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  • Spotlight on mkyong

    - by MarkH
    Occasionally, I'd like to share a blog I've discovered or that someone has passed along to me. Criteria are few, but in a nutshell, it must be: Java-related. (Doh!) Interesting. A good blog is exciting to read at some level, whether due to perspective, eye-catching writing, or technical insight. It doesn't have to read like a Stephen King novel, but it should grab you somehow. Technically deep or technically broad. A site that dives deeply, quickly is a great reference for particular topics/tasks. On the other hand, one that covers a lot of ground at a high-but-still-technical level can be a handy site to visit occasionally as well. Both are what I consider "bookmarkable", but for different reasons. Drumroll, please... With that in mind, this Blog Spotlight is cast upon mkyong.com, a site I stumbled across that offers a little bit of everything for various Java dev audiences. The title indicates the site is for "Java web development tutorials", and indeed it does have these: JSF, Spring, Struts, Hibernate, JAX-WS, JAX-RS, and numerous other topics are addressed to varying degrees. The site isn't devoted exclusively to server-side tutorials, though. Recent posts include mobile development topics, and the links at the bottom of the page connect you to reference pages and other useful sites. I've poked around through a couple of the tutorials and, while they won't take you from "zero to hero", they do seem to provide a nice overview of the subject at hand. They also offer an occasional explanatory comment that is missing from far too many texts, sites, and doc pages. It's not a perfect site, but I like it. The Bottom Line mkyong.com offers a nice "summary site" of server-side tutorials, mobile dev posts, and reference links. Check it out! All the best,Mark 

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  • Advantages of Hudson and Sonar over manual process or homegrown scripts.

    - by Tom G
    My coworker and I recently got into a debate over a proposed plan at our workplace. We've more or less finished transitioning our Java codebase into one managed and built with Maven. Now, I'd like for us to integrate with Hudson and Sonar or something similar. My reasons for this are that it'll provide a 'zero-click' build step to provide testers with new experimental builds, that it will let us deploy applications to a server more easily, that tools such as Sonar will provide us with well-needed metrics on code coverage, Javadoc, package dependencies and the like. He thinks that the overhead of getting up to speed with two new frameworks is unacceptable, and that we should simply double down on documentation and create our own scripts for deployment. Since we plan on some aggressive rewrites to pay down the technical debt previous developers incurred (gratuitous use of Java's Serializable interface as a file storage mechanism that has predictably bit us in the ass) he argues that we can document as we go, and that we'll end up changing a large swath of code in the process anyways. I contend that having accurate metrics that Sonar (or fill in your favorite similar tool) provide gives us a good place to start for any refactoring efforts, not to mention general maintenance -- after all, knowing which classes are the most poorly documented, even if it's just a starting point, is better than seat-of-the-pants guessing. Am I wrong, and trying to introduce more overhead than we really need? Some more background: an alumni of our company is working at a Navy research lab now and suggested these two tools in particular as one they've had great success with using. My coworker and I have also had our share of friendly disagreements before -- he's more of the "CLI for all, compiles Gentoo in his spare time and uses Git" and I'm more of a "Give me an intuitive GUI, plays with XNA and is fine with SVN" type, so there's definitely some element of culture clash here.

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  • general questions about link spam

    - by hen3ry
    Hello, A CMS-based site I manage is suffering from a small but ominously growing number of almost certainly bot-emplaced, invisible spam links placed in registered-user-only shoutboxes and user forums. "Link Spam", yes? Until recently, I've kept my eyes on narrow tech issues, and I'm having trouble understanding what's going on. I understand that we need to tighten up our registration procedures, but more generally... Do I understand correctly that our primary interest in combatting link spam on our site is that major search engines reduce or zero the search visibility of sites that contain link spam? Although we're non-commercial, we don't want to be at the bottom of the rankings, or eliminated altogether. Are the linked-to sites the direct beneficiaries of the spam links, or is there some kind of indirection? What is the likely relationship between the link-spammers and the owners of the (directly or indirectly) linked-to sites? Are the owners of the linked-to sites paying the link-spammers for higher visibility? Are the owners aware that this method is being used? It is my impression that major search engines are capable these days of detecting that given sites are being promoted by link spam, and that these sites may consequently be reduced in search rank or dropped altogether. Do these sanctions occur frequently? Is there any potential value in sending notifications to the owners of the linked-to sites that their visibility is at risk? TIA, hen3ry

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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  • ArchBeat Link-o-Rama for 2012-09-20

    - by Bob Rhubart
    Attend OTN Architect Day – by Architects, for Architects – October 25 You won't need 3D glasses to take in these live presentations (8 sessions, two tracks) on Cloud computing, SOA, and engineered systems. And the ticket price is: Zero. Nothing. Absolutely free. Register now for Oracle Technology Network Architect Day in Los Angeles. Thursday October 25, 2012, 8:00am – 5:00pm Sofitel Los Angeles8555 Beverly BoulevardLos Angeles, CA 90048 Loving VirtualBox 4.2… | The ORACLE-BASE Blog Is it wrong for a man to love a technology? Oracle ACE Director Tim Hall has several very good reasons for his feelings… Running RichFaces on WebLogic 12c | Markus Eisele "With all the JMS magic and the different provider checks in the showcase this has become some kind of a challenge to simply build and deploy it," says Oracle ACE Director Markus Eisele. His detailed post will help you to meet that challenge. Oracle ADF Coverage at OOW | Frank Nimphius Frank Nimphius shares a comprehensive and well-organized list of Oracle ADF sessions and activities scheduled for Oracle OpenWorld in San Francisco. OIM 11g R2 Catalog Customization Example | Daniel Gralewski Oracle Fusion Middleware A-Team member Daniel Gralewski's post shows "how OIM catalog can be customized by using OIM UI capabilities such as managed beans and EL expressions. The post first describes the use case and the solution to address the use case; then it describes the solution details as well as provides links to the artifacts." New Book: Oracle BPM Suite 11g: Advanced BPMN Topics | Mark Nelson Redstack blogger Mark Nelson shares an overview of Oracle BPM Suite 11g: Advanced BPMN Topics, the new book he co-authored with Tanya Williams. Nelson describes the book as "a concise presentation of both theory and practical examples of the areas of BPMN where we have encountered the most widespread confusion and misunderstanding." Thought for the Day "I strive for an architecture from which nothing can be taken away." — Helmut Jahn Source: Brainy Quote

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • unable to upgrade to 12.10 beta 2 from 12.04 [closed]

    - by user85959
    Possible Duplicate: There's an issue with an Alpha/Beta Release of Ubuntu, what should I do? authenticate 'quantal.tar.gz' against 'quantal.tar.gz.gpg' exception from gpg: GnuPG exited non-zero, with code 2 Debug information: gpg: Signature made Fri 28 Sep 2012 03:55:55 AM IST using DSA key ID 437D05B5 gpg: /tmp/update-manager-bpIptI/trustdb.gpg: trustdb created gpg: Good signature from "Ubuntu Archive Automatic Signing Key " gpg: WARNING: This key is not certified with a trusted signature! gpg: There is no indication that the signature belongs to the owner. Primary key fingerprint: 6302 39CC 130E 1A7F D81A 27B1 4097 6EAF 437D 05B5 gpg: Signature made Fri 28 Sep 2012 03:55:55 AM IST using RSA key ID C0B21F32 gpg: Can't check signature: public key not found Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/UpdateManager/UpdateManager.py", line 1110, in on_button_dist_upgrade_clicked fetcher.run() File "/usr/lib/python2.7/dist-packages/UpdateManager/Core/DistUpgradeFetcherCore.py", line 253, in run _("Authenticating the upgrade failed. There may be a problem " File "/usr/lib/python2.7/dist-packages/UpdateManager/DistUpgradeFetcher.py", line 41, in error return error(self.window_main, summary, message) File "/usr/lib/python2.7/dist-packages/UpdateManager/Core/utils.py", line 384, in error d.window.set_functions(Gdk.FUNC_MOVE) RuntimeError: unable to get the value gpg: /tmp/tmplqoLDu/trustdb.gpg: trustdb created

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • Client-side code and UPK

    - by [email protected]
    There is a long running discussion in UPK Development regarding the use of any client side code as part of the end-user playback. By this I mean anything which requires an install including ActiveX controls, browser helper objects, stand-alone applications, things that run in the task bar, etc. We all have grown to love zero-footprint applications over the past ten years, but there are some things which are not technically feasible using HTML alone. One example of this is the functionality provided by our SmartHelp in-application support component. This allows the user to launch context sensitive help without making modifications to the target application. (If you are unfamiliar with SmartHelp, more information can be found in the "In-Application Support Guide" in the UPK manual directory) We always try to implement everything we can using only HTML but there are many features which have been requested over the years that would require some client-side code in order to work. When these come up for discussion, there is always a spirited debate about the acceptability of a client side solution. I thought it would be interesting to ask for feedback from a wider audience. What do you think about client-side components? Would your organization consider them? Do you already deploy SmartHelp? Is there a large hurdle to clear for these to be worth the deployment costs? Let us know. Mark Overton, VP Development for UPK

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  • New York Alt.NET Dinner

    - by Liam McLennan
    While I was in the New York area Stephen Bohlen graciously organised an Alt.NET dinner. I left Rockville Centre on the 17:15 train, thinking I had plenty of time to get to Toloache Mexican Bistro on W 50th St. However, when I changed at Penn Station I took the service downtown, instead of uptown. I corrected that mistake and made it to 51st St, but then ended up in completely the wrong place because I did not understand the street numbering system. For future reference I now have the following rules for NYC navigation: Uptown means North, Downtown means South Streets run East-West, Avenues North-South Street number are symmetrical on the 5th Avenue axis. That is, street numbers increase from zero both east and west of 5th Av. Having gotten totally confused I called Steve, who helped me find the restaurant. I still had my luggage, which we stowed in a corner. Over some descent Mexican food we had some great discussions about Alt.NET, the 2010 conference, and other things of interest to Alt.NET folks. Thanks to Steve for organising and to all the guys who turned up.

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  • ATI Catalyst driver 12.8 is not using hardware acceleration on Precise

    - by Jack Wright
    I've been using Ubuntu and ATI Catalyst for years. On my clean install of Ubuntu 12.04 I've noticed that Catalyst 12.6 and then 12.8 are not actually using my HD5750 GPU for hardware acceleration - high CPU usage, zero GPU load. Everything installed correctly with no hassles, fglrxinfo and vainfo are correct as per this HowTo for Precise. I have an Ubuntu 10.04 with Catalyst 12.6 installation on the same hardware which does use the GPU - low CPU usage, high GPU load when transcodeing video files or playing video content. The VA-API drivers are not installed on the 10.04 build. They are not mentioned in this HowTo for Lucid. fgl_glxgears frame rates on Precise are a fifth of the rates on Lucid. LUCID jw@Kworld:~$ fgl_glxgears Using GLX_SGIX_pbuffer 16867 frames in 5.0 seconds = 3373.400 FPS 12523 frames in 5.0 seconds = 2504.600 FPS 13763 frames in 5.0 seconds = 2752.600 FPS PRECISE jw@NewWorld12:~$ fgl_glxgears Using GLX_SGIX_pbuffer 12905 frames in 5.0 seconds = 2581.000 FPS 3230 frames in 5.0 seconds = 646.000 FPS 517 frames in 5.0 seconds = 103.400 FPS 518 frames in 5.0 seconds = 103.600 FPS 6489 frames in 5.0 seconds = 1297.800 FPS This is glxgears running in fullscreen. In Lucid (10.04) I can't see the gears, they are spinning so fast, but in Precise (12.04) they are really sluggish. Has anyone else noticed a problem like this? Cheers, Jack.

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  • Cannot copy MP3 files from a CD

    - by MountainX
    I purchased a set of spoken word audio CD's that have MP3 and FLAC audio files; I think they also play as regular audio CD's because I see a CDA directory and .cda files. But I'm only interested in playing the MP3 files by copying them to my phone. Dolphin file manager shows all the files on the CD. However, it will not copy any of them to my hard drive, which is what my goal is. Dolphin shows no error, but the copy progress is zero. Amarok will play the files but not easily. I only tried the flac files. To play a file, I click the file in Dolphin, then I have to cancel a job using KDE's notification system, then Amarok proceeds to copy the file to a tmp directory which takes a long time, then it finally plays. kb3 will rip the audio, but I would prefer to copy the files directly from the CD. Since Dolphin would not copy the files, I thought I would try the terminal, but I can't get that to work either. mount -t auto -o ro /dev/sr0 /mnt/temp that gives the error: wrong fs type, bad option, bad superblock, etc. I get the same error using -t iso9660 and -t udf. so I started troubleshooting: ~$ wodim --devices wodim: Overview of accessible drives (1 found) : ------------------------------------------------------------------------- 0 dev='/dev/sg1' rwrw-- : 'MATSHITA' 'DVD-RAM UJ8A0AS' ------------------------------------------------------------------------- /dev/sg1 is not a block device sudo file -s /dev/sr0 ERROR: cannot read /dev/sr0 (input/output error) sudo file -s /dev/sg1 just hangs How can I copy these files to my computer hard disk?

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  • What I saw at TechEd North America 2014

    - by Brian Schroer
    Originally posted on: http://geekswithblogs.net/brians/archive/2014/05/19/teched-north-america-2014.aspxI was thrilled to be able to attend TechEd North America 2014 in Houston last week. I got to go to Orlando in 2008, and since then I’ve had to settle for watching the sessions online (which ain’t bad – They’re all available on Channel 9 for streaming or downloading. Here are links to the Developer Track sessions and to the sessions from all tracks.) The sessions I attended (with my favorites bolded) were: Shiny new stuff The Microsoft Application Platform for Developers: Create Applications That Span Devices and Services INTRODUCING: The Future of .NET on the Server DEEP DIVE: The Future of .NET on the Server ASP.NET: Building Web Application Using ASP.NET and Visual Studio The Next Generation of .NET for Building Applications The Future of Visual Basic and C# Stuff you can use now Building Rich Apps with AngularJS on ASP.NET Get the Most Out of Your Code Maps SignalR: Building Real-Time Applications with ASP.NET SignalR Performance Optimize Your ASP.NET Web App Modern Web and Visual Studio Visual Studio Power User: Tips and Tricks Debugging Tips and Tricks in Visual Studio 2013 In a world where the whole company uses TFS… Using Functional, Exploratory and Acceptance Testing to Release with Confidence A Practical View of Release Management for Visual Studio 2013 From Vanity to Value, Metrics That Matter: Improving Lean and Agile, Kanban, and Scrum Ain’t Nobody Got Time for That As usual, there were some time slots with nothing of interest and others with 5 things I wanted to see at the same time. Here are the sessions I’m still planning to watch… Getting Started with TypeScript Building a Large Scale JavaScript Application in TypeScript Modern Application Lifecycle Management Why a Hacker Can Own Your Web Servers in a Day! Async Best Practices for C# and Visual Basic Building Multi-Device Apps with the New Visual Studio Tooling for Apache Cordova Applying S.O.L.I.D. Principles in .NET/C# Native Mobile Application Development for iOS, Android, and Windows in C# and Visual Studio Using Xamarin Latest Innovations in Developing ASP.NET MVC Web Applications Zero to Hero: Untested to Tested with Microsoft Fakes Using Visual Studio Cool and Elegant ASP.NET Web Forms with HTML 5 for the Modern Web The Present and Future of .NET in a World of Devices and Services

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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • GWB | Comment Spam On The Rise

    - by Geekswithblogs Administrator
    I don’t know a member on Geekswithblogs.net that is not frustrated with the amount of spam they get. It is a major problem that we have been dealing with for 6+ years and trying to come up with new ways to fight. As spammers get smarter, we have to continue to upgrade the tools we use to combat it. Just like any spam filter, sometimes good comments will get caught up. This has been a huge concern for some bloggers causing us to tame what we call spam and not spam. So this post is here just to state we know the spam problem is like a wave, sometimes it is not so bad, other times it gets worse. Right now it is worse. One measure we will take is a requirement for CAPTCHA soon if it continues since most members don’t clean up their spam via the admin tools (which are not the best tools, I know). Also I want to solicit a better approach from the members, what would you like the spam interface on GWB to be like? Be realistic cause we all want “Zero Spam, Good Comment live”. Related Tags: Geekswithblogs.net, Spam

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • JOIN THE ORACLE Fusion Middleware Summer Camps

    - by mseika
    JOIN THE ORACLE Fusion Middleware Summer Camps For Specialized partners who are working on following projects & opportunities, we offer these advanced summer camps: - BPM Suite 11 - ADF 11g - WebCenter Portal - WebLogic 12c - SOA Suite 11g - ADF for BPM Suite 11 - WebCenter Sites 11g All training sessions will be from HQ product management and our PTS team. The sessions will take place in July in Lisbon Portugal and Munich Germany. . Participation is limited to two people per company and bootcamp. Registration is handled by first come first serve, please pay attention to the skill requirements, the pre-requisitions and the follow up! We will not accept people onto the training who do not match the criteria! Lisbon: Monday, July 9th 11:00AM - Friday July 13th 16:00 PM (Lisbon time) - ADF 11g advanced training by Grant Ronald and Frank Nimphius - WebCenter Portal advanced training by Stefan Krantz and Angelo Santagata - WebLogic 12c training by Cosmin Tudor Munich: Monday, July 16th 11:00 AM - Wednesday July 18th 16:00 PM (CET) - ADF for BPM Suite 11g advanced training by David Read - WebCenter Sites 11g advanced training by Product Management & PTS Cost: Free of charge, cancelation or no-show fee 2.000€ Bootcamps are limited to 20 persons first come first serve For details and registration please visit Lisbon registration page: & Munich registration page Quotes summer camps 2011 “From zero to hero with this BPM workshop” Steven Boon, Ordina Linkedin “This is the training that prepares for real projects and POCs” Jon Petter Hjulstad, eVita – blog & twitter SOA & BPM Partner Community registration Please first login at http://partner.oracle.com and then visit: http://www.oracle.com/goto/emea/soa. If you have any questions please contact the Oracle Partner Business Center. If you have questions please feel free to contact us any time! Best regards Jürgen KressOracle EMEA SOA & BPM Partner Adoption EMEATel. +49 89 1430 1479E-Mail: [email protected]

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • SQL SERVER – Excel Losing Decimal Values When Value Pasted from SSMS ResultSet

    - by pinaldave
    No! It is not a SQL Server Issue or SSMS issue. It is how things work. There is a simple trick to resolve this issue. It is very common when users are coping the resultset to Excel, the floating point or decimals are missed. The solution is very much simple and it requires a small adjustment in the Excel. By default Excel is very smart and when it detects the value which is getting pasted is numeric it changes the column format to accommodate that. Now as Zero which are training any digit after decimal points have no value, Excel automatically hides it. To prevent this to happen user has to convert columns to text format so it can preserve the formatting. Here is how you can do it. Select the corner between A and 1 and Right Click on it. It will select complete spreadsheet. If you want to change the format of any column you can select an individual column the same way. In the menu Click on Format Cells… It will bring up the following menu. Here by default the selected column will be General, change that to Text. It will change the format of all the cells to Text. Now once again paste the values from SSMS to the Excel. This time it will preserve the decimal values from SSMS. Solved! Any other trick you do you know to preserve the decimal values? Leave a comment please. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Utility, T SQL, Technology Tagged: Excel

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  • Ubuntu 11.04 does not detect my tata photon +

    - by nikhil
    I am trying to connect to the Internet via my photon+ from the past day and have tried various suggestions on the Internet and have tried to zero in to the main cause of the problem which is that my device is not detected. I have tried the following ways: 1) After connecting the device, I tried to create a mobile broadband connection via System Preferences Network Connections and selected tata photon plus. But there was no connection. 2) I did sudo apt-get install usb-modeswitch-data and sudo apt-get install usb-modeswitch But the prompt said that they are at their newest version. 3) I tried to edit the file sudo gedit /etc/usb_modeswitch.d/12d1:1446, but this file did not exist. 4) my lsusb output is nikhil@nikhil:~$ lsusb Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 003: ID 22f4:0021 Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 002: ID 04f2:b159 Chicony Electronics Co., Ltd Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Any Ideas ??

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  • Oracle Enterprise Manager 12c Anniversary at Open World General Session and Twitter Chat using #em12c on October 2nd

    - by Anand Akela
    As most of you will remember, Oracle Enterprise Manager 12c was announced last year at Open World. We are celebrating first anniversary of Oracle Enterprise Manager 12c next week at Open world. During the last year, Oracle customers have seen the benefits of federated self-service access to complete application stacks, elastic scalability, automated metering, and charge-back from capabilities of Oracle Enterprise manager 12c. In this session you will learn how customers are leveraging Oracle Enterprise Manager 12c to build and operate their enterprise cloud. You will also hear about Oracle’s IT management strategy and some new capabilities inside the Oracle Enterprise Manager product family. In this anniversary general session of Oracle Enterprise Manager 12c, you will also watch an interactive role play ( similar to what some of you may have seen at "Zero to Cloud" sessions at the Oracle Cloud Builder Summit ) depicting a fictional company in the throes of deploying a private cloud. Watch as the CIO and his key cloud architects battle with misconceptions about enterprise cloud computing and watch how Oracle Enterprise Manager helps them address the key challenges of planning, deploying and managing an enterprise private cloud. The session will be led by Sushil Kumar, Vice President, Product Strategy and Business Development, Oracle Enterprise Manager. Jeff Budge, Director, Global Oracle Technology Practice, CSC Consulting, Inc. will join Sushil for the general session as well. Following the general session, Sushil Kumar ( Twitter user name @sxkumar ) will join us for a Twitter Chat on Tuesday at 1:00 PM to 2:00 PM.  Sushil will answer any follow-up questions from the general session or any question related to Oracle Enterprise Manager and Oracle Private Cloud . You can participate in the chat using hash tag #em12c on Twitter.com or by going to  tweetchat.com/room/em12c (Needs Twitter credential for participating).  You could pre-submit your questions for Sushil using any of the social media channels mentioned below. Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • Solving Big Problems with Oracle R Enterprise, Part I

    - by dbayard
    Abstract: This blog post will show how we used Oracle R Enterprise to tackle a customer’s big calculation problem across a big data set. Overview: Databases are great for managing large amounts of data in a central place with rigorous enterprise-level controls.  R is great for doing advanced computations.  Sometimes you need to do advanced computations on large amounts of data, subject to rigorous enterprise-level concerns.  This blog post shows how Oracle R Enterprise enables R plus the Oracle Database enabled us to do some pretty sophisticated calculations across 1 million accounts (each with many detailed records) in minutes. The problem: A financial services customer of mine has a need to calculate the historical internal rate of return (IRR) for its customers’ portfolios.  This information is needed for customer statements and the online web application.  In the past, they had solved this with a home-grown application that pulled trade and account data out of their data warehouse and ran the calculations.  But this home-grown application was not able to do this fast enough, plus it was a challenge for them to write and maintain the code that did the IRR calculation. IRR – a problem that R is good at solving: Internal Rate of Return is an interesting calculation in that in most real-world scenarios it is impractical to calculate exactly.  Rather, IRR is a calculation where approximation techniques need to be used.  In this blog post, we will discuss calculating the “money weighted rate of return” but in the actual customer proof of concept we used R to calculate both money weighted rate of returns and time weighted rate of returns.  You can learn more about the money weighted rate of returns here: http://www.wikinvest.com/wiki/Money-weighted_return First Steps- Calculating IRR in R We will start with calculating the IRR in standalone/desktop R.  In our second post, we will show how to take this desktop R function, deploy it to an Oracle Database, and make it work at real-world scale.  The first step we did was to get some sample data.  For a historical IRR calculation, you have a balances and cash flows.  In our case, the customer provided us with several accounts worth of sample data in Microsoft Excel.      The above figure shows part of the spreadsheet of sample data.  The data provides balances and cash flows for a sample account (BMV=beginning market value. FLOW=cash flow in/out of account. EMV=ending market value). Once we had the sample spreadsheet, the next step we did was to read the Excel data into R.  This is something that R does well.  R offers multiple ways to work with spreadsheet data.  For instance, one could save the spreadsheet as a .csv file.  In our case, the customer provided a spreadsheet file containing multiple sheets where each sheet provided data for a different sample account.  To handle this easily, we took advantage of the RODBC package which allowed us to read the Excel data sheet-by-sheet without having to create individual .csv files.  We wrote ourselves a little helper function called getsheet() around the RODBC package.  Then we loaded all of the sample accounts into a data.frame called SimpleMWRRData. Writing the IRR function At this point, it was time to write the money weighted rate of return (MWRR) function itself.  The definition of MWRR is easily found on the internet or if you are old school you can look in an investment performance text book.  In the customer proof, we based our calculations off the ones defined in the The Handbook of Investment Performance: A User’s Guide by David Spaulding since this is the reference book used by the customer.  (One of the nice things we found during the course of this proof-of-concept is that by using R to write our IRR functions we could easily incorporate the specific variations and business rules of the customer into the calculation.) The key thing with calculating IRR is the need to solve a complex equation with a numerical approximation technique.  For IRR, you need to find the value of the rate of return (r) that sets the Net Present Value of all the flows in and out of the account to zero.  With R, we solve this by defining our NPV function: where bmv is the beginning market value, cf is a vector of cash flows, t is a vector of time (relative to the beginning), emv is the ending market value, and tend is the ending time. Since solving for r is a one-dimensional optimization problem, we decided to take advantage of R’s optimize method (http://stat.ethz.ch/R-manual/R-patched/library/stats/html/optimize.html). The optimize method can be used to find a minimum or maximum; to find the value of r where our npv function is closest to zero, we wrapped our npv function inside the abs function and asked optimize to find the minimum.  Here is an example of using optimize: where low and high are scalars that indicate the range to search for an answer.   To test this out, we need to set values for bmv, cf, t, emv, tend, low, and high.  We will set low and high to some reasonable defaults. For example, this account had a negative 2.2% money weighted rate of return. Enhancing and Packaging the IRR function With numerical approximation methods like optimize, sometimes you will not be able to find an answer with your initial set of inputs.  To account for this, our approach was to first try to find an answer for r within a narrow range, then if we did not find an answer, try calling optimize() again with a broader range.  See the R help page on optimize()  for more details about the search range and its algorithm. At this point, we can now write a simplified version of our MWRR function.  (Our real-world version is  more sophisticated in that it calculates rate of returns for 5 different time periods [since inception, last quarter, year-to-date, last year, year before last year] in a single invocation.  In our actual customer proof, we also defined time-weighted rate of return calculations.  The beauty of R is that it was very easy to add these enhancements and additional calculations to our IRR package.)To simplify code deployment, we then created a new package of our IRR functions and sample data.  For this blog post, we only need to include our SimpleMWRR function and our SimpleMWRRData sample data.  We created the shell of the package by calling: To turn this package skeleton into something usable, at a minimum you need to edit the SimpleMWRR.Rd and SimpleMWRRData.Rd files in the \man subdirectory.  In those files, you need to at least provide a value for the “title” section. Once that is done, you can change directory to the IRR directory and type at the command-line: The myIRR package for this blog post (which has both SimpleMWRR source and SimpleMWRRData sample data) is downloadable from here: myIRR package Testing the myIRR package Here is an example of testing our IRR function once it was converted to an installable package: Calculating IRR for All the Accounts So far, we have shown how to calculate IRR for a single account.  The real-world issue is how do you calculate IRR for all of the accounts?This is the kind of situation where we can leverage the “Split-Apply-Combine” approach (see http://www.cscs.umich.edu/~crshalizi/weblog/815.html).  Given that our sample data can fit in memory, one easy approach is to use R’s “by” function.  (Other approaches to Split-Apply-Combine such as plyr can also be used.  See http://4dpiecharts.com/2011/12/16/a-quick-primer-on-split-apply-combine-problems/). Here is an example showing the use of “by” to calculate the money weighted rate of return for each account in our sample data set.  Recap and Next Steps At this point, you’ve seen the power of R being used to calculate IRR.  There were several good things: R could easily work with the spreadsheets of sample data we were given R’s optimize() function provided a nice way to solve for IRR- it was both fast and allowed us to avoid having to code our own iterative approximation algorithm R was a convenient language to express the customer-specific variations, business-rules, and exceptions that often occur in real-world calculations- these could be easily added to our IRR functions The Split-Apply-Combine technique can be used to perform calculations of IRR for multiple accounts at once. However, there are several challenges yet to be conquered at this point in our story: The actual data that needs to be used lives in a database, not in a spreadsheet The actual data is much, much bigger- too big to fit into the normal R memory space and too big to want to move across the network The overall process needs to run fast- much faster than a single processor The actual data needs to be kept secured- another reason to not want to move it from the database and across the network And the process of calculating the IRR needs to be integrated together with other database ETL activities, so that IRR’s can be calculated as part of the data warehouse refresh processes In our next blog post in this series, we will show you how Oracle R Enterprise solved these challenges.

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