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  • Screen problems on 11.10 using VGA compatible controller 2nd Generation Core Processor Family Integrated Graphics Controller

    - by MorrisseyJ
    I am having problems with my display. The problem manifests as lots of screen artefacts, which seem to be worse in Unity than in Gnome 3, are worse after i have used suspend and are intolerable if i set myself up on a dual monitor. Specific issues include: icons disappearing, lines occurring all over the screen, the backgrounds of certain windows going another colour and window borders disappearing or being filled with text from other parts of the screen. The most annoying problem is lines of text disappearing from a host of word processing programmes (libreoffice, gedit, bluefish etc), as i type. In most circumstances the screen problem can be temporarily fixed (so that i can see the screen clearly) by either scrolling the text off the screen and then scrolling it back onto the screen, or highlighting the offending area of the desktop, by clicking and dragging. Errors on parts of the screen that don't seem to redraw (window borders (off the universal menu) or the screen area outside of a LO document, in print layout view, for example) can't seem to be fixed in a session. I am running 11.10, 64 bit on my Thinkpad x121e Display information is: description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:42 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:4000(size=64) There appear to be a few problems with the Intel graphics and Ubuntu but i am not sure if they are all the same. If anyone knows if this is a known bug it'd be great to know, otherwise i'll file a report. Should anyone know of a fix i would greatly appreciate hearing about it. Let me know if you need any more information. Thanks

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  • Oracle Insurance Unveils Next Generation of Enterprise Document Automation: Oracle Documaker Enterprise Edition

    - by helen.pitts(at)oracle.com
    Oracle today announced the introduction of Oracle Documaker Enterprise Edition, the next generation of the company's market-leading Enterprise Document Automation (EDA) solution for dynamically creating, managing and delivering adaptive enterprise communications across multiple channels. "Insurers and other organizations need enterprise document automation that puts the power to manage the complete document lifecycle in the hands of the business user," said Srini Venkatasanthanam, vice president, Product Strategy, Oracle Insurancein the press release. "Built with features such as rules-based configurability and interactive processing, Oracle Documaker Enterprise Edition makes possible an adaptive approach to enterprise document automation - documents when, where and in the form they're needed." Key enhancements in Oracle Documaker Enterprise Edition include: Documaker Interactive, the newly renamed and redesigned Web-based iDocumaker module. Documaker Interactive enables users to quickly and interactively create and assemble compliant communications such as policy and claims correspondence directly from their desktops. Users benefits from built-in accelerators and rules-based configurability, pre-configured content as well as embedded workflow leveraging Oracle BPEL Process Manager. Documaker Documaker Factory, which helps enterprises reduce cost and improve operational efficiency through better management of their enterprise publishing operations. Dashboards, analytics, reporting and an administrative console provide insurers with greater insight and centralized control over document production allowing them to better adapt their resources based on business demands. Other enhancements include: enhanced business user empowerment; additional multi-language localization capabilities; and benefits from the use of powerful Oracle technologies such as the Oracle Application Development Framework for all interfaces and Oracle Universal Content Management (Oracle UCM) for enterprise content management. Drive Competitive Advantage and Growth: Deb Smallwood, founder of SMA Strategy Meets Action, a leading industry insurance analyst consulting firm and co-author of 3CM in Insurance: Customer Communications and Content Management published last month, noted in the press release that "maximum value can be gained from investments when Enterprise Document Automation (EDA) is viewed holistically and all forms of communication and all types of information are integrated across the entire enterprise. "Insurers that choose an approach that takes all communications, both structured and unstructured data, coming into the company from a wide range of channels, and then create seamless flows of information will have a real competitive advantage," Smallwood said. "This capability will soon become essential for selling, servicing, and ultimately driving growth through new business and retention." Learn More: Click here to watch a short flash demo that demonstrates the real business value offered by Oracle Documaker Enterprise Edition. You can also see how an insurance company can use Oracle Documaker Enterprise Edition to dynamically create, manage and publish adaptive enterprise content throughout the insurance business lifecycle for delivery across multiple channels by visiting Alamere Insurance, a fictional model insurance company created by Oracle to showcase how Oracle applications can be leveraged within the insurance enterprise. Meet Our Newest Oracle Insurance Blogger: I'm pleased to introduce our newest Oracle Insurance blogger, Susanne Hale. Susanne, who manages product marketing for Oracle Insurance EDA solutions, will be sharing insights about this topic along with examples of how our customers are transforming their enterprise communications using Oracle Documaker Enterprise Edition in future Oracle Insurance blog entries. Helen Pitts is senior product marketing manager for Oracle Insurance.

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  • BizTalk 2009 - The Community ODBC Adapter: Schema Generation with Input Parameters

    - by Stuart Brierley
    As previsouly noted in my post on Schema Generation using the Community ODBC Adapter, I ran into a problem when trying to generate a schema to represent a MySQL stored procedure that had input parameters.  After a bit of investigation and a few deadends I managed to figure out a way around this issue - detailed below are both the problem and solution in case you ever run into this yourself. The Problem Imagine a stored procedure that is coded as follows in MySQL: StuTest(in DStr varchar(80)) BEGIN   Declare GRNID int;   Select grn_id into GRNID from grn_header where distribution_number = DStr;   Select GRNID; END This is quite a simple stored procedure but can be used to illustrate the issue with parameters quite niceley. When generating the schema using the Add Generated Items wizard, I tried selecting "Stored Procedure" and then in the Statement Information window typing the stored procedure name: StuTest Pressing generate then gives the following error: "Incorrect Number of arguments for Procedure StuTest; expected 1, got 0" If you attempt to supply a value for the parameter you end up with a schema that will only ever supply the parameter value that you specify.  For example supplying StuTest('123') will always call the procedure with a parameter value of 123. The Solution   I tried contacting Two Connect about this, but their experience of testing the adapter with MySQL was limited. After looking through the code for the ODBC adapter myself and trying a few things out, I was eventually able to use the ODBC adapter to call a test stored procedure using a two way send port. In the generate schema wizard instead of selecting Stored Procedure I had to choose SQL Script instead, detailing the following script: Call StuTest(@InputParameter) By default this would create a request schema with an attribute called InputParameter, with a SQL type of NVarChar(1).  In most cases this is not going to be correct for the stored procedure being called. To change the type from the default that is applied you need to select the "Override default query processing" check box when specifying the script in the wizard.  This then opens the BizTalk ODBC Override window which lets you change the properties of the parameters and also test out the query script.  Once I had done this I was then able to generate the correct schema, which included an attribute representing the parameter.  By deploying the schema assembly I was then able to try the ODBC adapter out on a two way send port. When supplied with an appropriate message instance (for the generated request schema) this send port successfully returned the expected response.

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  • ODI 11g - Dynamic and Flexible Code Generation

    - by David Allan
    ODI supports conditional branching at execution time in its code generation framework. This is a little used, little known, but very powerful capability - this let's one piece of template code behave dynamically based on a runtime variable's value for example. Generally knowledge module's are free of any variable dependency. Using variable's within a knowledge module for this kind of dynamic capability is a valid use case - definitely in the highly specialized area. The example I will illustrate is much simpler - how to define a filter (based on mapping here) that may or may not be included depending on whether at runtime a certain value is defined for a variable. I define a variable V_COND, if I set this variable's value to 1, then I will include the filter condition 'EMP.SAL > 1' otherwise I will just use '1=1' as the filter condition. I use ODIs substitution tags using a special tag '<$' which is processed just prior to execution in the runtime code - so this code is included in the ODI scenario code and it is processed after variables are substituted (unlike the '<?' tag).  So the lines below are not equal ... <$ if ( "#V_COND".equals("1")  ) { $> EMP.SAL > 1 <$ } else { $> 1 = 1 <$ } $> <? if ( "#V_COND".equals("1")  ) { ?> EMP.SAL > 1 <? } else { ?> 1 = 1 <? } ?> When the <? code is evaluated the code is executed without variable substitution - so we do not get the desired semantics, must use the <$ code. You can see the jython (java) code in red is the conditional if statement that drives whether the 'EMP.SAL > 1' or '1=1' is included in the generated code. For this illustration you need at least the ODI 11.1.1.6 release - with the vanilla 11.1.1.5 release it didn't work for me (may be patches?). As I mentioned, normally KMs don't have dependencies on variables - since any users must then have these variables defined etc. but it does afford a lot of runtime flexibility if such capabilities are required - something to keep in mind, definitely.

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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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  • Sneak peek at next generation Three MiFi unit – Huawei E585

    - by Liam Westley
    Last Wednesday I was fortunate to be invited to a sneak preview of the next generation Three MiFi unit, the Huawei E585. Many thanks to all those who posted questions both via this blog or via @westleyl on Twitter. I think I made sure I asked every question posed to the MiFi product manager from Three UK, and so here's the answers you were after. What is a MiFi? For those who are wondering, a MiFi unit is a 3G broadband modem combined with a WiFi access point, providing 3G broadband data access to up to five devices simultaneously via standard WiFi connections. What is different? It appears the prime task of enhancing the MiFi was to improve the user experience and user interface, both in terms of the device hardware and within the management software to configure the device.  I think this was a very sensible decision as these areas had substantial room for improvement. Single button operation to switch on, enable WiFi and connect to 3G Improved OELD display (see below), replacing the multi coloured LEDs; including signal strength, SMS notifications, the number of connected clients and data usage Management is via a web based dashboard accessible from any web browser. This is a big win for those running Linux, Mac OS/X, iPad users and, for me, as I can now configure the device from Windows 7 64-bit Charging is via micro USB, the new standard for small USB devices; you cannot use your old charger for the new MiFi unit Automatic reconnection when regaining a signal Improved charging time, which should allow recharging of the device when in use Although subjective, the black and silver design does look more classy than the silver and white plastic of the original MiFi What is the same? Virtually the same size and weight The battery is the same unit as the original MiFi so you’ll have a handy spare if you upgrade Data plans remain the same as the current MiFi, so cheapest price for upgraders will be £49 pay as you go Still only works on 3G networks, with no fallback to GPRS or EDGE There is no specific upgrade path for existing three customers, either from dongle or from the original MiFi My opinion I think three have concentrated on the correct areas of usability and user experience rather than trying to add new whizz bang technology features which aren’t of interest to mainstream users. The one button operation and the improved device display will make it much easier to use when out and about. If the automatic reconnection proves reliable that will remove a major bugbear that I experienced the previous evening when travelling on the First Great Western line from Paddington to Didcot Parkway.  The signal was repeatedly lost as we sped through tunnels and cuttings, and without automatic reconnection is was a real pain to keep pressing the data button on the MiFi to re-establish my data connection. And finally, the web based dashboard will mean I no longer need to resort to my XP based netbook to configure the SSID and password. My everyday laptop runs Windows 7 64-bit which appears to confuse the older 3 WiFi manager which cannot locate the MiFi when connected. Links to other sites, and other images of the device Good first impressions from Ben Smith, http://thereallymobileproject.com/2010/06/3uk-announce-a-new-mifi-with-a-screen/ Also, a round up of other sneak preview posts, http://www.3mobilebuzz.com/2010/06/11/mifi-round-two-your-view/ Pictures Here is a comparison of the old MiFi device next to the new device, complete with OLED display and the Huawei logo now being a prominent feature on the front of the device. One of my fellow bloggers had a Linux based netbook, showing off the web based dashboard complete with Text messages panel to manage SMS. And finally, I never thought that my blog sub title would ever end up printed onto a cup cake, ... and here's some of the other cup cakes ...

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  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • BizTalk 2009 - The Community ODBC Adapter: Schema Generation

    - by Stuart Brierley
    Having previously detailed the installation of the Community ODBC Adapter for BizTalk 2009, the next thing I will be looking at is the generation of schemas using this ODBC adapter. Within your BizTalk 2009 project, right click the project and select Add Generated Items.  In the resultant window choose Add Adapter Metadata and click Add to open the Add Adapter Wizard. Check that the BizTalk Server and Database names are correct, select the ODBC adapter and click next. You must now set the connection string. To start with choose set, then new DSN (data source name). You now need to define the Data Source you will be connecting to.  On the User DSN tab select Add add then driver you want to use. In this case I am going to use the MySQL ODBC Driver.  A User DSN will only be visible on the current machine with you as a user. * Although I initially set up a User DSN and this was fine for creating schemas with, I later realised that you actually need a system DSN as the BizTalk host service needs this to be able connect to the database on a receive or send port. You will then be asked to Set up the MySQL ODBC Data Source.  In my case this is a local database making use of named pipes, so I had to make sure that I ticked the "Force use of named pipes" check box and removed the "# The Pipe the MySQL Server will use socket=mysql" line from the mysql.ini; with this is place the connection would fail as there is no apparent way to specify the pipe name in the ODBC driver configuration. This will then update the User DSN tab with the new Data Source.  Make sure that you select it and press OK. Select it again in the Choose Data Source window and press OK.  On the ODBC transport window select next. You will now be presented with the Schema Information window, where you must supply the namespace, type and root element names for your schema. Next choose the type of statement that you will be using to create your schema - in this case I am using a stored procedure. *I later discovered that this option is fine for MySQL stored procedures without input parameters, but failed for MySQL stored procedures with input parameters.  (I will be posting on the way to handle input parameters soon) Next you will need to specify the name of the stored procedure.  In this case I have a simple stored procedure to return all the data held by my TestTable in MySQL. Select * from TestTable; The table itself has three columns: Name, Sex and Married. Selecting finish should now hopefully create your schemas based on the input and output from your stored procedure. In my case I have:   An empty schema for the request; after all I have no parameters for the stored procedure.  A response schema comprised of a Table Record with Name, Sex and Married children. Next I will be looking at the use of the ODBC adpater with: Receive ports Send ports

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Opengl Triangle instead of square

    - by Dave
    Im trying to create a spinning square inside of xcode using opengl but instead for some reason I have a spinning triangle? I'm doing this inside of sio2 but I dont think this is the problem. Here is the triangle: http://img220.imageshack.us/img220/7051/snapzproxscreensnapz001.png Here is my code: void templateRender( void ) { const GLfloat squareVertices[] ={ 100.0f, -100.0f, 100.0f, -100.0f, -100.0f, 100.0f, 100.0f, 100.0f, }; const unsigned char squareColors[] = { 255, 255, 0, 255, 0, 255, 255, 255, 0, 0, 0, 0, 255, 0, 255, 255, }; glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); // Your rendering code here... sio2WindowEnter2D( sio2->_SIO2window, 0.0f, 1.0f ); { glVertexPointer( 2, GL_FLOAT, 0, squareVertices ); glEnableClientState(GL_VERTEX_ARRAY); //set up the color array glColorPointer( 4, GL_UNSIGNED_BYTE, 0, squareColors ); glEnableClientState( GL_COLOR_ARRAY ); glTranslatef( sio2->_SIO2window->scl->x * 0.5f, sio2->_SIO2window->scl->y * 0.5f, 0.0f ); static float rotz = 0.0f; glRotatef( rotz, 0.0f, 0.0f, 1.0f ); rotz += 90.0f * sio2->_SIO2window->d_time; glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } sio2WindowLeave2D(); }

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  • Looking for Primos "name generation" code

    - by Greg E
    Anyone remember Primos ? It had a shell-level thing called "name generation" which was very useful. Eg. to rename a bunch of files from part1.suffix to part1.new.suffix2 you could say rename *.suffix =.+new.suffix2 That's a very simple example, it was quite powerful. The control characters were: =,==,^=,^==,+ Which meant approximately: match 1 filename component, match all remaining components, delete one component, delete all remaining, add a component. In conjunction with Primos wildcards you could do pretty much any useful file renaming/copying operation very conveniently. It was much better than Unix wildcards and name generation/iteration and I'd like to find it again and use it. Anyone seen it around ? Not much reference on the interweb: search "Primos name generation" and you get a few fragmentary hits. Thanks !

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  • Triangle rendering problem in directX

    - by Himadri
    I am working with directX 9. I have a problem while rendering triangles using drawprimitive. The problem is - When I am rendering the whole object made of several triangles, the triangle having all points on a single line shows gap in a whole closed object. I am showing the image below. The white dashed line is the problem.

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  • Ray-triangle intersetion

    - by gamemaker
    Hello! How can I test intersesion ray and triangle, and if it exist how to get distance from ray origin to intersection point?? What optimization I can use, if in my program I've got to check 1 ray to ~10000 triangles ??

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  • circles and triangles problem

    - by Faken
    Hello everyone, I have an interesting problem here I've been trying to solve for the last little while: I have 3 circles on a 2D xy plane, each with the same known radius. I know the coordinates of each of the three centers (they are arbitrary and can be anywhere). What is the largest triangle that can be drawn such that each vertice of the triangle sits on a separate circle, what are the coordinates of those verticies? I've been looking at this problem for hours and asked a bunch of people but so far only one person has been able to suggest a plausible solution (though i have no way of proving it). The solution that we have come up with involves first creating a triangle about the three circle centers. Next we look at each circle individually and calculate the equation of a line that passes through the circle's center and is perpendicular to the opposite edge. We then calculate two intersection points of the circle. This is then done for the next two circles with a result of 6 points. We iterate over the 8 possible 3 point triangles that these 6 points create (the restriction is that each point of the big triangle must be on a separate circle) and find the maximum size. The results look reasonable (at least when drawn out on paper) and it passes the special case of when the centers of the circles all fall on a straight line (gives a known largest triangle). Unfortunate i have no way of proving this is correct or not. I'm wondering if anyone has encountered a problem similar to this and if so, how did you solve it? Note: I understand that this is mostly a math question and not programming, however it is going to be implemented in code and it must be optimized to run very fast and efficient. In fact, I already have the above solution in code and tested to be working, if you would like to take a look, please let me know, i chose not to post it because its all in vector form and pretty much impossible to figure out exactly what is going on (because it's been condensed to be more efficient). Lastly, yes this is for school work, though it is NOT a homework question/assignment/project. It's part of my graduate thesis (abet a very very small part, but still technically is part of it). Thanks for your help.

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  • How would you program Pascal's triangle in R?

    - by Peter Flom
    I am reading, on my own (not for HW) about programming, and one exercise involved programming Pascal's triangle in R. My first idea was to make a list and then append things to it, but that didn't work too well. Then I thought of starting with a vector, and making a list out of that, at the end. Then I thought of making a matrix, and making a list out of that at the end. Not sure which way to even approach this. Any hints? thanks

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  • How do I print a triangle of stars using SQL

    - by Vutukuri
    Is it practically possible to create a triangle of stars like this as below in SQL.I know that this could be done easily in any other programming language like C,C++,Java but want to know whether it is really possible with just SQL or PL/SQL.I tried working on it with dual table in Oracle but couldn't get through it. * * * * * * * * * or * * * Can someone please shed somelight if anyone knows about it.

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  • how to apply an animation into a triangle(Processing)

    - by dc_ou
    I want to create a simple animation, that can only show in a specific area, such as triange. I already have the animation, a rotating picture. but I dont know how to put it into the triangle. the function texture() can only apply images into a specific area. is there other ways to do that? thx!

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • Oracle Enhances Oracle Social Cloud with Next-Generation User Experience

    - by Richard Lefebvre
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Today’s enterprise must meet the technology standards of today’s consumer. According to a recent IDG Enterprise report, enterprises that invest in consumerized, easy-to-use technologies experience a 56 percent increase in employee productivity and a 46 percent increase in customer satisfaction. In order to deliver that simple and intuitive experience across even the most advanced social management capabilities, Oracle today introduced Social Station, an innovative new workspace within Oracle Social Cloud’s Social Relationship Management (SRM) platform. With Social Station, users benefit from a personalized and intuitive user experience that helps increase both the productivity and performance of social business practices. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* 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-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* 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-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} News Facts Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* 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-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Oracle today introduced Social Station, an innovative new workspace within Oracle Social Cloud’s Social Relationship Management (SRM) platform that helps organizations socially enable the way they do business. With an advanced yet intuitive user interface, Social Station delivers a compelling user experience that improves productivity and helps users more easily deliver on social objectives. To help users quickly and easily build out and configure their social workspaces, Social Station provides drag-and-drop capabilities that allow users to personalize their workspace with different social modules. With a new Custom Analytics module that mixes and matches more than 120 metrics with thousands of customizable reporting options, users can customize their view of social data and access constantly refreshed updates that support real-time understanding. One-click sharing capabilities and annotation functionality within the new Custom Analytics module also drives productivity by improving sharing and collaboration across teams, departments, and executives. Multiview layout capabilities further allows visibility into social insights by offering users the flexibility to monitor conversations by network, stream, metric, graph type, date range, and relative time period. Social Station also includes an Enhanced Calendar module that provides a clear visual representation of content, posts, networks, and views, helping users easily and efficiently understand information and toggle between various functions and views. To support different user personas and social business needs, Oracle plans to continue building out Social Station with additional modules, including content curation, influencer engagement, and command center creation. /* 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-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Non-perfect maze generation algorithm

    - by Shylux
    I want to generate a maze with the following properties: The maze is non-perfect. Means it has loops and multiple ways to reach the exit. The maze should be random. The algorithm should output different mazes for different input parameters The maze doesn't have to be braided. Means dead-ends are allowed and appreciated. I just can't find the right resources on google. The closest i found was this description of the different types of algorithms: http://www.astrolog.org/labyrnth/algrithm.htm. All other algorithms were for perfect mazes. Can anyone give me a website where i can look this up or maybe an algorithm directly?

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  • Zipcodes in CSV Generation

    - by BRADINO
    When exporting to CSV format, then opening in a spreadsheet program like Excel zipcodes that start with a zero or zeroes have the preceding zeros stripped off. Obviously it is because the spreadsheet sees that column as integers and preceding zeros in integers are useless. A quick and dirty trick to force Excel (hopefully you are using OpenOffice) to display the full zipcode, we wrap it in double quotes and put an equal sign in front of it, to force it to be a string like this: $zipcode = 00123; $data = '="' . $zipcode . '"' ; So if you are doing the straight query to CSV export, using the fputcsv function it would look something like this. Basically just overwrite the value in the row and then continue along. while ($row = mysql_fetch_assoc($query)){         $row['zipcode'] = '="'.$row['zipcode'].'"';     fputcsv($output, $row); } php csv zipcode csv number csv force string

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  • Oracle and ATG: The Next Generation of Customer Experience

    - by divya.malik
    Oracle today announced that it has completed the acquisition of Art Technology Group (ATG), Inc. In a webcast this morning, Thomas Kurian, Executive Vice President, Oracle Anthony Lye, Senior Vice President, CRM at Oracle and  Ken Volpe, Senior Vice President of Products and Technology from ATG, presented the rationale, strategy and future direction with this acquisition, ATG is a leading E-Commerce service provider and Oracle is a leading CRM and Retail Applications provider, which makes it a winning team. There has been a lot of positive feedback from the analysts, press as well as customers. “As a customer of both Oracle and ATG, we view the integration of the two companies as a natural fit,” said Kevin Cunnington, Global Head of Online, Vodafone Group. “We look forward to new efficiencies that address our online and cross-channel business strategies and help us further provide superior customer experiences.” For more information about Oracle and ATG: Overiew and FAQs Webcast Press Release Technorati Tags: oracle,oracle siebel crm,atg,crm

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