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  • Infragistics - Now Available! 2 New Packs and Silverlight CTPs

    Infragistics® glows silver this season as we continue to innovate for the Silverlight 3 platform and deliver stockings stuffed with high performance controls needed to quickly and easily create great user experiences in Silverlight; and two new ICON packs guaranteed to make your applications shine. First Silverlight Pivot Grid Now Available Perfect for working with multi-dimensional data, the xamWebPivotGrid™ presents decision makers with highly-interactive pivoting views of business intelligence. Our new high-performance Silverlight charting control, the xamWebDataChart™ enables blazing fast updates every few milliseconds to charts with millions of data points. Both of these controls are planned for the 2010 Volume 1 release of NetAdvantage for Silverlight Data Visualization. Gift to Silverlight Line of Business Applications You’ll be able to deliver superior user experiences in LOB applications with Silverlight RIA services support, a ZIP compression library, a new control persistence framework, and new Silverlight data grid features like unbound columns and template layouts, plus an Office 2007-style ribbon UI for Silverlight. Tis the Season to Add Some Shine The NetAdvantage ICONS Legal Pack adds a touch of legalese to any application user interface with its rich, legal system-themed graphic icons. The NetAdvantage ICONS Education Pack supplies familiar, academic icons that developers can easily add to software reaching students, educators, schools and universities. Sold in themes Packs, ICON packs that are already available are: Web & Commerce, Healthcare, Office Basics, Business & Finance and Software & Computing. Buy any two of the seven packs for $299 USD (MSRP); 3 packs for $399 USD (MSRP); or sold separately for $199 USD (MSRP) each. For more Product details Contact Infragistics:      +1 (800) 231-8588 In Europe (English Speakers):      +44 (0) 20 8387 1474 En France (en langue française):      +33 (0) 800 667 307 Für Deutschland (Deutscher Sprecher):       0800 368 6381 In India:     +91 (80) 6785 1111 span.fullpost {display:none;}

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • Why does SEO based code tips not appear to affect ranking?

    - by Ben
    I've been researching various methods for SEO where pages have precise titles, keywords are highlighted with h tags and tick the many boxes stated in good page mark up for SEO. However when looking at some top ranked search sites on google for key terms they have terrible SEO based mark up. Really long page titles, no tags, limited appearance of keywords in the text and so on. SEO analysis services rate them lower than other sites, yet these sites rank really high. Even with a low number of back-links they are high, so I don't understand how these sites earn the position when they appear inferior to those below them which have better mark up and links. I don't want to cause trouble my mentioning sites or keywords etc. but looking in google at 'executive search' the roughly 5th placed site makes no sense why it should be highly rank, especially with all the added .swfs. The same applies for the top of 'Japan Executive Search'. My main point is that these sites seem to not have all the important structural rules stated in seo page rating applications and general suggested best practice, nor do they show large back-links. It makes me feel like there is no point bothering to write decent mark up if it really doesn't matter. Can anyone explain how sites with such mark-up, and low back-links can outrank well written and structured sites with greater linkage? Sorry if this is a fuzzy question, I want to avoid singling out any sites for example, but it really has me perplexed that sites which appear to ignore the suggested best practices rank so well.

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  • Tömörítés becslése - Compression Advisor

    - by lsarecz
    Az Oracle Database 11g verziójától már OLTP adatbázisok is hatékonyan tömöríthetok az Advanced Compression funkcióval. Nem csak a tárolandó adatok mennyisége csökken ezáltal felére, vagy akár negyedére, de az adatbázis teljesítménye is javulhat, amennyiben I/O korlátos a rendszer (és általában az). Hogy pontosan mekkora tömörítés várható az Advanced Compression bevezetésével, az kiválóan becsülheto a Compression Advisor eszközzel. Ez nem csak az OLTP tömörítés mértékét, de 11gR2 verziótól kezdve a HCC tömörítés arányát is becsülni tudja, amely Exadata Database Machine, Pillar Axiom illetve ZFS Storage alkalmazásával érheto el. A HCC tömörítés becsléséhez csak 11gR2 adatbázisra van szükség, nem kell hozzá a speciális célhardver (Exadata, Pillar, ZFS). A Compression Advisor valójában a DBMS_COMPRESSION package használatával érheto el. A package-hez tartozik 6 konstans, amellyel a kívánt tömörítési szintek választhatók ki: Constant Type Value Description COMP_NOCOMPRESS NUMBER 1 No compression COMP_FOR_OLTP NUMBER 2 OLTP compression COMP_FOR_QUERY_HIGH NUMBER 4 High compression level for query operations COMP_FOR_QUERY_LOW NUMBER 8 Low compression level for query operations COMP_FOR_ARCHIVE_HIGH NUMBER 16 High compression level for archive operations COMP_FOR_ARCHIVE_LOW NUMBER 32 Low compression level for archive operations A GET_COMPRESSION_RATIO tárolt eljárás elemzi a tömöríteni kívánt táblát. Mindig csak egy táblát, vagy opcionálisan annak egy partícióját tudja elemezni úgy, hogy a tábláról készít egy másolatot egy külön erre a célra kijelölt/létrehozott táblatérre. Amennyiben az elemzést egyszerre több tömörítési szintre futtatjuk, úgy a tábláról annyi másolatot készít. A jó közelítésu becslés (+-5%) feltétele, hogy táblánként/partíciónként minimum 1 millió sor legyen. 11gR1 esetében még a DBMS_COMP_ADVISOR csomag GET_RATIO eljárása volt használatos, de ez még nem támogatta a HCC becslést. Érdemes még megnézni és kipróbálni a Tyler Muth blogjában publikált formázó eszközt, amivel a compression advisor kimenete alakítható jól értelmezheto formátumúvá. Végül összegezném mit is tartalmaz az Advanced Compression opció, mivel gyakran nem világos a felhasználóknak miért kell fizetni: Data Guard Network Compression Data Pump Compression (COMPRESSION=METADATA_ONLY does not require the Advanced Compression option) Multiple RMAN Compression Levels (RMAN DEFAULT COMPRESS does not require the Advanced Compression option) OLTP Table Compression SecureFiles Compression and Deduplication Ez alapján RMAN esetében például a default compression (BZIP2) szint ingyen használható, viszont az új ZLIB Advanced Compression opciót igényel. A ZLIB hatékonyabban használja a CPU-t, azaz jóval gyorsabb, viszont kisebb tömörítési arány érheto el vele.

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  • Consolidating Oracle E-Business Suite R12 on Oracle's SPARC SuperCluster

    - by Giri Mandalika
    Oracle Optimized Solution for Oracle E-Business Suite (EBS) R12 12.1.3 is now available on oracle.com. The Oracle Optimized Solution for Oracle E-Business Suite This solution uses the SPARC SuperCluster T4-4, Oracle’s first multi-purpose engineered system.  Download the free business and technical white papers which provide significant relevant information and resources.  What is an Optimized Solution? Oracle Optimized Solutions are fully documented architectures that have been thoroughly tested, tuned and optimized for performance and availability across the entire stack on a target platform. The technical white paper details the deployed application architecture along with various observations from installing the application on target platform to its behavior and performance in highly available and scalable configurations. Oracle E-Business Suite R12 and Oracle Database 11g Multiple Oracle E-Business Suite  application modules were tested in this Oracle Optimized Solution -- Financials (online - Oracle Forms & Web requests), Order Management (online - Oracle Forms & Web requests) and HRMS (online - Web requests & payroll batch). Oracle Solaris Cluster and Oracle Real Application Cluster deliver the the high availability on this solution.  To understand the behavior of the architecture under peak load conditions, determine optimum utilization, verify the scalability of the solution and exercise high availability features, Oracle engineers tested the Oracle E-Business Suite and Oracle Database all running on a SPARC SuperCluster T4-4 engineered system. The test results are documented in the Oracle Optimized Solution white papers to provide general guidance for real world deployments.  Questions & Requests For more information, visit Oracle Optimized Solution for Oracle E-Business Suite page. If you are at a point where you would like to actually test a specific Oracle E-Business Suite application module on SPARC T4 systems or an engineered system such as SPARC SuperCluster, please contact Oracle Solution Center.

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • Dummy output after upgrade from 12.04 to 12.10, even though sound card is detected

    - by user115441
    So I just recently upgraded my system from Ubuntu 12.04 to 12.10. However, when I booted into 12.10 for the first time, no sound comes out of my speakers. I checked the sound settings and the Dummy Output was the only thing showing up. I used "hwinfo --sound" to check to see if my sound card was actually installed, and it was installed. hwinfo --sound hal.1: read hal dataprocess 2687: arguments to dbus_move_error() were incorrect, assertion "(dest) == NULL || !dbus_error_is_set ((dest))" failed in file ../../dbus/dbus-errors.c line 282. This is normally a bug in some application using the D-Bus library. libhal.c 3483 : Error unsubscribing to signals, error=The name org.freedesktop.Hal was not provided by any .service files 11: PCI 1b.0: 0403 Audio device [Created at pci.318] Unique ID: u1Nb._aiKlM91Nt0 SysFS ID: /devices/pci0000:00/0000:00:1b.0 SysFS BusID: 0000:00:1b.0 Hardware Class: sound Model: "Intel 82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller" Vendor: pci 0x8086 "Intel Corporation" Device: pci 0x2668 "82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller" SubVendor: pci 0x107b "Gateway 2000" SubDevice: pci 0x4040 Revision: 0x04 Driver: "snd_hda_intel" Driver Modules: "snd_hda_intel" Memory Range: 0x50240000-0x50243fff (rw,non-prefetchable) IRQ: 44 (91 events) Module Alias: "pci:v00008086d00002668sv0000107Bsd00004040bc04sc03i00" Driver Info #0: Driver Status: snd_hda_intel is active Driver Activation Cmd: "modprobe snd_hda_intel" Config Status: cfg=new, avail=yes, need=no, active=unknown I'm not sure what to do here. The only time the sound will actually work is when I boot into my Windows partition and then reboot into Ubuntu. I mean I don't want to have to do that every time I want to use Ubuntu. I would really appreciate any help I can get on here.

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  • Cannot mount USB 3 harddrive

    - by Thijs
    I cannot mount an USB 3 harddrive. When looking at dmesg I got the following error: [ 96.463269] usb 3-2.1: >new low-speed USB device number 10 using xhci_hcd [ 96.485777] usb 3-2.1: >New USB device found, idVendor=046d, idProduct=c025 [ 96.485787] usb 3-2.1: >New USB device strings: Mfr=1, Product=2, SerialNumber=0 [ 96.485792] usb 3-2.1: >Product: USB-PS/2 Optical Mouse [ 96.485797] usb 3-2.1: >Manufacturer: B16_b_02 [ 96.486118] usb 3-2.1: >ep 0x81 - rounding interval to 64 microframes, ep desc says 80 microframes [ 96.490149] input: B16_b_02 USB-PS/2 Optical Mouse as /devices/pci0000:00/0000:00:14.0/usb3/3-2/3-2.1/3-2.1:1.0/input/input12 [ 96.490500] hid-generic 0003:046D:C025.0003: >input,hidraw0: USB HID v1.10 Mouse [B16_b_02 USB-PS/2 Optical Mouse] on usb-0000:00:14.0-2.1/input0 [ 114.088984] usb 3-2.3: >new high-speed USB device number 11 using xhci_hcd [ 114.105041] usb 3-2.3: >New USB device found, idVendor=13fd, idProduct=1618 [ 114.105051] usb 3-2.3: >New USB device strings: Mfr=0, Product=0, SerialNumber=0 [ 257.531777] usb 3-2.3: >USB disconnect, device number 11 [ 258.513912] usb 3-2.4: >new high-speed USB device number 12 using xhci_hcd [ 258.514046] usb 3-2.4: >Device not responding to set address. [ 258.717649] usb 3-2.4: >Device not responding to set address. [ 258.921203] usb 3-2.4: >device not accepting address 12, error -71 [ 258.937388] hub 3-2:1.0: >unable to enumerate USB device on port 4 I have tried to mount the drive on ubuntu-12.04 and it mounts just fine.

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  • Tuning B2B Server Engine Threads in SOA Suite 11g

    - by Shub Lahiri, A-Team
    Background B2B 11g has a number of parameters that can be tweaked to tune the engine for handling high volumes of messages. These parameters are also known as B2B server properties and managed via the EM console.  This note highlights one aspect of the tuning exercise and describes the different threads, that can be configured to tune the performance of a B2B server. Symptoms The most common indicator of a B2B engine in need of a tuning is reflected in the constant build-up of messages in an internal JMS queue within the B2B server. It is called B2B_EVENT_QUEUE and can be monitored via the Weblogic server console. Whenever such a behaviour is seen, it usually results in general degradation of performance. Remedy There could be many contributing factors behind a B2B server's degradation of performance. However, one of the first places to tune the server from the out-of-the-box, default configuration is to change the number of internal engine threads allocated within the B2B server. Usually the default configuration for the B2B server engine threads is not suitable for high-volume of messaging loads. So, it is necessary to increase the counts for 3 types of such threads, by specifying the appropriate B2B server properties via the EM console, namely, Inbound - b2b.inboundThreadCount Outbound - b2b.outboundThreadCount Default - b2b.defaultThreadCount The function of these threads are fairly self-explanatory. In other words, the inbound threads process the inbound messages that are coming into the B2B server from an external endpoint. Similarly, the outbound threads processes the messages that are sent out from the B2B server. The default threads are responsible for certain B2B server-specific special tasks. In case the inbound and outbound thread counts are not specified, the default thread count also dictates the total number of inbound and outbound threads. As found in any tuning exercise, the optimisation of these threads is usually reached via an iterative process. The best working combination of the thread counts are directly related to the system infrastructure, traffic load and several other environmental factors.

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  • MySQL HA Events in the UK, Germany & France

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Times"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }p { margin: 0cm 0cm 0.0001pt; font-size: 10pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Oracle is running MySQL High Availability breakfast seminars in London, Düsseldorf and Paris. During these free seminars, we will review the various options and technologies at your disposal to implement highly available & highly scalable MySQL infrastructures, as well as best practices in terms of architectures. The packed agenda will include High Availability features in MySQL 5.5, MySQL Replication, MySQL Cluster, the newly released Oracle VM Template for MySQL Enterprise Edition as well as what's new in MySQL 5.6 and MySQL Cluster 7.2, including NoSQL access methods to MySQL. There are a few places left for the seminar in London taking place tomorrow, June 29th, Register Now! Learn more and register for the event in Düsseldorf, July 13th. Learn more and register for the event in Paris, September 7th. We hope to see you there!

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  • Oracle Solaris at OpenWorld Tokyo 2012

    - by Markus Weber
    Oracle OpenWorld Tokyo will open its doors on Wednesday, April 4 2012, until Friday, April 6 2012, in Roppongi.I've you been in Tokyo as a Gaijin, or foreigner, you know exactly where that it. Many of Oracle's top executives will be there, including Larry Ellison, Mark Hurd, and John Fowler. The keynotes that they are covering will be very interesting, for sure. Now, whether you will actually be there, or not, you might still find it interesting that several great Solaris-related sessions will be held there, especially as part of the "Oracle Develop" track, such as: "Oracle Solaris 11 - Developers Need To Know" "How to build high performance and high security Oracle Database environment with Oracle SPARC/Solaris" "Oracle Solaris Tuning Contest" "IT Assets preservation and constructive migration with Oracle Solaris virtualization" And of course John Fowler's keynote "Server and Storage Systems Strategy".The complete schedule in English can be found here. We hope you can make it. If not, there will always be the San Francisco one.

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  • TechEd 2010 Day Two – No SQL Server in Sight

    - by BuckWoody
    Today I worked the booth at TechEd 2010, manning the new “Surface” computer, which is just the coolest object on the planet. After that I didn’t attend a single SQL Server session – instead I’ve been frequenting SharePoint, Microsoft Office, and even the High-Performance Computing sessions. The reason is that I get really high quality SQL Server presentations at PASS, SQL Saturdays, and online from Microsoft and other vendors. While there are SQL Server sessions here (after all, I’m giving one of them!) I tend to try and see things that I don’t normally get to learn about. And the cross-pollination between those technologies and mine is fantastic.     I’ve even managed to go to an Entity Framework presentation for the developers. I actually have (a little) more respect for that technology – and I’ve modified my presentation to encompass more of that information. So whenever you have the chance, take a walk outside your comfort zone. Even at PASS and SQL Saturdays (and certainly online) you can investigate technologies other than the ones you know best.  Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • SMART Status Data Interpretation - Disk Utility

    - by Mah
    Last week my external harddisk (Seagate Barracuda 1.5TB in a custom enclosure) showed signs of failure (Disk Utility SMART Pre-failure status - several bad sectors) and I decided to change it. I bought a new HDD (Seagate Barracuda 2TB) and connected it to my Ubuntu box with a SATA to USB cable that could not report SMART status. I copied all the contents of the old HDD to the new HDD (one partition with rsync, the other with parted cp) and then gently replaced the old HDD with the new one inside my aluminum enclosure. For obscure reasons after reconnecting the new HDD through the old enclosure, the Linux box could not detect my partitions. I recovered the partitions with testdisk and restarted the computer. After the restart I checked the SMART status of the new HDD an I get this: Read Error Rate --------------- Normalized 108 Worst 99 Threshold 6 Value 16737944 I got a high value on the Seek Error Rate as well. Wondering why this happens I copied 2 GB directory from one partition to the other and rechecked the SMART status (5 minutes later). This time I got the following: Read Error Rate --------------- Normalized 109 Worst 99 Threshold 6 Value 24792504 As you see there has been an increase in the error rate. I am unable to interpret these numbers. Is my new hard disk already dying? What are the acceptable values in these fields for Seagate hard disks? Then why the assessment is still good? While I could get temperature and airflow temperature data from my old HDD, I can not fetch them for the new one. I noticed that my old hdd had got really hot sometimes. Is it possible that the enclosure is killing the harddisks due to high temperature?... Thanks

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  • Google Loon–A network of balloons to provide internet to everyone

    - by Gopinath
    Google once just a super powerful search engine provider and now they are venturing in to a lot of interesting non software projects like self driving cars, glasses that beam information right on to your eye balls, high speed internet services @ 1 Giga bytes per second. A recent addition to this innovative list is Google Loon – a network of flying balloons that provide internet access to remote parts of the world where it is not feasible for many governments/corporate to provider internet services. Google says there are several billions of people around the world who don’t have access to internet and Google Loon aim is to provide internet facilities to all these people. A pilot project is started couple of days ago by launching 30 balloons into stratosphere from New Zealand. These balloons fly 20 Kilometers above earth(much higher than where aero planes fly) and they beam internet to homes having Loon receiver wirelessly. Checkout the embedded introductory video on Google Loon What is in it for Google? Why is Google getting into these type of projects and what is in it for them? Google is the gateway to web and majority of people find information on web using Google Services/Software. So providing internet facilities to more people means, more people using Google services and it in turn contributes to their revenue growth. Google is not a charity, they do all these projects to earn money just like every other corporate. The best part is while earning money they are touching lives of billions of people in a positive way. Just imagine everyone in the world connected and have ability to take informed decisions irrespective of whether they live in developed countries or underprivileged parts of the world! Wow that will be a beautiful day. Further reading Google Loon website Google unveils its Project Loon Wi-Fi balloons – in pictures Google flies Internet balloons in stratosphere for a “network in the sky” How Google Will Use High-Flying Balloons to Deliver Internet to the Hinterlands Good discussion on Google Loon at Hacker News community

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  • Big Data Appliance X4-2 Release Announcement

    - by Jean-Pierre Dijcks
    Today we are announcing the release of the 3rd generation Big Data Appliance. Read the Press Release here. Software Focus The focus for this 3rd generation of Big Data Appliance is: Comprehensive and Open - Big Data Appliance now includes all Cloudera Software, including Back-up and Disaster Recovery (BDR), Search, Impala, Navigator as well as the previously included components (like CDH, HBase and Cloudera Manager) and Oracle NoSQL Database (CE or EE). Lower TCO then DIY Hadoop Systems Simplified Operations while providing an open platform for the organization Comprehensive security including the new Audit Vault and Database Firewall software, Apache Sentry and Kerberos configured out-of-the-box Hardware Update A good place to start is to quickly review the hardware differences (no price changes!). On a per node basis the following is a comparison between old and new (X3-2) hardware: Big Data Appliance X3-2 Big Data Appliance X4-2 CPU 2 x 8-Core Intel® Xeon® E5-2660 (2.2 GHz) 2 x 8-Core Intel® Xeon® E5-2650 V2 (2.6 GHz) Memory 64GB 64GB Disk 12 x 3TB High Capacity SAS 12 x 4TB High Capacity SAS InfiniBand 40Gb/sec 40Gb/sec Ethernet 10Gb/sec 10Gb/sec For all the details on the environmentals and other useful information, review the data sheet for Big Data Appliance X4-2. The larger disks give BDA X4-2 33% more capacity over the previous generation while adding faster CPUs. Memory for BDA is expandable to 512 GB per node and can be done on a per-node basis, for example for NameNodes or for HBase region servers, or for NoSQL Database nodes. Software Details More details in terms of software and the current versions (note BDA follows a three monthly update cycle for Cloudera and other software): Big Data Appliance 2.2 Software Stack Big Data Appliance 2.3 Software Stack Linux Oracle Linux 5.8 with UEK 1 Oracle Linux 6.4 with UEK 2 JDK JDK 6 JDK 7 Cloudera CDH CDH 4.3 CDH 4.4 Cloudera Manager CM 4.6 CM 4.7 And like we said at the beginning it is important to understand that all other Cloudera components are now included in the price of Oracle Big Data Appliance. They are fully supported by Oracle and available for all BDA customers. For more information: Big Data Appliance Data Sheet Big Data Connectors Data Sheet Oracle NoSQL Database Data Sheet (CE | EE) Oracle Advanced Analytics Data Sheet

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

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

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  • links for 2011-02-14

    - by Bob Rhubart
    Glenn Fawcett: Solaris Eye for the Linux Guy, or how I learned to stop worrying about Linux and Love Solaris (Part 1) Glenn says: "This entry goes out to my Oracle techie friends that have been in the Linux camp for sometime now and are suddenly finding themselves needing to know more about Solaris… hmmmm… I wonder if this has anything to do with Solaris now being an available option with Exadata?"  (tags: linux solaris oracle) Enterprise Software Development with Java: High Performance JPA with GlassFish and Coherence - Part 2 Oracle ACE Director Markus Eisele describes "the steps you have to take to configure a JPA backed Cache with Coherence and how you could use it from within GlassFish as a high performance data store." (tags: oracle otn oracleace java glassfish coherence) TOGAF a Registered Trademark and Surpasses 15k Certifications EA Blogs Mike Walker relays news on the TOGAF standard. (tags: entarch togaf) Weblogic or wait? | Capping IT Off | Capgemini "So when would you move over to the new Oracle Technology?" asks Arjan Kramer. " Well, as always there can be several reasons..." (tags: oracle capgemini weblogic) Random Monday Thoughs (Art of SOA Governance) "Governance is what insurance is to new cars, be it to SOA, IT transformations and software development. Governance is a insurance policy against risk of failure." - Terry Goldman (tags: oracle otn soa soagovernance)

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  • Architectural Composition Languages

    - by C. Lawrence Wenham
    Recently stumbled upon this paper (PDF) talking about ACLs, or Architectural Composition Languages. They're a fusion of two earlier lines of research: Architectural Definition Languages (such as UML) and Object Composition Languages (such as XAML, WWF, or scripting languages). The goal of an ACL is to have a high-level description of a program's architecture which can also be compiled into a runnable program. The high-level description assists automated analysis, while the 'executability' means changes can be tested immediately. You would still author the components of the program in a conventional programming language (C, Java, Python, etc), but they would be composed into a complete program by the ACL. One of the expected benefits is that a program can be ported to a different platform by swapping in "similar but different" components. I've been hankering for something like this for a long time (see this answer I gave on a StackOverflow question a few years ago). The paper mentions that the researchers were working on a language called ACL/1 that initially targeted Java, but would be ported to support .Net as well. However, I can't find any more mention of ACL/1 anywhere. Has there been any more work done on this? Are there any other implementations of the ACL concept that are available for use or experimentation?

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  • How will my Electronic Engineering degree be received in the Canadian Game Development market? [closed]

    - by Harikawashi
    I have a Electronic Engineering with Computer Science Degree from a reputable South African university. The EE with CS degree is basically Electronic Engineering, with some of the high voltage subjects thrown out and replaced with computer science subjects - mostly quite theoretical, but not in too much depth. I went on to earn a Masters Degree in Digital Signal Processing, focussing on Speech Recognition in Educational Applications. I have always loved programming - I taught myself QBASIC when I was in primary school, I learned Java at school, did some low level C at University, and taught myself C# and Python while doing my post graduate degree. C# is currently my strong suit, I think I am pretty capable with it. I have two years work experience in Namibia - working as a consulting electrical engineer (no software content whatsoever) and also developing C# desktop applications for the company I work for. I would like to move to Canada next year and work in the Game Development Industry as programmer or software engineer. My interests in particular are towards the more mathematical applications, like game and physics engines, or statistical disciplines like artificial intelligence. However, these are passions - not areas in which I have any work experience. So the question: How well will my BEngEE&CS and MScEng be received in the game industry? Seeing as it's not a pure software degree and I have no official software development work experience?

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  • Oracle JDK 7u10 released with new security features

    - by Henrik Stahl
    A few days ago, we released JRE and JDK 7 update 10. This release adds support for the following new platforms: Windows 8 on x86-64. Note that Modern UI (aka Metro) mode is not supported. Internet Explorer 10 on Windows 8. Mac OS X 10.8 (Mountain Lion) This release also introduces new features that provide enhanced security for Java applet and webstart applications, specifically: The Java runtime tracks if it is updated to the latest security baseline. If you try to execute an unsigned applet with an outdated version of Java, a warning dialog will prompt you to update before running the applet. The Java runtime includes a hardcoded best before date. It is assumed that a new version will be released before this date. If the client has not been able to check for an update prior to this date, the Java runtime will assume that it is insecure and start warning the user prior to executing any applets. The Java control panel now includes an option to set the desired security level on a low-medium-high-very high scale, as well as an option to disable Java applets and webstart entirely. This level controls things such as if the Java runtime is allowed to execute unsigned code, and if so what type of warning will be displayed to the user. More details on the security settings can be found in the documentation. See below for a sample screenshot. The new update of the JRE and the JDK are available via OTN. To learn more about the release please visit the release notes.

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • Distributing an Android game with plugins via the market

    - by Peter Serwylo
    I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the main menu, networking, high scores, etc. Several games which can be launched from the main menu, which all work within the same eco system. The main application is not just a pseudo launcher for other games, these different games will share high scores and other achievements/preferences. In a traditional package management system such as apt, pacman or yum, this could be handled quite happily through dependencies. This does not appear to be possible via the Android market. The closest I've seen is when apps scan to check if the required app is installed, and if not, launches the market and asks the user to download the app. This sounds like a very messy solution. It also begs the question, would they download the game (plugin) first, which then downloads the main shell application? Or would they download the main shell application, and when they navigate to a menu item which says "Play game", then it scans for any installed games, and if none exist, redirects to the market? Also, I'm not even sure if it is possible to dig up the package from another application on the device, and start invoking classes from within (e.g. when you want to launch the game (plugin)) A final option is just to have a 3rd component which is a .jar that each game includes, which effectively contains the entire shell application. Then each game would appear to have the same menu, but it would become a nightmare as soon as you want to update the menu component and have to re-release each game. It would be especially worse if other people released games (plugins) based on the same framework and didn't update them. Is there any other options which I haven't thought of? Has anyone else solved this or seen a solution in any apps they've installed (doesn't have to be games)? cheers.

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  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

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  • Higher resolutions unavailable with 2.6.38-8 kernel

    - by time-wastrel
    After upgrading to Natty and the 2.6.38-8 kernel I could no longer obtain the 1920x1080 resolution available in Maverick with 2.6.35-22. In fact the boot occasionally hung. However, after selecting the remaining 2.6.35-22 kernel, the high resolution was available. I then made the mistake of completely reinstalling, but could never get the higher resolutions with 2.6.38-8, no matter what I did. e.g. trying the nvidia proprietary driver, creating an xorg.conf. Even from the command line using xrandr --newmode "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync xrandr --addmode DVI-I-1 1920x1080_60.00 xrandr --output DVI-I-1 --mode 1920x1080_60.00 all I would get would be a blank screen and the monitor reporting no input. (Low resolutions displayed fine with xrandr.) I could actually add the 1920x1080 to the already existing probe-reported resolutions in the pool of available resolutions, but choosing it would give the blank screen. In the end I installed the 2.6.35-22 kernel again. The high resolution is back. For a while there, staying up all night and trying many things, I thought that a new video board or monitor might be needed, but deep down, I knew that they were both OK. My question is - "Is this some bug involving the latest kernel, that will go away, or if this persists in future kernels, is there a way to make sure that I can keep my native resolution?"

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