also points out service interactions should be self-contained and loosely-coupled so that all interactions operate independent of each other.Of all the definitions regarding SOA Thomas Erl’s seems to shed the most light on this concept. He states that “SOA establishes an architectural model that aims to enhance the efficiency, agility, and productivity of an enterprise by positioning services as the primary means through which solution logic is represented in support of the realization of the strategic goals associated with service-oriented computing.” (Erl, 2011) Once again this definition proves that a collection of web services does not mean that a company is doing SOA. However, it does mean that a company has a collection of web services, and that is it.In order for a company to start to go down the path of SOA, they must take  a hard look at their existing business process while abstracting away any technology so that they can define what is they really want to accomplish. Once a company has done this, they can begin to factor out common sub business process like credit card process, user authentication or system notifications in to small components that can be built independent of each other and then reassembled to form new and dynamic services that are loosely coupled and agile in that they can change as a business grows.Another key pitfall of companies doing SOA is the fact that they let vendors drive their architecture. Why do companies do this? Vendors’ do not hold your company’s success as their top priority; in fact they hold their own success as their top priority by selling you as much stuff as you are willing to buy. In my experience companies tend to strive for the maximum amount of benefits with a minimal amount of cost. Does anyone else see any conflicts between this and the driving force behind vendors.Mike Kavis recommends in an article written in CIO.com that companies need to figure out what they need before they talk to a vendor or at least have some idea of what they need. It is important to thoroughly evaluate each vendor and watch them perform a live demo of their system so that you as the company fully understand what kind of product or service the vendor is actually offering. In addition, do research on each vendor that you are considering, check out blog posts, online reviews, and any information you can find on the vendor through various search engines.Finally he recommends companies to verify any recommendations supplied by a vendor. From personal experience this is very important. I can remember when the company I worked for purchased a $200,000 add-on to their phone system that never actually worked as it was intended. In fact, just after my departure from the company started the process of attempting to get their money back from the vendor. This potentially could have been avoided if the company had done the research before selecting this vendor to ensure that their product and vendor would live up to their claims. I know that some SOA vendor offer free training regarding SOA because they know that there are a lot of misconceptions about the topic. Superficially this is a great thing for companies to take part in especially if the company is starting to implement SOA architecture and are still unsure about some topics or are looking for some guidance regarding the topic. However beware that some companies will focus on their product line only regarding the training. As an example, InfoWorld.com claims that companies providing deep seminars disguised as training, focusing more about ESBs and SOA governance technology, and less on how to approach and solve the architectural issues of the attendees.In short, it is important to remember that we as software professionals are responsible for guiding a business’s technology sections should be well informed and fully understand any new concepts that may be considered for implementation. As I have demonstrated already a company that has a few web services does not mean that they are doing SOA.  Additionally, we must not let the new buzz word of the day drive our technology, but instead our technology decisions should be driven from research and proven experience. Finally, it is important to rely on vendors when necessary, however, always take what they say with a grain of salt while cross checking any claims that they may make because we have to live with the aftermath of a system after the vendors are gone.   References: Barry, D. K. (2011). Service-oriented architecture (SOA) definition. Retrieved 12 12, 2011, from Service-Architecture.com: http://www.service-architecture.com/web-services/articles/service-oriented_architecture_soa_definition.html Connell, B. (2003, 9). service-oriented architecture (SOA). Retrieved 12 12, 2011, from SearchSOA: http://searchsoa.techtarget.com/definition/service-oriented-architecture Erl, T. (2011, 12 12). Service-Oriented Architecture. Retrieved 12 12, 2011, from WhatIsSOA: http://www.whatissoa.com/p10.php InfoWorld. (2008, 6 1). Should you get your SOA knowledge from SOA vendors? . Retrieved 12 12, 2011, from InfoWorld.com: http://www.infoworld.com/d/architecture/should-you-get-your-soa-knowledge-soa-vendors-453 Kavis, M. (2008, 6 18). Top 10 Reasons Why People are Making SOA Fail. Retrieved 12 13, 2011, from CIO.com: http://www.cio.com/article/438413/Top_10_Reasons_Why_People_are_Making_SOA_Fail?page=5&taxonomyId=3016  

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  • Book Review: Pro SQL Server 2008 Relational Database Design and Implementation

    - by Alexander Kuznetsov
    Investing in proper database design is a very efficient way to cut maintenance costs. If we expect a system to last, we need to make sure it has a good solid foundation - high quality database design. Surely we can and sometimes do cut corners and save on database design to get things done faster. Unfortunately, such cutting corners frequently comes back and bites us: we may end up spending a lot of time solving issues caused by poor design. So, solid understanding of relational database design is...(read more)

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  • A C# implementation of the CallStream pattern

    Dusan published this interesting post a couple of weeks ago about a novel JavaScript chaining pattern: http://dbj.org/dbj/?p=514 Its similar to many existing patterns, but the syntax is extraordinarily terse and it provides a new form of friction-free, plugin-less extensibility mechanism. Heres a JavaScript example from Dusans post: CallStream("#container") (find, "div") (attr, "A", 1) (css, "color", "#fff") ...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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  • Simplified INotifyPropertyChanged Implementation with WeakReference Support and Typed Property Acces

    - by Daniel Cazzulino
    I've grown a bit tired of implementing INotifyPropertyChanged. I've tried ways to improve it before (like this "ViewModel" custom tool which even generates strong-typed event accessors). But my fellow Clarius teammate Mariano thought it was overkill and didn't like that tool much. He mentioned an alternative approach also, which I didn't like too much because it relied on the consumer changing his typical interaction with the object events, but also because it has a substantial design flaw that causes handlers not to be called at all after a garbage collection happens. A very simple unit test will showcase this bug....Read full article

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Dynamic Tab Implementation in ADF

    - by Vijay Mohan
    Well, this can be a common usecase across apps to open tabs dynamically at runtime based on the request.Well, in order to achieve this you can have a parent container, lets say a panelTab component.Inside panelTab , u can have a showDetailItem inside an af:foreach or an af:iterator binded to a bean static list which will have as many show detail items as you wish to be shown.something like this.private static List = { new showDetailItem("1"),new ShowDetailItem("2") ...};now in the backing bean you can have a method that takes care of rendering and disclosing an specific tab based on the index.public void openMyTab(){List<MyItems> list = refToParentContainer.getChildren();int indexOfTabToBeOpened = //Write a method that will compute the tab index of the next //tab.list.get(index).setRendered(true);list.get(index).setDisclosed(true);similarly you can set other properties too.}Else, instead of having af:foreach/iterator iterating through the SD items , you can go for static SDs in the page with render property set to false and then you can follow the same approach to render/disclose it at runtime.

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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  • Rich Snippets - LocalBusiness - Photos - Correct Implementation

    - by user32622
    Does somebody know, how this is supposed to be implemented correctly? In my local business full page, I have a carousel with several images, so what I did is that on the container of this carousel i have written the following: "itemprop='photos' itemscope itemtype="http://schema.org/ImageObject"", i.e. <div class="tourism-product-media-gallery" itemprop='photos' itemscope itemtype="http://schema.org/ImageObject"> and then on each and every image i have written the following: "itemprop="contentURL"", i.e. <img src="@mediaItem.NormalImage" alt="@mediaItemCaption" itemprop="contentURL"/> But i am not convinced that this is the way it should be. Anyone has any insight on this and more knowledge? Thanks Note: here are the results from the rich snippet google testing tool: click here

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  • Clean way to use mutable implementation of Immutable interfaces for encapsulation

    - by dsollen
    My code is working on some compost relationship which creates a tree structure, class A has many children of type B, which has many children of type C etc. The lowest level class, call it bar, also points to a connected bar class. This effectively makes nearly every object in my domain inter-connected. Immutable objects would be problematic due to the expense of rebuilding almost all of my domain to make a single change to one class. I chose to go with an interface approach. Every object has an Immutable interface which only publishes the getter methods. I have controller objects which constructs the domain objects and thus has reference to the full objects, thus capable of calling the setter methods; but only ever publishes the immutable interface. Any change requested will go through the controller. So something like this: public interface ImmutableFoo{ public Bar getBar(); public Location getLocation(); } public class Foo implements ImmutableFoo{ private Bar bar; private Location location; @Override public Bar getBar(){ return Bar; } public void setBar(Bar bar){ this.bar=bar; } @Override public Location getLocation(){ return Location; } } public class Controller{ Private Map<Location, Foo> fooMap; public ImmutableFoo addBar(Bar bar){ Foo foo=fooMap.get(bar.getLocation()); if(foo!=null) foo.addBar(bar); return foo; } } I felt the basic approach seems sensible, however, when I speak to others they always seem to have trouble envisioning what I'm describing, which leaves me concerned that I may have a larger design issue then I'm aware of. Is it problematic to have domain objects so tightly coupled, or to use the quasi-mutable approach to modifying them? Assuming that the design approach itself isn't inherently flawed the particular discussion which left me wondering about my approach had to do with the presence of business logic in the domain objects. Currently I have my setter methods in the mutable objects do error checking and all other logic required to verify and make a change to the object. It was suggested that this should be pulled out into a service class, which applies all the business logic, to simplify my domain objects. I understand the advantage in mocking/testing and general separation of logic into two classes. However, with a service method/object It seems I loose some of the advantage of polymorphism, I can't override a base class to add in new error checking or business logic. It seems, if my polymorphic classes were complicated enough, I would end up with a service method that has to check a dozen flags to decide what error checking and business logic applies. So, for example, if I wanted to have a childFoo which also had a size field which should be compared to bar before adding par my current approach would look something like this. public class Foo implements ImmutableFoo{ public void addBar(Bar bar){ if(!getLocation().equals(bar.getLocation()) throw new LocationException(); this.bar=bar; } } public interface ImmutableChildFoo extends ImmutableFoo{ public int getSize(); } public ChildFoo extends Foo implements ImmutableChildFoo{ private int size; @Override public int getSize(){ return size; } @Override public void addBar(Bar bar){ if(getSize()<bar.getSize()){ throw new LocationException(); super.addBar(bar); } My colleague was suggesting instead having a service object that looks something like this (over simplified, the 'service' object would likely be more complex). public interface ImmutableFoo{ ///original interface, presumably used in other methods public Location getLocation(); public boolean isChildFoo(); } public interface ImmutableSizedFoo implements ImmutableFoo{ public int getSize(); } public class Foo implements ImmutableSizedFoo{ public Bar bar; @Override public void addBar(Bar bar){ this.bar=bar; } @Override public int getSize(){ //default size if no size is known return 0; } @Override public boolean isChildFoo return false; } } public ChildFoo extends Foo{ private int size; @Override public int getSize(){ return size; } @Override public boolean isChildFoo(); return true; } } public class Controller{ Private Map<Location, Foo> fooMap; public ImmutableSizedFoo addBar(Bar bar){ Foo foo=fooMap.get(bar.getLocation()); service.addBarToFoo(foo, bar); returned foo; } public class Service{ public static void addBarToFoo(Foo foo, Bar bar){ if(foo==null) return; if(!foo.getLocation().equals(bar.getLocation())) throw new LocationException(); if(foo.isChildFoo() && foo.getSize()<bar.getSize()) throw new LocationException(); foo.setBar(bar); } } } Is the recommended approach of using services and inversion of control inherently superior, or superior in certain cases, to overriding methods directly? If so is there a good way to go with the service approach while not loosing the power of polymorphism to override some of the behavior?

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  • Ord function implementation in Delphi

    - by Federico Zancan
    Purely as an exercise at home, aimed to better understand some language basics, I tried to reimplement the Ord function, but I came across a problem. In fact, the existing Ord function can accept arguments of a variety of different types (AnsiChar, Char, WideChar, Enumeration, Integer, Int64) and can return Integer or Int64. I can't figure out how to declare multiple versions of the same function. How should this be coded in Delphi?

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  • A star algorithm implementation problems

    - by bryan226
    I’m having some trouble implementing the A* algorithm in a 2D tile based game. The problem is basically that the algorithm gets stuck when something gets in its direct way (e.g. walls) Note that it only allows Horizontal and Vertical movement. Here's a picture as it works fine across the map without something in its direct way: (Green tile = destination, Blue = In closed list, Green = in open list) This is what happens if I try to walk 'around' a wall: I calculate costs with the F = G + H formula: G = 1 Cost per Step H = 10 Cost per Step //Count how many tiles are between current-tile & destination-tile The functions: short c_astar::GuessH(short Startx,short Starty,short Destinationx,short Destinationy) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Destinationx; Destination.y = Destinationy; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b)*10; } short c_astar::GuessG(short Startx,short Starty,short Currentx,short Currenty) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Currentx; Destination.y = Currenty; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b); } At the end of the loop I check which tile is the cheapest to go according to its F value: Then some quick checks are done for each tile (UP,DOWN,LEFT,RIGHT): //...CX are holding the F value of the TILE specified // Info: C0 = Center (Current) // C1 = UP // C2 = DOWN // C3 = LEFT // C4 = RIGHT //Quick checks if(((C1 < C2) && (C1 < C3) && (C1 < C4))) { Current.y -= 1; bSimilar = false; if(DEBUG) hge->System_Log("C1 < ALL"); } //.. same for C2,C3 & C4 If there are multiple tiles with the same F value: It’s actually a switch for DOWNLEFT,UPRIGHT.. etc. Here’s one of it: case UPRIGHT: { //UP Temporary = Current; Temporary.y -= 1; bTileStatus[0] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[0]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[0] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[0] = true; //RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[1] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[1] = true; //************************************************* // Purpose: ClosedList behavior //************************************************* if(bFoundInClosedList[0] && !bFoundInClosedList[1]) { //UP found in ClosedList. Go RIGHT return RIGHT; } if(!bFoundInClosedList[0] && bFoundInClosedList[1]) { //RIGHT found in ClosedList. Go UP return UP; } if(bFoundInClosedList[0] && bFoundInClosedList[1]) { //Both found in ClosedList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } //************************************************* // Purpose: OpenList behavior //************************************************* if(bFoundInOpenList[0] && !bFoundInOpenList[1]) { //UP found in OpenList. Go RIGHT return RIGHT; } if(!bFoundInOpenList[0] && bFoundInOpenList[1]) { //RIGHT found in OpenList. Go UP return UP; } if(bFoundInOpenList[0] && bFoundInOpenList[1]) { //Both found in OpenList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } } else if(!bTileStatus[1]) { //RIGHT is not walkable OR out of range //Choose UP return UP; } } else if(!bTileStatus[0]) { //UP is not walkable OR out of range //Fast check RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { return RIGHT; } else return FAILED; //Failed, no valid path found! } } break; A log for the second picture: (Cut down to ten passes, because it’s just repeating itself) ----------------------------------------------------- PASS: 1 | C1: 211 | C2: 191 | C3: 211 | C4: 191 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 2 | C1: 200 | C2: 182 | C3: 202 | C4: 182 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 3 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 4 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 5 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 6 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 7 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 8 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- PASS: 9 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 10 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- Its always going after the cheapest F value, which seems to be wrong. If someone could point me to the right direction I'd be thankful. Regards, bryan226

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