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  • Screen becomes black after pressing dash or alt-tab

    - by cegerxwin
    I did an upgrade from 11.04 to 11.10. Unity 3d becomes a black screen after pressing the dash-button or after pressing alt-tab to switch between open windows. I can see the panel on the top(lock,sound,..) and the panel on the left (launcher) but the rest is black. It looks like a maximised black window. The open Windows are active but I cant see them. I logout by pressing logout in the right top corner and pressing enter (because logout is default focused on the dialogue screen) and leave unity3d. Unity3d worked with 11.04 very good. If I press the dash button the dash looks like an 16-Bit or 8-Bit window and buttons for maximise, minimise and close are displayed and looks inverted. I have rebooted my notebook just now and log in to Unity 3D and tested some features of Unity and everything works well. The black thing is only a layer. I can use my desktop but cant see anything because of the layer, but everything works. It seems so, that a layer appear when pressing dash or alt-tab and does not disappear when close dash or choose a running app with alt-tab. you will see the necessary info related video problems: Unity support: /usr/lib/nux/unity_support_test -p OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RC410 OpenGL version string: 2.1 Mesa 7.11-devel Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes xorg glxinfo lspci -nn | grep VGA 01:05.0 VGA compatible controller [0300]: ATI Technologies Inc RC410 [Radeon Xpress 200M] [1002:5a62]

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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • How can I make an infinite cave using stage3d?

    - by ifree
    I want to make an infinite cave in my 3d game using flash stage3d. But I got no idea about how to build that cave. Can anyone can give me some solution or hint? update: I've tried agal fragment shader like squeae tunnel in shader toy code: var fragmentProgramCode:String = AGALUtils.build() .mov("ft0","v0") .div("ft1","ft0.xy","fc3.xy") .mul("ft2","fc6.x","ft1") .sub("ft3","ft2","fc5.x")//vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; .mul("ft1","ft3.x","ft3.x") .mul("ft2","ft3.y","ft3.y") .pow("ft4","ft1","fc6.z")//float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 ); .pow("ft5","ft2","fc6.z") .add("ft1","ft4","ft5") .pow("ft4","ft1","fc6.w") .mov("ft5","fc5")//uv .sub("ft1","fc7.x","ft4") .add("ft5.x","fc7.x","ft1")//uv.x = .5*time + 0.5/r; .mov("ft6","fc0")//for atan .atan2("ft5.y","ft3.y","ft3.x",new <String>["fc7.y","fc5.x","fc7.z","fc7.w","fc8.x","fc8.y","fc8.z","fc8.w","fc9.x","fc9.y"],"ft6") .tex("ft0","ft5","fs0","repeat","linear","nomip")//tex .mul("ft1","ft4","ft4") .mul("ft2","ft1","ft4")//r*r*r .mul("ft1","ft0.xyz","ft2") .mov("ft0.w","fc5.x") .mov("oc","ft1").toString() it can only apply one material,but my project requires different types of material (like floor,ceilling). so ,I create a 3d model Is there anyway to make that 3d model render like "infinity cave"? use agal to make each side of cave's texture move? thanks for your help

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  • CodePlex Daily Summary for Monday, October 29, 2012

    CodePlex Daily Summary for Monday, October 29, 2012Popular ReleasesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.73: Fix issue in Discussion #401101 (unreferenced var in a for-in statement was getting removed). add the grouping operator to the parsed output so that unminified parsed code is closer to the original. Will still strip unneeded parens later, if minifying. more cleaning of references as they are minified out of the code.RiP-Ripper & PG-Ripper: PG-Ripper 1.4.03: changes FIXED: Kitty-Kats new Forum UrlMJP's DirectX 11 Samples: MSAA Resolve Filtering: Sample application and source code from the article "Experimenting with Reconstruction Filters for MSAA Resolve" http://mynameismjp.wordpress.com/2012/10/28/msaa-resolve-filters/Liberty: v3.4.0.1 Release 28th October 2012: Change Log -Fixed -H4 Fixed the save verification screen showing incorrect mission and difficulty information for some saves -H4 Hopefully fixed the issue where progress did not save between missions and saves would not revert correctly -H3 Fixed crashes that occurred when trying to load player information -Proper exception dialogs will now show in place of crashesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. IMPROVEMENTS & FIXESIMPORTANT: List of breaking changes from preview 6 Support for the latest smooth streaming SDK. Xaml only: Support for moving any of the UI elements outside the MediaPlayer (e.g. into the appbar). Note: Equivelent changes to the JS version due in coming week. Support for localizing all text used in t...Send multiple SMS via Way2SMS C#: SMS 1.1: Added support for 160by2Quick Launch: Quick Launch 1.0: A Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsPress Win+Q and start to search and run. http://www.codeplex.com/Download?ProjectName=quicklaunch&DownloadId=523536Orchard Project: Orchard 1.6: Please read our release notes for Orchard 1.6: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.Media Companion: Media Companion 3.507b: Once again, it has been some time since our release, and there have been a number changes since then. It is hoped that these changes will address some of the issues users have been experiencing, and of course, work continues! New Features: Added support for adding Home Movies. Option to sort Movies by votes. Added 'selectedBrowser' preference used when opening links in an external browser. Added option to fallback to getting runtime from the movie file if not available on IMDB. Added new Big...MSBuild Extension Pack: October 2012: Release Blog Post The MSBuild Extension Pack October 2012 release provides a collection of over 475 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUI...NAudio: NAudio 1.6: Release notes at http://mark-dot-net.blogspot.co.uk/2012/10/naudio-16-release-notes-10th.htmlPowerShell Community Extensions: 2.1 Production: PowerShell Community Extensions 2.1 Release NotesOct 25, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. See the ReleaseNotes.txt download above for more information.Umbraco CMS: Umbraco 4.9.1: Umbraco 4.9.1 is a bugfix release to fix major issues in 4.9.0 BugfixesThe full list of fixes can be found in the issue tracker's filtered results. A summary: Split buttons work again, you can now also scroll easier when the list is too long for the screen Media and Content pickers have information of the full path of the picked item Fixed: Publish status may not be accurate on nodes with large doctypes Fixed: 2 media folders and recycle bins after upgrade to 4.9 The template/code ...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...Rawr: Rawr 5.0.2: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...MCEBuddy 2.x: MCEBuddy 2.3.5: Changelog for 2.3.5 (32bit and 64bit) 1. Fixed a bug causing MCEBuddy to crash during or after installation on Windows XP 2. Bugfix for resource leak with UPnP which would lead to a failure after many days 3. Increased the UPnP discovery re-scan interval from 10 minutes to 30 minutes 4. Added support for specifying TVDB and IMDB id’s in the conversion task page (forcing the internet lookup for metadata)SharePoint 2010 - Community Projects: LifeInSharePoint - SP2013 Branding for 2010: The SharePoint 2013 Masterpage for 2010 has the following features: * SharePoint Sandbox Solution – Office 365 Compatible * Custom Site Actions Menu Link * “Focus on Content” – hide site navigation to allow user to focus on content only * Get the SharePoint 2013 interface without having to upgrade :)Perspective : Easy 2D and 3D programming with Silverlight: Version 3.0.1: A major release, for Silverlight 5. What's new ?New since version 3.0 : antialiasing, better dynamic scene support New since version 2 : a high-level 3D framework for Silverlight 5, similar to Perspective 3D for WPF. New since 3D-only version : a full featured demo application. http://www.odewit.net//Articles/Sl3DIntro/BitmapTexture.png Documentation : See Readme.txt in the sources for release details. Perspective : Easy 3D programming with Silverlight 5 Perspective : Basic 3D mod...CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1025.5): [NEW] Support for connecting to CRM Online via Office 365 (OSDP) [NEW] Current connection information and loaded ribbon name are displayed in the status bar [IMPROVED] Connect dialog minor improvements and error message descriptions [IMPROVED] Connecting to a CRM server will close currently loaded ribbon upon confirmation (if another ribbon was loaded previously) [FIX] Fixed bug in Open Ribbon dialog which would not allow to refresh entity list more than onceWPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.390: Version 2.5.0.390 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Fix recent file list remove issue. WAF: Minor code improvements. BookLibrary: Fix Blend design time support o...New Projects7COM0207 Web Scripting and Content Creation: .Access Viewer and Reporter: This is Access reader. This project provide facility to explorer access database file, provide facility to query them and also can generate reportAlienHack HackMap: AlienHack is an opensource hackmap for Thaicybergames(Cybergames) for Warcraft III written in VB.NETCleverBobCat: CleverBobCat is the Plugin developed to provide functionalities to BobCat Ind wheeled equipment for studying and colonization of planets in kerbal space programColorTranslator for Win8 Apps: This project will add the ColorTranslator class to the Windows.UI namespace so that you can convert colors easily like with the desktop winforms apps.Dnascout: A tool to search a DNA strand of {ACTG} characters for matches against a specified substring, calculate distances between matching substrings (span), and also generate lists of all unique/redundant strands in the file. dSUtilities: Here we will host Utilities for Plugin Manager and file system manipuationEnhancedRefinement: FAST?????????SharePoint Web?????????????。 ·??????????Web??? ·????????Web???Entity SQL for Linq to SQL: Entity SQL from Linq to SQL & ALinqFrameRateCounter: A C# XNA 3.0 GameComponent that calculates and displays the framerate of a game.Friend Analyzer: A Facebook friend parser that applies k-Means in order to determine relevant user categories and the most important person in said group.Give Me Menu: Project of TEPHeloWorld: Simple HelloWorld project. I missed a 'l' in the world HelloWorld and I got in.The HelloWorld project must have existed, I think.LprConfigurer: the config tool for kise lpr projectLTI Samples: This project is a collection of LTI sample projects.MCDA4ArcMap: Multi criteria decision analysis for ArcMap.My Diary - ??: My Diary - ?? Style Windows 8 Metronone111: noneOMR.Crawler: This project is experimental crawling on web and desktop contents. Simple implementation is bellow on console project.Plasmid OS: Plasmid is a free, open source operating system developed in C# on top of COSMOS. It is designed for speed and stability, and is planned to comply with POSIXproj_2_forum: forumowiskoRSLight: RSLightSLRTC#: Done for an IT competition by CS students from Romania.Speech Recognition: An application that uses speech commands to perform tasksStoragePeriod: StoragePeriod

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  • Using Ogre with android [closed]

    - by Rich
    I am trying get Ogre 3d to work on android, I have managed to download and run the ogre sample browser but I am really struggling with trying to get a basic application working i have been trying for days now with no avail. Does anyone have any pointers on where to start with this? Thanks if anyone can help EDIT: Very sorry for my rubbish question! I am a bit new to this and I am just trying to seek some guidance. Ok so i followed the instructions on the Ogre wiki to build ogre for android and the sample browser here: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=CMake+Quick+Start+Guide&tikiversion=Android so it is deffinately possible. The issue I am having is knowing what I need to do to get started with ogre e.g just a simple hello world style app where it might just show the ogre head, so tutorials might actually be good because I could not really find any simple ones as I am very new to 3D development. I just found that the sample browser was just massive and yes it has everything in it but it's very difficult to understand how it all works. What I am asking is basically some help, as I have been trying to pull out some parts of the sample browser to just create a view with a 3D model. Hope this is better?

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  • Who can change the View in MVC?

    - by Luke
    I'm working on a thick client graph displaying and manipulation application. I'm trying to apply the MVC pattern to our 3D visualization component. Here is what I have for the Model, View, and Controller: Model - The graph and it's metadata. This includes vertices, edges, and the attributes of each. It does not contain position information, icons, colors, or anything display related. View - This would commonly be called a scene graph. It includes the 3D display information, texture information, color information, and anything else that is related specifically to the visualization of the model. Controller - The controller takes the view and displays it in a Window using OpenGL (but it could potentially be any 3D graphics package). The application has various "layouts" that change the position of the vertices in the display. For instance, one layout may arrange the vertices in a circle. Is it common for these layouts to access and change the view directly? Should they go through the Controller to access the View? If they go through the Controller, should they just ask for direct access to the View or should each change go through the controller? I realize this is a bit different from the standard MVC example where there a finite number of Views. In this case, the View can change in an infinite number of ways. Perhaps I'm shattering some basic principle of MVC here. Thanks in advance!

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • Is it possible to hide Launcher for certain apps?

    - by Przemek
    As 14.04LTS has been released I thought I'd try to make larger switch to Ubuntu - especially considering most of the apps I use at work are at last available in Linux versions (with the major exception being Rhino3d v5 - hope that it will be possible to launch it with Wine somehow). But as I use my PC for 3D design I need every damn inch of screen space. And this is where Launcher becomes a pain. While in general I like it (as well as the rest of Unity) when I do office work (emails, docs etc) it has turned out to be a major pain with 3D apps and tablet. I'd like to set launcher to hide when certain apps are maximized. Is it possible? If not is it possible to set it as intellihide/stay in the background globally, so it won't be visible when any app is maximized? Autohide is (sadly) not a good solution - the way Ubuntu handles revealing the hidden bar is tricky to work with when you use a graphic tablet (but to be honest I have gripes with it even when using a mouse). I need the bar to disappear or stay in the background so it won't take screen space - 3D apps have way too much menus that eat valuable screen space already.

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  • Graphical Interface and Object Selection/Manipulation

    - by ToriArendt
    I have a project I want to try to implement, but I'm kind of stuck on how to get started. I know there are probably a lot of resources that I can look at, but I'm really just stuck on what to even search for and where to begin. Basically, I have a program written in Java that separates 3D coordinates from a 3D reconstructed model into different objects. I then want to be able to perform a logistic regression on these objects to determine if they are type A or type B. But first, I need to classify a training set of objects as type A or B by hand. I don't know ANYTHING about graphing or user interfaces in Java, so I have been plotting the coordinates of a given object in MATLAB so that I can visualize the object and assign it a type. Now, as I am trying to make this program more "user friendly" I want to create an interface in Java where I can simply graph all the coordinates of the objects from the entire 3D model (on the same graph). I then want to be able to click on the each object and assign it to be either of type A or type B. I hope this description makes sense and someone can point me in the direction of something that will help me. I'm sorry if some of this terminology is off; I'm a bit new to software development. P.S. If anyone also has some tips on implementing logistic regression in Java, I'm sure I'll need them down the road :).

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • How can I get nVidia CUDA or OpenCL working on a laptop with nVidia discrete card/Intel Integrated Graphics?

    - by PeterDC
    Background: I'm a 3D artist (as a hobby) and have recently started using Ubuntu 12.04 LTS as a dual-boot with Windows 7. It's running on my a fairly new 64-bit Toshiba laptop with an nVidia GeForce GT 540M GPU (graphics card). It also, however has Intel Integrated Graphics (which I suspect Ubuntu's been using). So, when I render my 3D scenes to images on Windows, I am able to choose between using my CPU or my nVidia GPU (faster). From the 3D application, I can set the GPU to use either CUDA or OpenCL. In Ubuntu, there's no GPU option. After doing (too much?) research on the issues with Linux and the nVidia Optimus technology, I am slightly more enlightened, but a lot more confused. I don't care one bit about the Optimus technology, as battery life is not by any means an issue for me. Here's my question: What can I do to be able to use CUDA-utilizing programs (such as Blender) on my nVidia GPU in Ubuntu? Will I need nVidia drivers? (I have heard they don't play nicely with Optimus setups on Linux.) Is there at least a way to use OpenCL on my GPU in Ubuntu?

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  • What is model driven development good for?

    - by happyappa
    Microsoft, of Cairo fame, is working on Oslo, a new modeling platform. Bob Muglia, Senior Vice President of Microsoft Server & Tools Business, states that the benefits of modeling have always been clear. In simple, practical terms, what are the clear benefits that Oslo bestows upon its users?

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  • Silverlight Cream for March 10, 2011 -- #1058

    - by Dave Campbell
    In this Issue: Ian T. Lackey, Peter Kuhn, WindowsPhoneGeek(-2-), Jesse Liberty(-2-), Martin Krüger, John Papa, Jeremy Likness, Karl Shifflett, and Colin Eberhardt. Above the Fold: Silverlight: "Silverlight TV 65: 3D Graphics" John Papa WP7: "Developing a Windows Phone 7 Jump List Control" Colin Eberhardt Shoutouts: Telerik announced a special sale on their RadControls for WP7... check it out: RadControls for Windows Phone 7 - on Sale from March 16th at a Special Promo Price! From SilverlightCream.com: Prism BootStrapper Load ModuleCatalog Ansyc Ian T. Lackey has a post up about reading the module catalog for Prism from an XML file asynchronously... fun stuff... this is how we kick-started our app... XNA for Silverlight developers: Part 6 - Input (accelerometer) Peter Kuhn has Part 6 of his XNA for Silverlight devs up at SilverlightShow. This post is on the use of the accelerometer... some great diagrams and explanations of it's use along with some code to play with... including a 'problems and pitfalls' section, and some good external links. Getting Started with Unit Testing in Silverlight for WP7 WindowsPhoneGeek has an introduction to Unit Testing in general, and then moves into Unit Testing in Silverlight for WP7, providing 3 options with links to the materials and code demonstrating the concepts. Using DockPanel in WP7 Responding to reader's questions, WindowsPhoneGeek's next post is on the DockPanel from the Silverlight Toolkit, and using it in WP7... defined declaratively and in code. Reactive Extensions–More About Chaining Jesse Liberty has post number 10 on Rx up and is a follow-on to the last one on Chaining. This time he exercises the chaining aspect of SelectMany. Yet Another Podcast #26–Walt Ritscher In his next post, Jesse Liberty has his 26th 'Yet Another Podcast' up and is chatting with my friend Walt Ritscher. If you don't know who Walt is, check out the links Jesse has on the post... I'm sure you've crossed paths. How to: Create A half square from a regular polygon (triangle) Martin Krüger demonstrates the exact placement of a half-square (isosceles right triangle), formed with a regular polygon in Blend... this is much more involved than I've made it sound... check out his post. Silverlight TV 65: 3D Graphics John Papa has Silverlight TV number 65 up and it's all about the 3D graphics stuff we saw at the Firestarter. John is talking with Danny Riddel, the CEO of Archetype, the company that built the awesome 3D demo we all gushed over. Jounce Part 12: Providing History-Based Back Navigation Jeremy Likness has part 12 of his Jounce exploration up... and discussing the stack of navigated pages that Jounce retains and providing a 'go back' functionality... and provides a good example of using it all. Prism 4 Region Navigation with Silverlight Frame Navigation and Unity Karl Shifflett has a post for all us Prism afficianados... Prism, Unity, and the Silverlight Frame Navigation framework. Some great external links for 'required reading' too. Developing a Windows Phone 7 Jump List Control Colin Eberhardt has an awesome tutorial up for creating a JumpList control for WP7... what a bunch of effort... this is a step-by-step description of designing the control he built and blogged about a while back... and it's still cool! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • "The connection has timed out" - Please help!

    - by gon
    I recently installed a fresh Ubuntu 12.04 LTS on a desktop, and the installation itself was successful (other than 'grub rescue' issue that I encountered but fixed) but this connection problem is really giving me a headache. Symptoms: 1. When I open the FireFox browser and try to connect to a website, it just hangs for a while saying "Connecting..." but eventually loads an error page "The connection has timed out". 2. It's not a browser problem (and I tried setting ipv6 thing to "true" at about:config) because running "sudo apt-get install [some-random-package]" at terminal fails ("E: Unable to locate package [package]") too. All other operations that need internet access are not working. 3. I certainly see a wired network (called "eth1") at the Network Manager, and it says "Connection Established" after disconnecting and then connecting again. I have tried almost everything that could be found from google search results still no luck. Their problems slightly differ from mine or the solutions just don't work. By the way it didn't have internet access when installing Ubuntu 12.04. (I ignored the message that I need internet to install Ubuntu) Could this be a problem? I'm sorry I don't remember if internet worked or not on the previous version of Ubuntu. :( I would really appreciate your help... I don't even know what more to do if this fails too.. Thanks!! Thanks for your comment. Here is the result of ifconfig: eth0 Link encap:Ethernet HWaddr 78:ac:c0:3d:b2:b9 inet addr:10.10.65.185 Bcast:10.10.65.255 Mask:255.255.255.0 inet6 addr: fe80::7aac:c0ff:fe3d:b2b9/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3907 errors:0 dropped:0 overruns:0 frame:0 TX packets:771 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:393118 (393.1 KB) TX bytes:73472 (73.4 KB) Interrupt:16 eth1 Link encap:Ethernet HWaddr 78:ac:c0:3d:b2:b8 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:17 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:4 errors:0 dropped:0 overruns:0 frame:0 TX packets:4 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:204 (204.0 B) TX bytes:204 (204.0 B) route -n: Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 10.10.65.1 0.0.0.0 UG 0 0 0 eth0 10.10.65.0 0.0.0.0 255.255.255.0 U 1 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 eth0 /etc/resolv.conf: # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 8.8.8.8 nameserver 8.8.4.4 nameserver 10.81.1.8 nameserver 10.1.2.10 nameserver 127.0.0.1 search yamatake.local /etc/network/interfaces: auto lo iface lo inet loopback #auto eth0 #iface eth0 inet dhcp #auto eth1 #iface eth1 inet dhcp And I'll also include the result of 'sudo lshw -C network' in case it might help: *-network description: Ethernet interface product: NetXtreme BCM5764M Gigabit Ethernet PCIe vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 10 serial: 78:ac:c0:3d:b2:b9 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.121 duplex=full firmware=5764m-v3.35 ip=10.10.65.185 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:93 memory:fc000000-fc00ffff *-network description: Ethernet interface product: NetXtreme BCM5764M Gigabit Ethernet PCIe vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:01:00.0 logical name: eth1 version: 10 serial: 78:ac:c0:3d:b2:b8 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.121 duplex=full firmware=5764m-v3.35 latency=0 link=no multicast=yes port=twisted pair speed=100Mbit/s resources: irq:94 memory:fb000000-fb00ffff

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  • FusionCharts vs GoogleCharts vs HighCharts suggestions required for commercial use

    - by Forte
    I find that FusionCharts v3 evaluation and HighCharts cannot be used for commercial purpose. Google charts is the best option but those are not as good looking as any of the above. They don't even have 3d charts although their visualization API does support 3D which i cannot find. Is there any open source graphing or charting solution available which can be used in commercial products? I even looked in to Open Flash Charts 2 but found that the developer had left the project long time a go and the currently out libs are way too buggy. I had to fix more than 50 bugs to get their 1 chart working. I tried to fix others but couldn't get Pie charts etc. working. What i'm looking for is - 1. Attractive 3d column chart. 2. 3d Pie Chart. 3. Spline Chart. 4. Geographical Chart. Does anyone knows any open source or free solution which can be used for commercial products? Cheers!

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Visual Studio 2010 Productivity Power Tool Extensions

    - by ScottGu
    Last month I blogged about the Extension Manager that is built-into VS 2010 – as well as about a cool VS 2010 PowerCommands extension that provides some extra features for Visual Studio.  The Visual Studio 2010 Extension Manager provides an easy way for developers to quickly find and install extensions and plugins that enhance the built-in functionality to VS 2010. New VS 2010 Productivity Power Tools Release Earlier this week Jason Zander announced the availability of a new VS 2010 Productivity Power Tools release that includes a bunch of great new VS 2010 extensions that provide a bunch of cool new functionality for you to take advantage of.  You can download and install the release for free here.  Some of the code editor improvements it provides include: Entire Line Highlighting: Makes it easier to track cursor location within the editor Entire Line Selection: Triple Clicking a line in the code editor now selects the entire line (like with MS Word) Code Block Movement: Use Alt+Up/Down Arrow now moves selected code blocks up/down in the editor Consistent Tabs vs. Spaces: Ensure consistent tab vs. space usage across your projects Colorized Parameters: It is now easier to see/identify method parameters Column Guide: You can now add vertical column guidelines to help with text alignment and sizes Align assignments: Makes it easier to line-up multiple variable assignments within your code HTML Clipboard Support: Copy/paste code from VS into an HTML buffer (useful for blogging!) Ctrl + Click Go to Definition: You can now hold down the Ctrl key and click a type to go to its definition It also includes several tab management improvements for managing document tabs within the IDE: Show Close Button in Tab Well: Shows a close button in document well for the active tab (like VS 2008 did) Colored Tabs: You can now select the color of each document tab by project or by regex Pinned Tabs: Enables you to pin tabs to keep them always visible and available Vertical Tabs: You can now show document tabs vertically to fit more tabs than normal Remove Tabs by Usage Order: Better behavior when adding new tabs and one needs to be hidden for space reasons Sort Tabs by Project: Tabs can be sorted by project they belong to, keeping them grouped together Sort Tabs Alphabetically: Tabs can be sorted alphabetically And last – but not least – it includes a new and improved “Add Reference” dialog: This new Add Reference dialog caches assembly information – which means it loads within a second or two (note: the very first time it still loads assembly data – but it then caches it and makes it fast afterwards). The new Add Reference dialog also now includes searching support – making it easier to find the assembly you are looking for. You can read more about all of the above improvements in Jason’s blog post about the release. New Visualization and Modeling Feature Pack Release Earlier this week we also shipped a new feature pack that adds additional modeling and code visualization features to VS 2010 Ultimate.  You can download it here. The Visualization and Modeling Feature Pack includes a bunch of great new capabilities including: Web Site Visualization: New support for generating a DGML visualization for ASP.NET projects C/C++ Native Code Visualization: New support for generating DGML diagrams for C/C++ projects Generate Code from UML Class Diagrams: You can now generate code from your UML diagrams Create UML Class Diagrams from Code: Create UML diagrams from existing code bases Import UML from XML: Import UML class, sequence, and use case elements from XMI 2.1 files Custom Validation Layer Rules: Write custom code to create, modify, and validate layer diagrams Jason’s blog post covers more about these features as well. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Oracle Fusion Procurement Designed for User Productivity

    - by Applications User Experience
    Sean Rice, Manager, Applications User Experience Oracle Fusion Procurement Design Goals In Oracle Fusion Procurement, we set out to create a streamlined user experience based on the way users do their jobs. Oracle has spent hundreds of hours with customers to get to the heart of what users need to do their jobs. By designing a procurement application around user needs, Oracle has crafted a user experience that puts the tools that people need at their fingertips. In Oracle Fusion Procurement, the user experience is designed to provide the user with information that will drive navigation rather than requiring the user to find information. One of our design goals for Oracle Fusion Procurement was to reduce the number of screens and clicks that a user must go through to complete frequently performed tasks. The requisition process in Oracle Fusion Procurement (Figure 1) illustrates how we have streamlined workflows. Oracle Fusion Self-Service Procurement brings together billing metrics, descriptions of the order, justification for the order, a breakdown of the components of the order, and the amount—all in one place. Previous generations of procurement software required the user to navigate to several different pages to gather all of this information. With Oracle Fusion, everything is presented on one page. The result is that users can complete their tasks in less time. The focus is on completing the work, not finding the work. Figure 1. Creating a requisition in Oracle Fusion Self-Service Procurement is a consumer-like shopping experience. Will Oracle Fusion Procurement Increase Productivity? To answer this question, Oracle sought to model how two experts working head to head—one in an existing enterprise application and another in Oracle Fusion Procurement—would perform the same task. We compared Oracle Fusion designs to corresponding existing applications using the keystroke-level modeling (KLM) method. This method is based on years of research at universities such as Carnegie Mellon and research labs like Xerox Palo Alto Research Center. The KLM method breaks tasks into a sequence of operations and uses standardized models to evaluate all of the physical and cognitive actions that a person must take to complete a task: what a user would have to click, how long each click would take (not only the physical action of the click or typing of a letter, but also how long someone would have to think about the page when taking the action), and user interface changes that result from the click. By applying standard time estimates for all of the operators in the task, an estimate of the overall task time is calculated. Task times from the model enable researchers to predict end-user productivity. For the study, we focused on modeling procurement business process task flows that were considered business or mission critical: high-frequency tasks and high-value tasks. The designs evaluated encompassed tasks that are currently performed by employees, professional buyers, suppliers, and sourcing professionals in advanced procurement applications. For each of these flows, we created detailed task scenarios that provided the context for each task, conducted task walk-throughs in both the Oracle Fusion design and the existing application, analyzed and documented the steps and actions required to complete each task, and applied standard time estimates to the operators in each task to estimate overall task completion times. The Results The KLM method predicted that the Oracle Fusion Procurement designs would result in productivity gains in each task, ranging from 13 percent to 38 percent, with an overall productivity gain of 22.5 percent. These performance gains can be attributed to a reduction in the number of clicks and screens needed to complete the tasks. For example, creating a requisition in Oracle Fusion Procurement takes a user through only two screens, while ordering the same item in a previous version requires six screens to complete the task. Modeling user productivity has resulted not only in advances in Oracle Fusion applications, but also in advances in other areas. We leveraged lessons learned from the KLM studies to establish products like Oracle E-Business Suite (EBS). New user experience features in EBS 12.1.3, such as navigational improvements to the main menu, a Google-type search using auto-suggest, embedded analytics, and an in-context list of values tool help to reduce clicks and improve efficiency. For more information about KLM, refer to the Measuring User Productivity blog.

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  • Multidimensional Thinking–24 Hours of Pass: Celebrating Women in Technology

    - by smisner
    It’s Day 1 of #24HOP and it’s been great to participate in this event with so many women from all over the world in one long training-fest. The SQL community has been abuzz on Twitter with running commentary which is fun to watch while listening to the current speaker. If you missed the fun today because you’re busy with all that work you’ve got to do – don’t despair. All sessions are recorded and will be available soon. Keep an eye on the 24 Hours of Pass page for details. And the fun’s not over today. Rather than run 24 hours consecutively, #24HOP is now broken down into 12-hours over two days, so check out the schedule to see if there’s a session that interests you and fits your schedule. I’m pleased to announce that my business colleague Erika Bakse ( Blog | Twitter) will be presenting on Day 2 – her debut presentation for a PASS event. (And I’m also pleased to say she’s my daughter!) Multidimensional Thinking: The Presentation My contribution to this lineup of terrific speakers was Multidimensional Thinking. Here’s the abstract: “Whether you’re developing Analysis Services cubes or creating PowerPivot workbooks, you need to get into a multidimensional frame of mind to produce a model that best enables users to answer their business questions on their own. Many database professionals struggle initially with multidimensional models because the data modeling process is much different than the one they use to produce traditional, third normal form databases. In this session, I’ll introduce you to the terminology of multidimensional modeling and step through the process of translating business requirements into a viable model.” If you watched the presentation and want a copy of the slides, you can download a copy here. And you’re welcome to download the slides even if you didn’t watch the presentation, but they’ll make more sense if you did! Kimball All the Way There’s only so much I can cover in the time allotted, but I hope that I succeeded in my attempt to build a foundation that prepares you for starting out in business intelligence. One of my favorite resources that will get into much more detail about all kinds of scenarios (well beyond the basics!) is The Data Warehouse Toolkit (Second Edition) by Ralph Kimball. Anything from Kimball or the Kimball Group is worth reading. Kimball material might take reading and re-reading a few times before it makes sense. From my own experience, I found that I actually had to just build my first data warehouse using dimensional modeling on faith that I was going the right direction because it just didn’t click with me initially. I’ve had years of practice since then and I can say it does get easier with practice. The most important thing, in my opinion, is that you simply must prototype a lot and solicit user feedback, because ultimately the model needs to make sense to them. They will definitely make sure you get it right! Schema Generation One question came up after the presentation about whether we use SQL Server Management Studio or Business Intelligence Development Studio (BIDS) to build the tables for the dimensional model. My answer? It really doesn’t matter how you create the tables. Use whatever method that you’re comfortable with. But just so happens that it IS possible to set up your design in BIDS as part of an Analysis Services project and to have BIDS generate the relational schema for you. I did a Webcast last year called Building a Data Mart with Integration Services that demonstrated how to do this. Yes, the subject was Integration Services, but as part of that presentation, I showed how to leverage Analysis Services to build the tables, and then I showed how to use Integration Services to load those tables. I blogged about this presentation in September 2010 and included downloads of the project that I used. In the blog post, I explained that I missed a step in the demonstration. Oops. Just as an FYI, there were two more Webcasts to finish the story begun with the data – Accelerating Answers with Analysis Services and Delivering Information with Reporting Services. If you want to just cut to the chase and learn how to use Analysis Services to build the tables, you can see the Using the Schema Generation Wizard topic in Books Online.

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  • Oracle Tutor: XPDL conversion (and why you should care)

    - by mary.keane
    You may have noticed that the Oracle Business Process Converter feature in Tutor 14 supports "XPDL" conversion to Oracle Business Process Analysis Suite (BPA), Oracle Business Process Management Suite (BPM), and Oracle Tutor, and you may have briefly wondered "what is XPDL?" before you moved on to the Visio import feature (a very popular feature in Tutor 14). This posting is for those who do not yet understand (or care) about XPDL and process modeling. Many of us (and I'm including myself) have spent years working in the process definition arena: we've written procedures, designed systems and software to help others write procedures, and have been responsible for embedding policies and procedures into training material for employees. We've worked with tools such as Oracle Tutor, Microsoft Visio, Microsoft Word, and UPK. Most of us have never worked with "modeling tools" before, and we certainly never had to understand BPMN. It's a brave new world in this arena, and companies desperately need people with policy and procedural system expertise to be able to work with system analysts so there is a seamless transfer of knowledge from IT to employees. When working with applications, a picture is worth a thousand words, so eventually you're going to need to understand and be able to work with business process models. XPDL is an acronym for XML Process Definition Language, and it is an interchange format for business process models. It allows you to take a BPMN model that was developed in one workflow application such as BizAgi and import it into another workflow application or a true BPMN management system such as Oracle BPM. Specifically, the XPDL format contains the graphical information of a model as well as any executable information. By using a common format, models can be moved from a basic modeling application used by business owners to applications used by system architects. Over 80 applications support the XPDL format, including MetaStorm ProVision, BEA ALBPM, BizAgi, and Tibco. I mention these applications because we have provided XSLT mapping files specifically for these vendors. Oracle Business Process Converter was designed with user extensibility in mind, and thus users can add their own XML files so that additional XPDL models from other vendors can be converted to BPM, BPA, and Oracle Tutor. Instructions on how to add your own files can be found in Appendix 4 of the Oracle Business Converter manual. Let's take a visual look at how this works. Here is an example of a model devloped in BizAgi: This model can be created by the average business user without a large learning curve, and it's a good start for the system analyst who will be adding web services as well as for the business manager who manages the process described in the model. By exporting this model as XPDL, the information can be converted into Oracle BPA and Oracle BPM as well as converted to Oracle Tutor to become the framework for a procedure. Through this conversion feature, one graphic illustration of a business process can be used by a system analyst, business analyst, business manager, and employee, as seen below. Model Converted to Tutor Procedure Below is the task section of the procedure after conversion from an XPDL file. Model converted to BPA Model converted to BPM End users still want step by step instructions on how to perform their jobs, so procedures (Oracle Tutor) and application simulations (UPK) are still a critical piece of the solution. But IT professionals need graphic descriptions of how the applications work, regardless of whether there are any tasks involving humans. Now there is a way to convert procedures (Oracle Tutor docx files) and basic models (XPDL files) so that business managers and system analysts can share process information. References Wikipedia XPDL. Workflow Management Coalition, XPDL Support and Resources Oracle Business Process Converter manual, Oracle Tutor 14 Oracle Business Process Management 11g If you have any XPDL conversion stories to share, we'd love to hear from you. Best wishes for the coming new year, Mary Keane, Senior Development Manager, Oracle Tutor and BPM

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