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  • WebLogic Server Performance and Tuning: Part II - Thread Management

    - by Gokhan Gungor
    WebLogic Server, like any other java application server, provides resources so that your applications use them to provide services. Unfortunately none of these resources are unlimited and they must be managed carefully. One of these resources is threads which are pooled to provide better throughput and performance along with the fast response time and to avoid deadlocks. Threads are execution points that WebLogic Server delivers its power and execute work. Managing threads is very important because it may affect the overall performance of the entire system. In previous releases of WebLogic Server 9.0 we had multiple execute queues and user defined thread pools. There were different queues for different type of work which had fixed number of execute threads.  Tuning of this thread pools and finding the proper number of threads was time consuming which required many trials. WebLogic Server 9.0 and the following releases use a single thread pool and a single priority-based execute queue. All type of work is executed in this single thread pool. Its size (thread count) is automatically decreased or increased (self-tuned). The new “self-tuning” system simplifies getting the proper number of threads and utilizing them.Work manager allows your applications to run concurrently in multiple threads. Work manager is a mechanism that allows you to manage and utilize threads and create rules/guidelines to follow when assigning requests to threads. We can set a scheduling guideline or priority a request with a work manager and then associate this work manager with one or more applications. At run-time, WebLogic Server uses these guidelines to assign pending work/requests to execution threads. The position of a request in the execute queue is determined by its priority. There is a default work manager that is provided. The default work manager should be sufficient for most applications. However there can be cases you want to change this default configuration. Your application(s) may be providing services that need mixture of fast response time and long running processes like batch updates. However wrong configuration of work managers can lead a performance penalty while expecting improvement.We can define/configure work managers at;•    Domain Level: config.xml•    Application Level: weblogic-application.xml •    Component Level: weblogic-ejb-jar.xml or weblogic.xml(For a specific web application use weblogic.xml)We can use the following predefined rules/constraints to manage the work;•    Fair Share Request Class: Specifies the average thread-use time required to process requests. The default is 50.•    Response Time Request Class: Specifies a response time goal in milliseconds.•    Context Request Class: Assigns request classes to requests based on context information.•    Min Threads Constraint: Limits the number of concurrent threads executing requests.•    Max Threads Constraint: Guarantees the number of threads the server will allocate to requests.•    Capacity Constraint: Causes the server to reject requests only when it has reached its capacity. Let’s create a work manager for our application for a long running work.Go to WebLogic console and select Environment | Work Managers from the domain structure tree. Click New button and select Work manager and click next. Enter the name for the work manager and click next. Then select the managed server instances(s) or clusters from available targets (the one that your long running application is deployed) and finish. Click on MyWorkManager, and open the Configuration tab and check Ignore Stuck Threads and save. This will prevent WebLogic to tread long running processes (that is taking more than a specified time) as stuck and enable to finish the process.

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • Ops Center 12c - Update - Provisioning Solaris on x86 Using a Card-Based NIC

    - by scottdickson
    Last week, I posted a blog describing how to use Ops Center to provision Solaris over the network via a NIC on a card rather than the built-in NIC.  Really, that was all about how to install Solaris on a SPARC system.  This week, we'll look at how to do the same thing for an x86-based server. Really, the overall process is exactly the same, at least for Solaris 11, with only minor updates. We will focus on Solaris 11 for this blog.  Once I verify that the same approach works for Solaris 10, I will provide another update. Booting Solaris 11 on x86 Just as before, in order to configure the server for network boot across a card-based NIC, it is necessary to declare the asset to associate the additional MACs with the server.  You likely will need to access the server console via the ILOM to figure out the MAC and to get a good idea of the network instance number.  The simplest way to find both of these is to start a network boot using the desired NIC and see where it appears in the list of network interfaces and what MAC is used when it tries to boot.  Go to the ILOM for the server.  Reset the server and start the console.  When the BIOS loads, select the boot menu, usually with Ctrl-P.  This will give you a menu of devices to boot from, including all of the NICs.  Select the NIC you want to boot from.  Its position in the list is a good indication of what network number Solaris will give the device. In this case, we want to boot from the 5th interface (GB_4, net4).  Pick it and start the boot processes.  When it starts to boot, you will see the MAC address for the interface Once you have the network instance and the MAC, go through the same process of declaring the asset as in the SPARC case.  This associates the additional network interface with the server.. Creating an OS Provisioning Plan The simplest way to do the boot via an alternate interface on an x86 system is to do a manual boot.  Update the OS provisioning profile as in the SPARC case to reflect the fact that we are booting from a different interface.  Update, in this case, the network boot device to be GB_4/net4, or the device corresponding to your network instance number.  Configure the profile to support manual network boot by checking the box for manual boot in the OS Provisioning profile. Booting the System Once you have created a profile and plan to support booting from the additional NIC, we are ready to install the server. Again, from the ILOM, reset the system and start the console.  When the BIOS loads, select boot from the Boot Menu as above.  Select the network interface from the list as before and start the boot process.  When the grub bootloader loads, the default boot image is the Solaris Text Installer.  On the grub menu, select Automated Installer and Ops Center takes over from there. Lessons The key lesson from all of this is that Ops Center is a valuable tool for provisioning servers whether they are connected via built-in network interfaces or via high-speed NICs on cards.  This is great news for modern datacenters using converged network infrastructures.  The process works for both SPARC and x86 Solaris installations.  And it's easy and repeatable.

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Oracle Identity Manager Role Management With API

    - by mustafakaya
    As an administrator, you use roles to create and manage the records of a collection of users to whom you want to permit access to common functionality, such as access rights, roles, or permissions. Roles can be independent of an organization, span multiple organizations, or contain users from a single organization. Using roles, you can: View the menu items that the users can access through Oracle Identity Manager Administration Web interface. Assign users to roles. Assign a role to a parent role Designate status to the users so that they can specify defined responses for process tasks. Modify permissions on data objects. Designate role administrators to perform actions on roles, such as enabling members of another role to assign users to the current role, revoke members from current role and so on. Designate provisioning policies for a role. These policies determine if a resource object is to be provisioned to or requested for a member of the role. Assign or remove membership rules to or from the role. These rules determine which users can be assigned/removed as direct membership to/from the role.  In this post, i will share some examples for role management with Oracle Identity Management API.  You can do role operations you can use Thor.API.Operations.tcGroupOperationsIntf interface. tcGroupOperationsIntf service =  getClient().getService(tcGroupOperationsIntf.class);     Assign an user to role :    public void assignRoleByUsrKey(String roleName, String usrKey) throws Exception {         Map<String, String> filter = new HashMap<String, String>();         filter.put("Groups.Role Name", roleName);         tcResultSet role = service.findGroups(filter);         String groupKey = role.getStringValue("Groups.Key");         service.addMemberUser(Long.parseLong(groupKey), Long.parseLong(usrKey));     }  Revoke an user from role:     public void revokeRoleByUsrKey(String roleName, String usrKey) throws Exception {         Map<String, String> filter = new HashMap<String, String>();         filter.put("Groups.Role Name", roleName);         tcResultSet role = service.findGroups(filter);         String groupKey = role.getStringValue("Groups.Key");         service.removeMemberUser(Long.parseLong(groupKey), Long.parseLong(usrKey));     } Get all members of a role :      public List<User> getRoleMembers(String roleName) throws Exception {         List<User> userList = new ArrayList<User>();         Map<String, String> filter = new HashMap<String, String>();         filter.put("Groups.Role Name", roleName);         tcResultSet role = service.findGroups(filter);       String groupKey = role.getStringValue("Groups.Key");         tcResultSet members = service.getAllMemberUsers(Long.parseLong(groupKey));         for (int i = 0; i < members.getRowCount(); i++) {                 members.goToRow(i);                 long userKey = members.getLongValue("Users.Key");                 User member = oimUserManager.findUserByUserKey(String.valueOf(userKey));                 userList.add(member);         }        return userList;     } About me: Mustafa Kaya is a Senior Consultant in Oracle Fusion Middleware Team, living in Istanbul. Before coming to Oracle, he worked in teams developing web applications and backend services at a telco company. He is a Java technology enthusiast, software engineer and addicted to learn new technologies,develop new ideas. Follow Mustafa on Twitter,Connect on LinkedIn, and visit his site for Oracle Fusion Middleware related tips.

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Status of stack based languages

    - by Andrea
    I have recently become curious about Factor, which, as far as I understand, is the most practical stack based language around. Forth seems not to be used much these days - I think it is because it was meant to be used on its own, instead of inside an operating system, although ports of course exist. It is also pretty low level. Joy is essentially dead, as the author stated that it does not make sense to mantain it in spite of adopting Factor. The fact is that Factor itself does not seem much developed today. The GitHub repo does not seem very active, and a lot of stuff languishes in unmantained. So, are there any other languages of this type that are more actively mantained? Are any in production use?

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  • Syntax Recognition for XML-Based Languages in Oracle JDeveloper

    - by Ramkumar Menon
      @Thanks Jeffrey Stephenson If you are looking at using any one of the new XML Based languages, lets say a docbook xml, or xproc, or what not, you can make use of JDeveloper's syntax highlighting and completion insight feature to ease out those extra keystrokes. All you need is a URL/local copy of the XML Schema for the language. Once you have, you can register it via Tools --> Preferences --> XML Schemas.   Remember to provide a new extension name [Using a default .xml extension did not work for me.] I provided my own extension .dbk for my docbook files. Once you save these settings, you can create new files that conform to the schema, and you get validation/completion insight/prompting for free.      

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  • Sorting: TransientVO Vs Query/EO based VO

    - by Vijay Mohan
    In ADF, you can do a sorting on VO rows by invoking setSortBy("VOAttrName") API, but the tricky part is that, this API actually appends a clause to VO query at runtime and the actual sorting is performed after doing VO.executeQuery(), this goes fine for Query/EO based VO. But, how about the transient VO, wherein the rows are populated programmatically..?There is a way to it..:)you can actually specify the query mode on your transient VO, so that the sorting happens on already populated VO rows.Here are the steps to go about it..//Populate your transient VO rows.//VO.setSortBy("YourVOAttrName");//VO.setQueryMode(ViewObject.QUERY_MODE_SCAN_VIEW_ROWS);//VO.executeQuery();So, here the executeQuery() is actually the trigger which calls for VO rows sorting.QUERY_MODE_SCAN_VIEW_ROWS flag makes sure that the sorting is performed on the already populated VO cache.

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  • Running TeamCity from Amazon EC2 - Cloud based scalable build and continuous Integration

    Ive been having fun playing with the amazon EC2 cloud service. I set up a server running TeamCity, and an image of a server that just runs a TeamCity agent. I also setup TeamCity  to automatically instantiate agents on EC2 and shut them down based upon availability of free agents. Heres how I did it: The first step was setting up the teamcity server. Create an account on amazon EC2 (BTW, amazons sites works better in IE than it does in chrome.. who knew!?) Open the EC2 dashboard, and...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Running TeamCity from Amazon EC2 - Cloud based scalable build and continuous Integration

    Ive been having fun playing with the amazon EC2 cloud service. I set up a server running TeamCity, and an image of a server that just runs a TeamCity agent. I also setup TeamCity  to automatically instantiate agents on EC2 and shut them down based upon availability of free agents. Heres how I did it: The first step was setting up the teamcity server. Create an account on amazon EC2 (BTW, amazons sites works better in IE than it does in chrome.. who knew!?) Open the EC2 dashboard, and...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Best PHP-based web development 'stack' of 2011

    - by Jens Roland
    I have been building PHP-based web sites for many years, and lately it seems I'm discovering another interesting new tool or method once every few weeks. This begs the question - what is the current state of the art in PHP development stacks for the seasoned coder? I'm specifically interested in the following: High-performance web server Database MVC framework Build tool Revision control Continuous Integration Automated testing Non-persistent caching I'd like to optimize my stack for scalability and rapid development. I'm not looking for personal preference here, I'm looking for real, quantifiable reasons to pick this-over-that.

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon Gubkin
    Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. UPDATE (September 2012): RuneScape, which is a very popular 3D browser-based MMORPG that used Java Applets so far has announced that it will use HTML5 for their client (source). Java (left) and HTML5 (right)

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  • A deque based on binary trees

    - by Greg Ros
    This is a simple immutable deque based on binary trees. What do you think about it? Does this kind of data structure, or possibly an improvement thereof, seem useful? How could I improve it, preferably without getting rid of its strengths? (Not in the sense of more operations, in the sense of different design) Does this sort of thing have a name? Red nodes are newly instantiated; blue ones are reused. Nodes aren't actually red or anything, it's just for emphasis.

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  • London-based IT Training company seeks developers interested in achieving Microsoft Certifications

    IT Training company MCP Guru, based near Canary Wharf, looking to fill last available places on several Microsoft courses.All certifications available. Learners can study in-class, at work or at home, on weekdays and weekends, day or night.All instructors possess several years software and web development experience, and all are fully licensed.Individual learners get 30% discount, groups of 2 or more get 50% discount.Hurry! Last few places remaining! Offer ends April 30th.Contact Jatinder at [email protected] you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Turn the Cables from Your Gaming or Electronics Setup into a Wall-Based Work of Art

    - by Asian Angel
    When it comes to gaming setups or our favorite electronics, there are always lots of cables to deal with. Now you could just bundle those cables up and try to hide them as best you can or you could turn them into a work of art… You can see additional pictures and find out how to set up your own wall-based work of art with those cables by visiting the blog post linked below. Feature Friday: Cords Away [via There I Fixed It] Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Unity Dash/Lens - Auto-completion based on recent search strings

    - by Anant
    Sometimes, I find myself typing the same (or quite similar) search strings inside a Unity Lens. So, I thought whether it's possible for the Lens to remember previous searches, and provide a drop-down menu of possible suggestions (based on the past) when I start typing my new query. With Lenses for sites like Wikipedia and DuckDuckGo, the search strings are getting longer, and this feature would lend a helping hand in filling out queries faster. This could be something applicable to all Lenses, with later versions allowing individual Lenses to run their own auto-completion algorithm.

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  • what web based tool, to allow a non-technical user to manage authorized keys files on a Linux (fedora/centos/ubuntu/debian) server

    - by Tom H
    (Edit: clarification below) We have a number of groups of developers that change frequently, and a security policy to require individual logins to servers using rsa or dsa public keys, which is achieved via the standard method of adding id_dsa.pub to their authorized keys file. I am using chef to sync the user accounts across machines, however our previous method of using webmin to manage the user passwords is not designed for key based auth, and hence is not easy to use for non-technical users. The developers are logging in from the WAN using ssh, they can either provide their own key, or an administrator will send them a private key. The development machines are located in the cloud and we have a single server available to host the master set of accounts. Obviously I could deploy ldap or other centralised authentication system, but that seems a bit over blown when webmin worked well for the simple case. It is easy to achieve synchronised users, groups and passwords across a bunch of low security development boxes using webmin clustered users and groups. However looking at the currently installed webmin it is not so easy to create the authorized keys as it is to create user accounts and passwords. (its possible, but its not easy - some functionality is in the usermin module, or would required some tedious steps) Ideally I'd like a web interface that is pretty much dedicated to creating users and groups, and can generate key pairs on the fly, and can accepted pasted in public keys to add to the users authorized keys file. If the tool sync'ed the users and keys as well, that would be great, but I can use chef to do that part if the accounts are created correctly on the "master" server.

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  • Build a custom Ubuntu based distribution

    - by user51447
    I am working on making a custom Ubuntu 11.10 based distro.(64 bit) I am adding non open source packages, replacing packages, changed user interface from Unity to GNOME, and more changes. My system is ready, and I want to create a redistributable image for my distro. When you go to system settings - system info, you see a logo with the Ubuntu name and logo, but I want to change it to the name and logo of my distro. Also, in the boot menu, I want to change the boot entry names, and the GRUB background. And I want to change the name Ubuntu from every possible location. Also, I will be sharing it with people, so I want to make my own software repositories, like linux mint has, or any other distro has, I will purchase server space for that. Also, the I want to customize the wubi installer like linux mint did and if some uses the customized tool to install my distro from Windows, they should see the name of my distro in add or remove programs page. Any help will be appreciated!

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  • Hosted CMS - Based On Drupal [closed]

    - by Eddy Freeman
    I just want a little clarification concerning hosted CMS like shopify.com, solidshops.com (i learnt shopify runs on ruby on rails) so let me be specific about hosted CMS based on Drupal :: www.buzzr.com, www.drupalgardens.com and www.pagebuild.net etc.. What i want to know is 1) Do they use the Multi-Site feature in Drupal to automatically creates all those 1000's of sites they host when a user sign up? 2) Do they create those 1000's of sites as sub-sites(if you like let me say subdomains)? 3) Do they use a different way other than the Multi-Site in Drupal?

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  • DIY CFL-Based Photography Light Is Bright and Cheap

    - by Jason Fitzpatrick
    This DIY build combines a bunch of off-the-shelf hardware parts for a cheap–both to build and run–continuous lighting studio lamp. The build guide is heavy on details regarding the construction of the body but light on wiring details so you’ll definitely want to brush up on your basic socket wiring skills before tackling it. Otherwise, it’s a great guide to building an inexpensive continuous lighting setup. Build A CFL Based Continuous Light Source [DIY Photography] How To Be Your Own Personal Clone Army (With a Little Photoshop) How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume

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  • Ubuntu on AMD based Sony Vaio VPCY B15AG

    - by Gaurav
    Last week I bought a AMD E350 (AMD Fusion platform) based Sony VAIO (VPCYB15AG) having AMD Radeon HD 6310 graphics, I removed Windows that came along with and installed Ubuntu 10.10 (AMD64) using USB drive. During installation my touchpad was not working, I managed through keyboard, but after completing installation & restarting the machine still there was no touchpad support. Also there's no proper graphic card drivers. Even I tried connecting the USB mouse to it but the left key is not working and had to configure the mouse as left-hand to get the left click enabled. I tried searching for any possible solutions for these but found nothing helpful, is there any hope? What should I do to enable i) enable touch pad support ii) get higher resolution 1366x768, etc?

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  • Vermont IT Jobs: Burlington based Microsoft Gold Partner looking for .NET Devs

    Software Engineers Competitive Computing, aka C2, is seeking Software Engineers to design, architect, and maintain .NET applications to support our clients eCommerce business requirements. The successful candidates will create high-quality ASP.NET web and eCommerce sites using web-based tools and techniques. Experience with languages including C#, VB.NET, ASP.NET, and JavaScript are a must. The ideal candidate will have a thorough understanding of internet and database architecture, and a high...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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