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  • iwlwifi on lenovo z570 disabled by hardware switch

    - by Kevin Gallagher
    It was working fine with windows 7. The hardware switch is not disabled. I've toggled it back and forth dozens of times. The wifi light never turns on and it always lists as hardware disabled. I have the latest updates installed. I've been searching for solutions, but none of them seem to work for me. I've tried removing acer-wmi. I've tried setting 11n_disable=1. I've tried resetting the bios. I've tried using rfkill to unblock (only removes soft block). I've rebooted dozens of times. The wifi light turns off as soon as grub loads. Edit: I have a usb edimax wireless nic. It shows hardware disabled as well (although rfkill lists as unblocked). If I unload iwlwifi the usb nic works fine. uname -a `Linux xxx-Ideapad-Z570 3.2.0-55-generic #85-Ubuntu SMP Wed Oct 2 12:29:27 UTC 2013 x86_64 x86_64 x86_64 GNU/Linu`x rfkill list 19: phy18: Wireless LAN Soft blocked: no Hard blocked: yes dmesg [43463.022996] Intel(R) Wireless WiFi Link AGN driver for Linux, in-tree: [43463.023002] Copyright(c) 2003-2011 Intel Corporation [43463.023107] iwlwifi 0000:03:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [43463.023190] iwlwifi 0000:03:00.0: setting latency timer to 64 [43463.023253] iwlwifi 0000:03:00.0: pci_resource_len = 0x00002000 [43463.023257] iwlwifi 0000:03:00.0: pci_resource_base = ffffc900057c8000 [43463.023261] iwlwifi 0000:03:00.0: HW Revision ID = 0x0 [43463.023797] iwlwifi 0000:03:00.0: irq 43 for MSI/MSI-X [43463.024013] iwlwifi 0000:03:00.0: Detected Intel(R) Centrino(R) Wireless-N 1000 BGN, REV=0x6C [43463.024250] iwlwifi 0000:03:00.0: L1 Enabled; Disabling L0S [43463.045496] iwlwifi 0000:03:00.0: device EEPROM VER=0x15d, CALIB=0x6 [43463.045501] iwlwifi 0000:03:00.0: Device SKU: 0X50 [43463.045504] iwlwifi 0000:03:00.0: Valid Tx ant: 0X1, Valid Rx ant: 0X3 [43463.045542] iwlwifi 0000:03:00.0: Tunable channels: 13 802.11bg, 0 802.11a channels [43463.045744] iwlwifi 0000:03:00.0: RF_KILL bit toggled to disable radio. [43463.047652] iwlwifi 0000:03:00.0: loaded firmware version 39.31.5.1 build 35138 [43463.047823] Registered led device: phy18-led [43463.047895] cfg80211: Ignoring regulatory request Set by core since the driver uses its own custom regulatory domain [43463.048037] ieee80211 phy18: Selected rate control algorithm 'iwl-agn-rs' [43463.055533] ADDRCONF(NETDEV_UP): wlan0: link is not ready nm-tool State: connected (global) - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: iwlwifi State: unavailable Default: no HW Address: 74:E5:0B:4A:9F:C2 Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points lshw -C network *-network DISABLED description: Wireless interface product: Centrino Wireless-N 1000 [Condor Peak] vendor: Intel Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 00 serial: 74:e5:0b:4a:9f:c2 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.2.0-55-generic firmware=39.31.5.1 build 35138 latency=0 link=no multicast=yes wireless=IEEE 802.11bg resources: irq:43 memory:f1500000-f1501fff lspci 03:00.0 Network controller: Intel Corporation Centrino Wireless-N 1000 [Condor Peak]

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  • JavaOne Latin America 2011: Keynotes, Sessions, Hands-on Lab, Geek Bike Ride, etc.

    - by arungupta
    After a very successful JavaOne San Francisco, the first JavaOne on the road for 2011 is heading to Latin America next week. There are 59 sessions delivered by several rock star speakers and with 60% sessions delivered by the local community. There are strategy, technical and community keynotes. The community keynote on Thursday will particularly be lot of fun with appearances from Java Champions, JUG leaders, jHome, and several others. Also check out the Exhibitor Floor Plan and don't forget to Register! The complete session schedule gives an overview for the list of technical sessions and hands-on lab. There are several Java EE, GlassFish, and WebLogic sessions and are highlighted below: Tuesday, Dec 6 Oracle WebLogic Server XML-Free Programming: Java Server and Client Development without <> Java EE Application in Production: Tips and Tricks to achieve zero downtime Web Applications and Wicket Scala on GlassFish and Java EE 6 REST and Java best practices, issues and solutions for the Enterprise Building a RESTful Web Application with JAX-RS and Ext JS 4 Wednesday, Dec 7 Oracle GlassFish Server in the Virtual World JAX-RS 2.0: What's in JSR 339 ? JSF 343: What's coming in Java Message Service 2.0 ? The Great News of JSF 2.0! Thursday, Dec 8 Servlet 3.1 Update Develop, Deploy, and Monitor a Java EE 6 Application with Clustered GlassFish 3.1 Migrating from EJB/SOAP to REST with JAX-RS: The Case of the Central Bank of Brazil GlassFish REST Administration Back End: An Insider look at a real REST Application Scripting and Agile Java EE Applications with Jython And this is Brazil so a fun element is important. There are the usual Caiprihinas, Churrascaria, late night social dinners, community engagement, and multiple other fun activities. Fabiane Nardon and SOUJava gang are also organizing a Geek Bike Ride on the Sunday (Dec 4th) before JavaOne. The 20k ride (map) starts at 7am and goes through the streets of Sao Paulo. This is an opportunity to meet some of the JavaOne speakers and attendees outside the conference. They've even designed a t-shirt and 32 geeks have signed up so far. I'm glad my discussion with Fabiane during FISL early this year for arranging this bike ride is finally taking shape! I'm definitely looking forward to it and will be bringing nice fruity Odwalla bars for all the riders. Be there to ride with me and many others :-) Stay updated by following @oracledobrasil and @javaoneconf. I'll be there, will you ? Don't wait and register now! And in case you are interested in reading about the experience from last year ... it was lot of fun! Just check out a collage of pictures yourself ... And the complete album at:

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  • Java Embedded Releases

    - by Tori Wieldt
    Oracle today announced a new product in its Java Platform, Micro Edition (Java ME) product portfolio, Oracle Java ME Embedded 3.2, a complete client Java runtime Optimized for resource-constrained, connected, embedded systems.  Also, Oracle is releasing Oracle Java Wireless Client 3.2, Oracle Java ME Software Development Kit (SDK) 3.2. Oracle also announced Oracle Java Embedded Suite 7.0 for larger embedded devices, providing a middleware stack for embedded systems. Small is the new big! Introducing Oracle Java ME Embedded 3.2  Oracle Java ME Embedded 3.2 is designed and optimized to meet the unique requirements of small embedded, low power devices such as micro-controllers and other resource-constrained hardware without screens or user interfaces. These include: On-the-fly application downloads and updates Remote operation, often in challenging environments Ability to add new capabilities without impacting the existing functions Support for hardware with as little as 130 kB RAM and 350 kB ROM Oracle Java Wireless Client 3.2 Oracle Java Wireless Client 3.2 is built around an optimized Java ME implementation that delivers a feature-rich application environment for mass-market mobile devices. This new release: Leverages standard JSRs, Oracle optimizations/APIs and a flexible porting layer for device specific customizations, which are tuned to device/chipset requirements Supports advanced tooling functions, such as memory and network monitoring and on-device tooling Offers new support for dual SIM functionality, which is highly useful for mass-market devices supported by multiple carriers with multiple phone connections Oracle Java ME SDK 3.2 Oracle Java ME SDK 3.2 provides a complete development environment for both Oracle Java ME Embedded 3.2 and Oracle Java Wireless Client 3.2. Available for download from OTN, The latest version includes: Small embedded device support In-field and remote administration and debugging Java ME SDK plug-ins for Eclipse and the NetBeans Integrated Development Environment (IDE), enabling more application development environments for Java ME developers. A new device skin creator that developers can use to generate their custom device skins for testing their applications. Oracle Embedded Suite 7.0 The Oracle Java Embedded Suite is a new packaged solution from Oracle (including Java DB, GlassFish for Embedded Suite, Jersey Web Services Framework, and Oracle Java SE Embedded 7 platform), created to provide value added services for collecting, managing, and transmitting data to and from other embedded devices.The Oracle Java Embedded Suite is a complete device-to-data center solution subset for embedded systems.  See Java Me and Java Embedded in Action Java ME and Java Embedded technologies will be showcased for developers at JavaOne 2012 in over 60 conference sessions and BOFs, as well as in the JavaOne Exhibition Hall. For business decision makers, the new event Java Embedded @ JavaOne you learn more about Java Embedded technologies and solutions.

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  • Randomly generate directed graph on a grid

    - by Talon876
    I am trying to randomly generate a directed graph for the purpose of making a puzzle game similar to the ice sliding puzzles from Pokemon. This is essentially what I want to be able to randomly generate: http://bulbanews.bulbagarden.net/wiki/Crunching_the_numbers:_Graph_theory. I need to be able to limit the size of the graph in an x and y dimension. In the example given in the link, it would be restricted to an 8x4 grid. The problem I am running into is not randomly generating the graph, but randomly generating a graph, which I can properly map out in a 2d space, since I need something (like a rock) on the opposite side of a node, to make it visually make sense when you stop sliding. The problem with this is that sometimes the rock ends up in the path between two other nodes or possibly on another node itself, which causes the entire graph to become broken. After discussing the problem with a few people I know, we came to a couple of conclusions that may lead to a solution. Including the obstacles in the grid as part of the graph when constructing it. Start out with a fully filled grid and just draw a random path and delete out blocks that will make that path work. The problem then becomes figuring out which ones to delete to avoid introducing an additional, shorter path. We were also thinking a dynamic programming algorithm may be beneficial, though none of us are too skilled with creating dynamic programming algorithms from nothing. Any ideas or references about what this problem is officially called (if it's an official graph problem) would be most helpful. Here are some examples of what I have accomplished so far by just randomly placing blocks and generating the navigation graph from the chosen start/finish. The idea (as described in the previous link) is you start at the green S and want to get to the green F. You do this by moving up/down/left/right and you continue moving in the direction chosen until you hit a wall. In these pictures, grey is a wall, white is the floor, and the purple line is the minimum length from start to finish, and the black lines and grey dots represented possible paths. Here are some bad examples of randomly generated graphs: http://i.stack.imgur.com/9uaM6.png Here are some good examples of randomly generated (or hand tweaked) graphs: i.stack.imgur.com/uUGeL.png (can't post another link, sorry) I've also seemed to notice the more challenging ones when actually playing this as a puzzle are ones which have lots of high degree nodes along the minimum path.

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  • C# Dev - I've tried Lisps, but I don't get it.

    - by Jonathan Mitchem
    After a few months of learning about and playing with lisps, both CL and a bit of Clojure, I'm still not seeing a compelling reason to write anything in it instead of C#. I would really like some compelling reasons, or for someone to point out that I'm missing something really big. The strengths of a Lisp (per my research): Compact, expressive notation - More so than C#, yes... but I seem to be able to express those ideas in C# too. Implicit support for functional programming - C# with LINQ extension methods: mapcar = .Select( lambda ) mapcan = .Select( lambda ).Aggregate( (a,b) = a.Union(b) ) car/first = .First() cdr/rest = .Skip(1) .... etc. Lambda and higher-order function support - C# has this, and the syntax is arguably simpler: "(lambda (x) ( body ))" versus "x = ( body )" "#(" with "%", "%1", "%2" is nice in Clojure Method dispatch separated from the objects - C# has this through extension methods Multimethod dispatch - C# does not have this natively, but I could implement it as a function call in a few hours Code is Data (and Macros) - Maybe I haven't "gotten" macros, but I haven't seen a single example where the idea of a macro couldn't be implemented as a function; it doesn't change the "language", but I'm not sure that's a strength DSLs - Can only do it through function composition... but it works Untyped "exploratory" programming - for structs/classes, C#'s autoproperties and "object" work quite well, and you can easily escalate into stronger typing as you go along Runs on non-Windows hardware - Yeah, so? Outside of college, I've only known one person who doesn't run Windows at home, or at least a VM of Windows on *nix/Mac. (Then again, maybe this is more important than I thought and I've just been brainwashed...) The REPL for bottom-up design - Ok, I admit this is really really nice, and I miss it in C#. Things I'm missing in a Lisp (due to a mix of C#, .NET, Visual Studio, Resharper): Namespaces. Even with static methods, I like to tie them to a "class" to categorize their context (Clojure seems to have this, CL doesn't seem to.) Great compile and design-time support the type system allows me to determine "correctness" of the datastructures I pass around anything misspelled is underlined realtime; I don't have to wait until runtime to know code improvements (such as using an FP approach instead of an imperative one) are autosuggested GUI development tools: WinForms and WPF (I know Clojure has access to the Java GUI libraries, but they're entirely foreign to me.) GUI Debugging tools: breakpoints, step-in, step-over, value inspectors (text, xml, custom), watches, debug-by-thread, conditional breakpoints, call-stack window with the ability to jump to the code at any level in the stack (To be fair, my stint with Emacs+Slime seemed to provide some of this, but I'm partial to the VS GUI-driven approach) I really like the hype surrounding Lisps and I gave it a chance. But is there anything I can do in a Lisp that I can't do as well in C#? It might be a bit more verbose in C#, but I also have autocomplete. What am I missing? Why should I use Clojure/CL?

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  • Application Integration Future &ndash; BizTalk Server &amp; Windows Azure (TechEd 2012)

    - by SURESH GIRIRAJAN
    I am really excited to see lot of new news around BizTalk in TechEd 2012. I was recently watching the session presented by Sriram and Rajesh on “Application Integration Futures: The Road Map and What's Next on Windows Azure”. It was great session and lot of interesting stuff about the feature updates for BizTalk and Azure integration. I have highlighted them below, definitely customers who haven’t started using Microsoft BizTalk ESB Toolkit should start using them which is going to be part of the core BizTalk product in future release, which is cool… BizTalk Server feature enhancements Manageability: ESB Tool Kit is going to be part of the core BizTalk product and Setup. Visualize BizTalk artifact dependencies in BizTalk administration console. HIS administration using configuration files. Performance: Improvements in ordered send port scenarios Improved performance in dynamic send ports and ESB, also to configure BizTalk host handler for dynamic send ports. Right now it runs under default host, which does not enable to scale. MLLP adapter enhancements and DB2 client transaction load balancing / client bulk insert. Platform Support: Visual Studio 2012, Windows 8 Server, SQL Server 2012, Office 15 and System Center 2012. B2B enhancements to support latest industry standards natively. Connectivity Improvements: Consume REST service directly in BizTalk SharePoint integration made easier. Improvements to SMTP adapter, to add macros for sending same email with different content to different parties. Connectivity to Azure Service Bus relay, queues and topics. DB2 client connectivity to SQL Server and SQL Server connectivity to Informix. CICS Http client connectivity to Windows. Azure: Use Azure as IaaS/PaaS for BizTalk environment. Use Azure to provision BizTalk environment for test environment / development. Later move to On-premises or build a Hybrid cloud approach. Eliminate HW procurement for BizTalk environment for testing / demos / development etc. Enable to create BizTalk farm easily and remove/add more servers as needed. EAI Service: EAI Bridge Protocol transformation Message Transformation Running custom code Message Enrichment Hybrid Connectivity LOB Applications On-premises Application On-premises Connectivity to Applications in the cloud Queues/ Topics Ftp Devices Web Services Bridge can be customized based on the service needs to provide different capabilities needed as part of the bridge. Look at the sample for EDI bridge for EDI service sample. Also with Tracking enabled through the portal. http://msdn.microsoft.com/en-us/library/windowsazure/hh674490 Adapters: Service Bus Messaging adapter - New adapter added. WebHttp adapter - For REST services. NetTcpRelay adapter - New adapter added. I will start posting more and once I start playing with this…

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  • Workflow 4.5 is Awesome, cant wait for 5.0!

    - by JoshReuben
    About 2 years ago I wrote a blog post describing what I would like to see in Workflow vnext: http://geekswithblogs.net/JoshReuben/archive/2010/08/25/workflow-4.0---not-there-yet.aspx At the time WF 4.0 was a little rough around the edges – the State Machine was on codeplex and people were simulating state machines with Flowcharts. Last year I built a near- realtime machine management system using WF 4.0.1 – its managing the internal operations of this device: http://landanano.com/products/commercial   Well WF 4.5 has come a long way – many of my gripes have been addressed: C# expressions - no more VB 'AndAlso' clauses state machine awesomeness - can query current state many designer improvements - Document Outline is so much more succinct than Designer! Separate WCF Service Contract interfaces and ability to generate activities from contract operations ability to rehydrate to updated flow definitions via DynamicUpdateMap and WorkflowIdentity you can read about the new features here: http://msdn.microsoft.com/en-us/library/hh305677(VS.110).aspx   2013 could be the year of Workflow evangelism for .NET, as it comes together as the DSL language. Eg on Azure it could be used to graphically orchestrate between WebRoles, WorkerRoles and AppFabric Queues and the ServiceBus – that would be grand.   Here’s a list of things I’d like to see in Workflow 5.0: Stronger Parallelism support for true multithreaded workflows . A Workflow executes on a single thread – wouldn’t it be great if we had the ability to model TPL DataFlow? Parallel is not really parallel, just allows AsyncCodeActivity.     support for recursion an ExpressionTree activity with an editor design surface a math activity pack return of application level protocol (3.51 WF services) – automatically expose a state machine as a WCF service with bookmark Receive activities generated from OperationContract automatically placed in state transition triggers. A new HTML5 ActivityDesigner control – support with different CSS3  skinnable hooks,  remote connectivity (had to roll my own) A data flow view – crucial to understanding the big picture Ability to refactor a Sequence to custom activity in a separate .xaml file – like Expression Blend does for UserControl state machine global error handling - if all states goto an error state, you quickly get visual spagetti. Now you could nest a state machine, but what if you want an application level protocol whereby each state exposes certain WCF ops. DSL RAD editing - Make the Document Outline into a DSL editor for adding activities  – For WF to really succeed as a higher level of abstraction, It needs to be more productive than raw coding - drag & drop on the designer is currently too slow compared to just typing code. Extensible Wizard API - for pluggable WF editor experience other execution models beyond Sequence, Flowchart & StateMachine: SSIS, Behavior Trees,  Wolfram Model tool – surprise us! improvements to Designer debugging API - SourceLocation is tied to XAML file line number and char position, and ModelService access seems convoluted - why not leverage WPF LogicalTreeHelper / VisualTreeHelper ? Workflow Team , keep on rocking!

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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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  • How employable am I as a programmer?

    - by dsimcha
    I'm currently a Ph.D. student in Biomedical Engineering with a concentration in computational biology and am starting to think about what I want to do after graduate school. I feel like I've accumulated a lot of programming skills while in grad school, but taken a very non-traditional path to learning all this stuff. I'm wondering whether I would have an easy time getting hired as a programmer and could fall back on that if I can't find a good job directly in my field, and if so whether I would qualify for a more prestigious position than "code monkey". Things I Have Going For Me Approximately 4 years of experience programming as part of my research. I believe I have a solid enough grasp of the fundamentals that I could pick up new languages and technologies pretty fast, and could demonstrate this in an interview. Good math and statistics skills. An extensive portfolio of open source work (and the knowledge that working on these projects implies): I wrote a statistics library in D, mostly from scratch. I wrote a parallelism library (parallel map, reduce, foreach, task parallelism, pipelining, etc.) that is currently in review for adoption by the D standard library. I wrote a 2D plotting library for D against the GTK Cairo backend. I currently use it for most of the figures I make for my research. I've contributed several major performance optimizations to the D garbage collector. (Most of these were low-hanging fruit, but it still shows my knowledge of low-level issues like memory management, pointers and bit twiddling.) I've contributed lots of miscellaneous bug fixes to the D standard library and could show the change logs to prove it. (This demonstrates my ability read other people's code.) Things I Have Going Against Me Most of my programming experience is in D and Python. I have very little to virtually no experience in the more established, "enterprise-y" languages like Java, C# and C++, though I have learned a decent amount about these languages from small, one-off projects and discussions about language design in the D community. In general I have absolutely no knowledge of "enterprise-y" technlogies. I've never used a framework before, possibly because most reusable code for scientific work and for D tends to call itself a "library" instead. I have virtually no formal computer science/software engineering training. Almost all of my knowledge comes from talking to programming geek friends, reading blogs, forums, StackOverflow, etc. I have zero professional experience with the official title of "developer", "software engineer", or something similar.

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  • Unity Dash and top toolbar won't open after updating to 12.10

    - by pgrytdal
    Today, I updated to Ubuntu 12.10. After re-starting, like the updater suggested, the toolbar on the top of the screen, and the dash won't load. I seem to be missing other features, as well, like alttab to switch windows, etc. I am able to access the Terminal, by typing CtrlAltT, which is how I was bale to access Firefox. How do I fix this problem? Edit: 2:10 PM on 10/19/12 As Chris Carter suggested, I'm including the results of the teminal command lspci (Sorry... I dont know how to format between Back-tics): 00:00.0 Host bridge: Advanced Micro Devices [AMD] RS780 Host Bridge 00:01.0 PCI bridge: Acer Incorporated [ALI] AMD RS780/RS880 PCI to PCI bridge (int gfx) 00:04.0 PCI bridge: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 0) 00:06.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) 00:07.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 3) 00:11.0 SATA controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] 00:12.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:12.1 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller 00:12.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:13.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:13.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:14.0 SMBus: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller (rev 3a) 00:14.2 Audio device: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) 00:14.3 ISA bridge: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 LPC host controller 00:14.4 PCI bridge: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge 00:18.0 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor HyperTransport Configuration (rev 40) 00:18.1 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor Miscellaneous Control 00:18.4 Host bridge: Advanced Micro Devices [AMD] Family 11h Processor Link Control 01:05.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RS780M/RS780MN [Mobility Radeon HD 3200 Graphics] 01:05.1 Audio device: Advanced Micro Devices [AMD] nee ATI RS780 HDMI Audio [Radeon HD 3000-3300 Series] 03:00.0 Ethernet controller: Broadcom Corporation NetLink BCM5784M Gigabit Ethernet PCIe (rev 10) 09:00.0 Network controller: Atheros Communications Inc. AR928X Wireless Network Adapter (PCI-Express) (rev 01)

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  • Building SANE from git-source produce backend missmatch on 12.04 even if built locally

    - by deinonychusaur
    It seems to me that with Ubuntu Precise Pangolin it is all but easy to do a proper install of SANE from source (git-repo). I've found other scanning issues trying to find an answer to this, where the output people posted seems to indicate they suffer the same issue (unknowingly). If I run on a fresh install of Ubuntu 12.04 with compiled SANE source from the git I get: $ scanimage -V scanimage (sane-backends) 1.0.24git; backend version 1.0.22 (I basically followed the instructions on http://ubuntuportal.com/2012/02/how-to-get-an-canon-canoscan-lide-100-scanner-to-work-in-ubuntu-11-10linux-mint-12.html since I didn't find any other information making sure that sane was not installed prior to installation.) My primary interest is the epson2-backend. In 1.0.22 it offers the wrong TPU settings for Epson V700 (TPU2-mode wasn't supported in 1.0.22, and the scanner is useless to me if I don't have the TPU2-support). Since if I ask it to enter transparency mode, it shows 1.0.22 behaviour, it implies that the epson2-backend comes from 1.0.22 and not 1.0.24 even though I just built it. If I install SANE with prefix to a local folder and run that version of scanimage it still produces the mismatch. However, on another computer where I installed a custom 1.0.22 build of SANE prior to upgrading to Ubuntu 12.04, I can build and install the same SANE-git locally and have it correctly match backends: $ ./SANE/bin/scanimage -V scanimage (sane-backends) 1.0.24git; backend version 1.0.24 $ scanimage -V scanimage (sane-backends) 1.0.22; backend version 1.0.22 On this computer the 1.0.24 works correctly in finding TPU2 on Epson V700. So what am I missing/doing wrong? (And I want to replace 1.0.22 with 1.0.24 for the whole system, the local build was just debugging.) Any help would be much appreciated. Edit 1: Just tried compiling SANE using this instruction on Ubuntu 10.04 and it worked like a charm. However, when I upgraded to 12.04 (really would like to run 12.04), SANE was downgraded to 1.0.22. When trying the same set of instructions on 12.04 I was still out of luck -- the backend missmatch was there again (and I do have libusb-dev installed) Edit 2: I updated to Ubuntu 12.10 which now has the 1.0.23 SANE drivers. I haven't dared trying to compile from source on 12.10 since 1.0.23 is good enough for me. This is just a work-around and I would still like to know what's up with Ubuntu 12.04.

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Accessing SQL Server data from iOS apps

    - by RobertChipperfield
    Almost all mobile apps need access to external data to be valuable. With a huge amount of existing business data residing in Microsoft SQL Server databases, and an ever-increasing drive to make more and more available to mobile users, how do you marry the rather separate worlds of Microsoft's SQL Server and Apple's iOS devices? The classic answer: write a web service layer Look at any of the questions on this topic asked in Internet discussion forums, and you'll inevitably see the answer, "just write a web service and use that!". But what does this process gain? For a well-designed database with a solid security model, and business logic in the database, writing a custom web service on top of this just to access some of the data from a different platform seems inefficient and unnecessary. Desktop applications interact with the SQL Server directly - why should mobile apps be any different? The better answer: the iSql SDK Working along the lines of "if you do something more than once, make it shared," we set about coming up with a better solution for the general case. And so the iSql SDK was born: sitting between SQL Server and your iOS apps, it provides the simple API you're used to if you've been developing desktop apps using the Microsoft SQL Native Client. It turns out a web service remained a sensible idea: HTTP is much more suited to the Big Bad Internet than SQL Server's native TDS protocol, removing the need for complex configuration, firewall configuration, and the like. However, rather than writing a web service for every app that needs data access, we made the web service generic, serving only as a proxy between the SQL Server and a client library integrated into the iPhone or iPad app. This client library handles all the network communication, and provides a clean API. OSQL in 25 lines of code As an example of how to use the API, I put together a very simple app that allowed the user to enter one or more SQL statements, and displayed the results in a rather primitively formatted text field. The total amount of Objective-C code responsible for doing the work? About 25 lines. You can see this in action in the demo video. Beta out now - your chance to give us your suggestions! We've released the iSql SDK as a beta on the MobileFoo website: you're welcome to download a copy, have a play in your own apps, and let us know what we've missed using the Feedback button on the site. Software development should be fun and rewarding: no-one wants to spend their time writing boiler-plate code over and over again, so stop writing the same web service code, and start doing exciting things in the new world of mobile data!

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Oracle GoldenGate 11gR2 Event Marker System

    - by Doug Reid
    0 false 18 pt 18 pt 0 0 false false false /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} Oracle GoldenGate 11gR2 includes a number of refinements to the Event Marker system. Using event markers enables GoldenGate processes to take a defined action based on an event in the data stream. This feature within Oracle GoldenGate simplifies methods to embed specific custom processing in the areas of error handling, alerts, and notification. The event marker system effectively allows for DML driven workflows to be created within GoldenGate and enables customers to craft non-standard processing based on special events. There are a number of supported event actions including: trace, log, checkpoint before, suspend, abort, and several others. With 11gR1 events can now be triggered by DDL operations, plus variables can be passed in and out of the system to shell scripts. Some good use cases for this feature are Automatic switchover to the secondary system during planned outages Better monitoring over source systems’ performance and automated switchover to the standby system in case of an outage with the primary system Automatic switchover from initial load to changed data movement Automatic synchronization of any type of batch processing taking place on both the source and target databases for database consistency Automatic stoppage of the Delivery module to allow end-of-day reporting Finding, tracking, and reporting on transactions that are of interest including the ones that do not have primary keys or transaction record numbers If you would like to see a demo, please visit our youtube channel (http://youtube.com/oraclegoldengate)  To learn more about the new features of Oracle GoldenGate 11gR2 and to ask questions to the PM team, please join us on September 12th  8am or 10am PST for our live webcast. Click here to register.

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  • Lookup Viewer

    - by Geertjan
    The Maven integrated view that I showed yesterday I was able to create because I happened to know that an implementation of SubprojectProvider and LogicalViewProvider are in the Lookup of Maven projects. With that knowledge, I was able to use and even delegate to those implementations. But what if you don't know that those implementations are in the Lookup of the Project object? In the case of the Maven Project implementation, you could look in the source code of the Maven Project implementation, at the "getLookup" method. However, any other module could be putting its own objects into that Lookup, dynamically, i.e., at runtime. So there's no way of knowing what's in the Lookup of any Project object or any other object with a Lookup. But now imagine that you have a Lookup Viewer, as a tool during development, which you would exclude when distributing the application. Whenever new objects are found in the Lookup, the viewer displays them. You could install the Lookup Viewer into NetBeans IDE, or any other NetBeans Platform application, and then get a quick impression of what's actually in the Lookup when you select a different item in the application during development. Here it is (though I vaguely remember someone else writing something similar): Above, a Maven Project is selected. The Lookup Window shows that, among many other classes, an implementation of SubprojectProvider and LogicalViewProvider are found in the Lookup when the Maven Project is selected. If an item in the Lookup Window has its own Lookup, the content of that Lookup is displayed as child nodes of the Lookup, etc, i.e., you can explore all the way down the Lookup of each item found within objects found within the current selection. (What's especially fun is seeing the SaveCookieImpl being added and removed from the Lookup Window when you make/save a change in a document.) Another example is below, showing the Lookup Window installed in a custom application created during a course at MIT in Boston: A small trick I had to apply is that I always show the previous Lookup, since the current Lookup, when you select one of the Nodes in the Lookup Window, would be the Lookup of the Lookup Window itself! If anyone is interested in this, I can publish the NetBeans module providing the above window to the NetBeans update center. 

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  • Syncing client and server CRUD operations using json and php

    - by Justin
    I'm working on some code to sync the state of models between client (being a javascript application) and server. Often I end up writing redundant code to track the client and server objects so I can map the client supplied data to the server models. Below is some code I am thinking about implementing to help. What I don't like about the below code is that this method won't handle nested relationships very well, I would have to create multiple object trackers. One work around is for each server model after creating or loading, simply do $model->clientId = $clientId; IMO this is a nasty hack and I want to avoid it. Adding a setCientId method to all my model object would be another way to make it less hacky, but this seems like overkill to me. Really clientIds are only good for inserting/updating data in some scenarios. I could go with a decorator pattern but auto generating a proxy class seems a bit involved. I could use a generic proxy class that uses a __call function to allow for original object data to be accessed, but this seems wrong too. Any thoughts or comments? $clientData = '[{name: "Bob", action: "update", id: 1, clientId: 200}, {name:"Susan", action:"create", clientId: 131} ]'; $jsonObjs = json_decode($clientData); $objectTracker = new ObjectTracker(); $objectTracker->trackClientObjs($jsonObjs); $query = $this->em->createQuery("SELECT x FROM Application_Model_User x WHERE x.id IN (:ids)"); $query->setParameters("ids",$objectTracker->getClientSpecifiedServerIds()); $models = $query->getResults(); //Apply client data to server model foreach ($models as $model) { $clientModel = $objectTracker->getClientJsonObj($model->getId()); ... } //Create new models and persist foreach($objectTracker->getNewClientObjs() as $newClientObj) { $model = new Application_Model_User(); .... $em->persist($model); $objectTracker->trackServerObj($model); } $em->flush(); $resourceResponse = $objectTracker->createResourceResponse(); //Id mappings will be an associtave array representing server id resources with client side // id. //This method Dosen't seem to flexible if we want to return additional data with each resource... //Would have to modify the returned data structure, seems like tight coupling... //Ex return value: //[{clientId: 200, id:1} , {clientId: 131, id: 33}];

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  • Arçelik A.S. Uses Advanced Analytics to Improve Product Development

    - by Sylvie MacKenzie, PMP
    "Oracle’s Primavera P6 Enterprise Project Portfolio Management’s advanced analytics gives us better insight into the product development process by helping us to identify potential roadblocks.” – Iffet Iyigun Meydanli, Innovation and System Development Manager, R&D Center, Arçelik A.S. Founded in 1955, Arçelik A.S. is now the leading household appliance manufacturer in Turkey, and the third-largest household appliance company in Europe. It operates 14 production facilities in five countries (Turkey, Romania, Russia, China, and South Africa), with international sales and marketing offices in 20 countries. Additionally, the company manages 10 brands (Arçelik, Beko, Grundig, Blomberg, Elektrabregenz, Arctic, Leisure, Flavel, Defy, and Altus). The company has a household presence in more than 100 countries, including China and the United States. Arçelik’s Beko brand is among the top-10 household appliance brands in world, as a market leader for refrigerators, freezers, and washing machines in the United Kingdom. Arçelik implemented Oracle’s Primavera P6 Enterprise Project Portfolio Management for improved management of its design and manufacturing projects. With the solution, Arelik has improved its research and development (R&D) with the ability to evaluate technology risks when planning its projects. Also, it is now more easy to make plans for several locations, monitor all resources, and plan for future projects.  Challenges Improve monitoring of R&D resources?including human resources and critical laboratory equipment?to optimize management of the company’s R&D project portfolio Establish a transparent project platform to enable better product and process planning, gain insight into product performance, and facilitate advanced analytics that support R&D and overall business decisions Identify potential roadblocks for better risk management Solutions Worked with Oracle Partner PRM to implement Oracle’s Primavera P6 Enterprise Project Portfolio Management to manage the entire household-appliance, R&D project portfolio lifecycle, enabling managers and project leaders to better track and monitor resources and deliverables in real time Improved risk analysis and evaluation abilities for R&D projects Supported long-term planning needs Used advanced reporting features to capture data needed for budgeting and other project details, including employee performance evaluations Improved monitoring abilities and insight into the overall performance of products postproduction Enabled flexible, fast, and customized reporting with the P6 dashboard on a centralized platform to meet custom reporting needs for project leaders and support on-time and on-budget deliverables Integrated with other corporate departments, such as accounts payable, to upload project invoice data into the Primavera solution and the company’s e-mail system, so that project leaders will be alerted about milestones and other project related information Partner“Oracle Partner PRM provided us with a quick, reliable, and solution-focused approach to its support,” said Iffet Iyigun Meydanli, innovation and system development manager, R&D Center, Arçelik A.S. “The company’s service covered the entire spectrum of our needs, including implementation, training, configuration, problem solving, and integration.”

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Keep Learning After Your Oracle Training Class is Over - Save 50%!

    - by KJones
    Written by Amit Kumar, Senior Director Oracle University Digital Training        Every training class you take about the latest Oracle application or technology moves you closer to developing the skills you need to succeed. But after class is over, how do you keep up with today’s accelerating pace of innovation? To   To keep with the very latest technological advances, you need an ongoing and flexible training solution.       One that lets you learn during your own downtime.       Knowledge that’s easy to access.       Interactive lessons where you connect with experts.       A simple way to increase your knowledge, on your own time and at your own pace. The new Oracle Learning Streams is the flexible training solution you're looking for. Continuously Learn with Oracle Learning Streams Over time, Oracle Learning Streams help you develop the depth and breadth of knowledge that will give you the tools to become an expert in your field. By taking advantage of comprehensive and frequently updated information, you can keep learning continuously, at your own pace, when it's convenient for you. Sign up today and get 12 months of unlimited access to: •    Hundreds of videos delivered by Oracle experts for fresh and continuous product learning•    Live connections with Oracle's top instructors•    Robust video search capability to find exactly what you’re looking for•    Features that allow you to build your own custom learning queue and request new content Oracle Learning Streams are now available for Oracle Database and Oracle Middleware. Take a moment to preview the content now.  For a Limited Time - Save 50% For a limited time, save 50% when you order Oracle Learning Streams with any other Oracle Classroom, Live Virtual Class or Training On Demand course. Now there is no reason for learning to stop when class is over!

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  • Understanding exceptional cases

    - by Justin
    I've been studying the use of exceptions in various php projects (such as Doctrine and Zend Framework). Exceptions seem to be thrown when unordinary input/state occurs. A perfect example is Doctrine throwing an exception when you try to use a invalid query string. I think the creators of the doctrine api understood that first, you can't query data by using an invalid DQL statement, and a developer should immediately be warned that an error has occurred, rather then letting execution continue with the possibility of an error code going un-checked. I also bet that this simplifies reading the code. I can't think of a situation where you would want to use an invalid DQL statement, except unit testing. Since this is true, it's better to avoid plaguing a bunch of code with null/error checks and use exceptions. I've read in books that exceptions shouldn't be thrown when validating dating user input. I've seen examples where of where the guideline is broken. One example is the Zend framework. If supplying an invalid controller or action name, an exception is thrown. Unlike doctrine, the user has more direct control over this sort of input. I know you can configure an error controller and set up a 404 message or what have you, but I'm curious why they have used an exception in this scenario? I guess you can argue the Zend Framework does not know how to continue processing the quest. One last example Is I wrote a function to return some html based on a given resource type. This resource type is hard-coded and sent when a user interacts with a web site (such as clicking a button to display the form to input data). I don't expect users to be mucking around with the request type. Under normal operating conditions, the resource type should be valid. To clean up some logic, I was going to throw an exception if a particular form wasn't found. This is mainly to find the correct form associated with a resource type so proper validation can occur. Does this sound like a valid use case for an exception? Right now it's pretty trivial, but I do plan to implement a restful consumer and re-using a function to map resources to their validation services would be very useful. I can then catch the exception and based on the consumer, return an error message suitable for the request type...

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