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  • Quels défis IT devront relever les entreprises en 2011 ? Le Cloud et la gestion de « l'explosion des données » selon Informatica

    Quels défis IT devront relever les entreprises en 2011 ? Le Cloud Computing et une gestion plus intelligentes de « l'explosion des données » selon Informatica A l'occasion du nouvel an, Mark Seager, Vice President Technology EMEA d'Informatica (fournisseur de solutions d'intégration de données) a publié un article fort intéressant sur les challenges auxquels doivent faire face les entreprises IT en 2011. Le succès retentissant des réseaux sociaux et l'usage sans précédent du Web en général en 2010 provoquera, selon lui, « l'explosion des données » (sic) en 2011 avec autant d'écueils à éviter que d'opportunités à saisir pour les entreprises. Les sociétés doiv...

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  • What are the major challenges in creating a platform such as StackOverflow?

    - by gablin
    Let us assume you were to create a platform such as StackOverflow. It needs to be functional, fast and scalable, just like SO, in order to be successful. What are the major challenges you would face in such a task? I'm looking for technical challenges rather than problems such as how to advertise it and stuff like that. (I'm not looking for ways of creating a new site to challenge SO; I'm just interested in how difficult it would be to create it if it didn't already exist.)

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  • Go From Social Glum to Guru at the Social Media Rally Station @ OOW

    - by Kristin Rose
    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:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} @OPN Partners,We have some #exciting news for you! Just when you thought Oracle OpenWorld #OOW couldn’t get any better; OPN wants to announce a little something called the Social Media Rally Station™. #OMG!Enough with the social talk, hash tags and @’s, since there will be plenty of that at Oracle OpenWorld! This awesome station full of experts is the opportunity you've been looking for to optimize your online presence. You’ll start by receiving an overall evaluation of where you stand online, and get customized, face-to-face, expert advice on how to better engage with your customers and find new prospects online! Here’s what will happen at the Social Media Rally Stations: 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:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Partners will check in with a Rally Coordinator who will assess your needs and move you to the appropriate station. You will take part in a Professional Photo Station where you’ll get a head shot to use on social profiles, your own website, or for articles and posts about your company. Finally, the One-2-One Station Consultants will walk you through how you’re using social media today and next steps including, Google Alerts, Google Analytics, Search Engine Optimization, LinkedIn, Twitter, Facebook, Google+ and more. Finally, this is a custom engagement so you can decide how you want to focus the time. Go from Social Media glum to guru in under 25 minutes! Oh and a few other things to remember… 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:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} These Social Media Rally Stations will be taking place on: Sunday, 9/30 from 3-5 p.m.PT at the Esplanade level, Moscone South and Monday, 10/1 from 10 a.m. – 6 p.m. PT at the OPN Lounge in Moscone South, Exhibit Hall Level Please wear professional attire from the waist up for your head-shot Bring any login info for your social platforms Come prepared with questions for our One-2-One Consultants! If you have any questions before the hitting the ground running at the Social Media Station™ sponsored by Oracle and provided by Channel Maven Consulting, or if you’d like to schedule some time while you’re at Oracle OpenWorld, send an email to [email protected]. Oh and don’t forget to RT this post on Twitter and ‘like’ us on Facebook to spread the word! #Thanks!See you around the social-sphere,#OPN

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  • Analyst Firm Gives Oracle Highest Rating for Local Government CRM

    - by michael.seback
    Gartner, Inc. has given Oracle a rating of "Strong Positive," the highest possible ranking, in its report "MarketScope for Local Government CRM Products." The report compares the offerings of nine providers of CRM commercial off-the-shelf software for local government agencies. Gartner notes that a provider receiving a Strong Positive ranking must be a "provider of strategic products, services or solutions..." and recommends that "customers continue with planned investments and potential customers consider this vendor a strong choice for strategic investments." "Local governments today face tough challenges as they are tasked with reducing costs while at the same time providing citizens with services and information more quickly and efficiently than ever before. Oracle is pleased to be recognized by Gartner with a Strong Positive rating in its 'MarketScope for Local Government CRM Products' report, as we believe it reflects our commitment to helping our public sector customers meet these challenges today and in the future," said Mark Johnson, senior vice president, Oracle Public Sector. Read the highlights.

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • System Center Capacity Planner 2007

    With a recent case that I need to design the system infrastructure as well as the hardware specification of a SharePoint farm for a client, so I go and find the SharePoint Capacity Planner (CP) 2007 to stimulate a user model.Before installting the SharePoint CP 2007, System Center CP is a prerequisite but unfortunity the Microsoft download page is _blank_:  Alternatively, I get the installer from a colleague. However, I face another problem while installing it: The installer...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • System Center Capacity Planner 2007

    - by Colt
    With a recent case that I need to design the system infrastructure as well as the hardware specification of a SharePoint farm for a client, so I go and find the SharePoint Capacity Planner (CP) 2007 to stimulate a user model.Before installting the SharePoint CP 2007, System Center CP is a prerequisite but unfortunity the Microsoft download page is _blank_:  Alternatively, I get the installer from a colleague. However, I face another problem while installing it: The installer has encountered an unexpected error installing this package. This may indicate a problem with the package. The error code is 2738.This issue is happened only in Vista, and the details and solution had been posted on TechNet: C:\Windows\System32\regsvr32 vbscript.dll I can download the SharePoint CP and continue my work now. :)

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Vertex Normals, Loading Mesh Data

    - by Ramon Johannessen
    My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh: Each vertex has 3 normals, each pointing a different direction. Of course loading in any type of mesh, potentially ones having thousands of vertices, I need to use indices and not duplicate shared verts. Currently, I'm just writing the normals to the vertex at the index that the FBX data tells me they go to, which has the effect of overwriting any previous normal data. But for lighting calculations I need more info, something that's equivalent to a normal per face, but I have no idea how this should be done. Do I average the 3 different verts' normals together or what?

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  • IOUC Summit: Open Arms and Cheese Shoes

    - by Justin Kestelyn
    Last week's International Oracle User Group Committee (IOUC) Summit at Oracle HQ was a high point of the past year, for a number of reasons: A "quorum" of Java User Group leaders, several Java Champions among them, were in attendance (Bert Breeman, Stephan Janssen, Dan Sline, Stephen Chin, Bruno Souza, Van Riper, and others), and it was great to get face time with them. Their guidance and advice about JavaOne and other things are always much appreciated. Mix in some Oracle ACE Directors (Debra Lilley, Dan Morgan, Sten Vesterli, and others), and you really have the making of a dynamic group. Stephan describes it best: "We (the JUG Leaders) discovered that behind the more formal dress code the ACE directors are actually as crazy as we are." (See link below for more.) Thanks to Bert's (NLJug) kindness, I am now the proud owner of a bonafide, straight-from-the-NL cheese shoe. How the heck did he get this through security? I suggest that you also read more robust reports from Stephan, Arun Gupta, and of course "Team Stanley."

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  • Calculating adjacent quads on a quad sphere

    - by Caius Eugene
    I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a terrain like surface. To solve the issue of cracks I want to be able to apply a geomitmap technique of triangle fanning on the edges of each quad, but in order to know the subdivision level of the adjacent quads I need to identify which quads are adjacent to each other. Does anyone know any approaches to computing and storing these adjacent quads for quick lookup? Also It's important that I know which direction they are in so I can easily adjust the correct edge.

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  • AI Game Programming : Bayesian Networks, how to make efficient?

    - by Mahbubur R Aaman
    We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the relationship between random variables for a given problem. These graphs aid in performing reasoning or decision making in the face of uncertainty. Here me, utilizing the monte carlo method and genetic algorithms. But tooks much time and sometimes crashes due to memory. Is there any way to implement efficiently?

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  • Java EE at JavaOne - A Few Picks from a Very Rich Line-up

    - by Janice J. Heiss
    A rich and diverse set of sessions cast a spotlight on Java EE at this year’s JavaOne, ranging from the popular Web Framework Smackdown, to Java EE 6 and Spring, to sessions exploring Java EE 7, and one on the implications of HTML5. Some of the world’s best EE architects and developers will be sharing their insight and expertise. If only I could be at ten places at once!BOF4149 - Web Framework Smackdown 2012    Markus Eisele - Principal IT Architect, msg systems ag    Graeme Rocher - Senior Staff Engineer, VMware    James Ward - Developer Evangelist, Heroku    Ed Burns - Consulting Member of Technical Staff, Oracle    Santiago Pericasgeertsen - Software Engineer, Oracle* Monday, Oct 1, 8:30 PM - 9:15 PM - Parc 55 - Cyril Magnin II/III Much has changed since the first Web framework smackdown, at JavaOne 2005. Or has it? The 2012 edition of this popular panel discussion surveys the current landscape of Web UI frameworks for the Java platform. The 2005 edition featured JSF, Webwork, Struts, Tapestry, and Wicket. The 2012 edition features representatives of the current crop of frameworks, with a special emphasis on frameworks that leverage HTML5 and thin-server architecture. Java Champion Markus Eisele leads the lively discussion with panelists James Ward (Play), Graeme Rocher (Grails), Edward Burns (JSF) and Santiago Pericasgeertsen (Avatar).CON6430 - Java EE and Spring Framework Panel Discussion    Richard Hightower - Developer, InfoQ    Bert Ertman - Fellow, Luminis    Gordon Dickens - Technical Architect, IT101, Inc.    Chris Beams - Senior Technical Staff, VMware    Arun Gupta - Technology Evangelist, Oracle* Tuesday, Oct 2, 10:00 AM - 11:00 AM - Parc 55 - Cyril Magnin II/III In the age of Java EE 6 and Spring 3, enterprise Java developers have many architectural choices, including Java EE 6 and Spring, but which one is right for your project? Many of us have heard the debate and seen the flame wars—it’s a topic with passionate community members, and it’s a vibrant debate. If you are looking for some level-headed discussion, grounded in real experience, by developers who have tried both, then come join this discussion. InfoQ’s Java editors moderate the discussion, and they are joined by independent consultants and representatives from both Java EE and VMWare/SpringSource.BOF4213 - Meet the Java EE 7 Specification Leads   Linda Demichiel - Consulting Member of Technical Staff, Oracle   Bill Shannon - Architect, Oracle* Tuesday, Oct 2, 5:30 PM - 6:15 PM – Parc 55 - Cyril Magnin II/III This is your chance to meet face-to-face with the engineers who are developing the next version of the Java EE platform. In this session, the specification leads for the leading technologies that are part of the Java EE 7 platform discuss new and upcoming features and answer your questions. Come prepared with your questions, your feedback, and your suggestions for new features in Java EE 7 and beyond.CON10656 - JavaEE.Next(): Java EE 7, 8, and Beyond    Ian Robinson - IBM Distinguished Engineer, IBM    Mark Little - JBoss CTO, NA    Scott Ferguson - Developer, Caucho Technology    Cameron Purdy - VP Development, Oracle*Wednesday, Oct 3, 4:30 PM - 5:30 PM - Parc 55 - Cyril Magnin II/IIIIn this session, hear from a distinguished panel of industry and open source luminaries regarding where they believe the Java EE community is headed, starting with Java EE 7. The focus of Java EE 7 and 8 is mostly on the cloud, specifically aiming to bring platform as a service (PaaS) providers and application developers together so that portable applications can be deployed on any cloud infrastructure and reap all its benefits in terms of scalability, elasticity, multitenancy, and so on. Most importantly, Java EE will leverage the modularization work in the underlying Java SE platform. Java EE will, of course, also update itself for trends such as HTML5, caching, NoSQL, ployglot programming, map/reduce, JSON, REST, and improvements to existing core APIs.CON7001 - HTML5 WebSocket and Java    Danny Coward - Java, Oracle*Wednesday, Oct 3, 4:30 PM - 5:30 PM - Parc 55 - Cyril Magnin IThe family of HTML5 technologies has pushed the pendulum away from rich client technologies and toward ever-more-capable Web clients running on today’s browsers. In particular, WebSocket brings new opportunities for efficient peer-to-peer communication, providing the basis for a new generation of interactive and “live” Web applications. This session examines the efforts under way to support WebSocket in the Java programming model, from its base-level integration in the Java Servlet and Java EE containers to a new, easy-to-use API and toolset that are destined to become part of the standard Java platform.

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  • Is there any difference between storing textures and baked lighting for environment meshes?

    - by Ben Hymers
    I assume that when texturing environments, one or several textures will be used, and the UVs of the environment geometry will likely overlap on these textures, so that e.g. a tiling brick texture can be used by many parts of the environment, rather than UV unwrapping the entire thing, and having several areas of the texture be identical. If my assumption is wrong, please let me know! Now, when thinking about baking lighting, clearly this can't be done the same way - lighting in general will be unique to every face so the environment must be UV unwrapped without overlap, and lighting must be baked onto unique areas of one or several textures, to give each surface its own texture space to store its lighting. My questions are: Have I got this wrong? If so, how? Isn't baking lighting going to use a lot of texture space? Will the geometry need two UV sets, one used for the colour/normal texture and one for the lighting texture? Anything else you'd like to add? :)

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  • Linux for web Development [closed]

    - by Mr.TAMER
    I usually used windows for developing desktop applications, but recently I've almost abandoned desktop apps and have been doing web development so much. I'm using many web technologies and languages, especially Ruby on Rails, and I'm facing too many problems using windows. Besides, I personally want to move to Linux. So, what's the most helpful and comfortable Linux distribution for web development? I have a short but handy experience using Ubuntu desktop, so I'm familiar with the generics of Linux (like -as a simple example- using the command line), and I don't have any problem in getting used to any distribution (I know I may face some difficulties, but again I have no problem), I only want the best one for web development (especially rails!!). If the question doesn't belong to this site, I'll be glad to migrate it to the appropriate one.

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  • MSDN Magazine May Issue is Live

    Editor's Note: This Way-Cool 'Internet' Doohickey It wasn't all that long ago that surfing meant grabbing a board and hanging 10. Keith Ward Silverlight Security: Securing Your Silverlight Applications Josh Twist explains the unique challenges developers face in securing Silverlight applications. He shows where to focus your efforts, concentrating on the key aspects of authentication and authorization. Josh Twist Now Playing: Building Custom Players with the Silverlight Media Framework...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How do people deal with Android fragmentation?

    - by Bill
    I've spent the past few years working on iOS apps, and I'm now giving some serious consideration to creating an Android port of one of my apps. I'm sure that complaints about fragmentation are a frustrating cliche to experienced Android programmers, but as an iOS programmer, I'm quite honestly overwhelmed by the number of configurations and devices that my app might end up running on. There are literally thousands of Android devices in the wild, but I know there are successful Android developers in the world and I know they're not testing or developing for thousands of different devices. So how can a relatively small company deal with fragmentation? Is it possible to pick the five or six most popular devices, focus on those and prevent the app from being installed on any other devices? Are there any other strategies for practically dealing with the number of different configurations an app will face?

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Is it possible to prioritize which folders get synced first when using Ubuntu One?

    - by Philippe
    I face the problem that u1 syncs my files to a given order. I'd like to change that order. Consider that: On a week end I work and I may also copy the content of my photo SD card onto my notebook. The next time I boot my work computer, I might be sitting there and waiting for some hours until U1 synced/downloaded all the photos to my workstation and the files I need for work are the last in the '--waiting' list. I don't mind if Ubuntu One is a slow downloader, I would be just happy if I could define that all files in a certain folder (and all of it subfolders) always need to be downloaded first. I'm aware that there was once the possibility to move some files to the beginning of the sync list. But that was a very clumsy way with providing the folder id etc. and in the current version of u1 I can't even find it any more. Any suggestions on how to prioritize always the same folder?

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  • Assembleur Intel avec NASM en mode protégé, par Etienne Sauvage

    Bonjour, Vous trouverez à cette adresse : http://esauvage.developpez.com/tutor...tel-avec-nasm/ un parcours du combattant, un cheminement de quelqu'un qui, partant d'à peu près rien, essaye d'arriver à pas beaucoup plus mais quand même. Ce n'est pas vraiment un tutoriel parce que ça n'a pas d'objectif précis, ce n'est pas un cours car c'est riche en approximations. C'est plutôt le suivi d'un trappeur face à l'immensité canadienne. Néanmoins, comme j'ai remarqué que visiblement et contre toute attente, ça intéresse des gens, je crée cette discussion afin de recueillir les retours éventuels. Cordialement, Le chevalie...

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  • Game Physics: Implementing Normal Reaction from ground correctly

    - by viraj
    I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the floor, a normal reaction is exerted by the floor. I face the following problem: If the character is initially at a height, he acquires velocity in the -Y direction. Thus, when he hits the floor, he falls through even though normal force is being exerted. I could fix this by setting the Y velocity to 0, and placing him above the floor if he has collided with it. But this often leads to the character getting stuck in the floor or bouncing around it. Is there a better approach ?

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  • A New Experience

    - by Calum
    So a couple of weeks ago, after a fraction over 12 years, I bade farewell to the Solaris Desktop team to join the team whose blog you're reading now: Oracle's Systems Experience Design team, known internally as sxDesign, which has a wider but still largely Solaris-focused usability remit.1 There's been a good deal of overlap and collaboration between the two teams over the years anyway, so it's not exactly a step into the unknown. The elders among you might remember a GNOME 1.4 usability study I presented at GUADEC in 2001, for example, which was primarily the handiwork of a previous incarnation of sxDesign… I pretty much just turned up at the end to steal the glory for the Desktop team. In your face, people I'm going to be working with now!2 1 A move I was first approached about making in about 2003, I think… who says I'm rubbish at making snap decisions? 2 I'm not really. They all left years ago.

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  • A New Experience

    - by Calum
    So a couple of weeks ago, after a fraction over 12 years, I bade farewell to the Solaris Desktop team to join Oracle's Systems Experience Design team, known internally as sxDesign, which has a wider but still largely Solaris-focused usability remit.1 There's been a good deal of overlap and collaboration between the two teams over the years anyway, so it's not exactly a step into the unknown. The elders among you might remember a GNOME 1.4 usability study I presented at GUADEC in 2001, for example, which was primarily the handiwork of a previous incarnation of sxDesign… I pretty much just turned up at the end to steal the glory for the Desktop team. In your face, people I'm going to be working with now!2 1 A move I was first approached about making in about 2003, I think… who says I'm rubbish at making snap decisions? 2 I'm not really. They all left years ago.

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  • data maintenance/migrations in image based sytems

    - by User
    Web applications usually have a database. The code and the database work hand in hand together. Therefore Frameworks like Ruby on Rails and Django create migration files Sure there are also servers written in Self or Smalltalk or other image-based systems that face the same problem: Code is not written on the server but in a separate image of the programmer. How do these systems deal with a changing schema, changing classes/prototypes. Which way do the migrations go? Example: What is the process of a new attribute going from programmer's idea to the server code and all objects? I found the Gemstone/S manual chapter 8 but it does not really talk about the process of shipping code to the server.

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  • Cowboy Agile?

    - by Robert May
    In a previous post, I outlined the rules of Scrum.  This post details one of those rules. I’ve often heard similar phrases around Scrum that clue me in to someone who doesn’t understand Scrum.  The phrases go something like this: “We don’t do Agile because the idea of letting people just do whatever they want is wrong.  We believe in a more structured approach.” (i.e. Work is Prison, and I’m the Warden!) “I love Agile.  Agile lets us do whatever we want!” (Cowboy Agile?) “We’re Agile, but we use a process that I’ve created.” (Cowboy Agile?) All of those phrases have one thing in common:  The assumption that Agile, and I mean Scrum, lets you do whatever you want.  This is simply not true. Executing Scrum properly requires more dedication, rigor, and diligence than happens in most traditional development methods. Scrum and Waterfall Compared Since Scrum and Waterfall are two of the most commonly used methodologies, a little bit of contrasting and comparing is in order. Waterfall Scrum A project manager defines all tasks and then manages the tasks that team members are working on. The team members define the tasks and estimates of the stories for the current iteration.  Any team member may work on any task in the iteration. Usually only a few milestones that need to be met, the milestones are measured in months, and these milestones are expected to be missed.  Little work is ever done to improve estimates and poor estimators can hide behind high estimates. Stories must be delivered every iteration, milestones are measured in hours, and the team is expected to figure out why their estimates were wrong, even when they were under.  Repeated misses can get the entire team fired. Partially completed work is normal. Partially completed work doesn’t count. Nobody knows the task you’re working on. Everyone knows what you’re working on, whether or not you’re making progress and how much longer you think its going to take, in hours. Little requirement to show working code.  Prototypes are ok. Working code must be shown each iteration.  No smoke and mirrors allowed.  Testing is done in lengthy cycles at the end of development.  Developers aren’t held accountable. Testing is part of the team.  If the testers don’t accept the story as complete, the team can’t count it.  Complete means that the story’s functionality works as designed.  The team can’t have any open defects on the story. Velocity is rarely truly measured and difficult to evaluate. Velocity is integral to the process and can be seen at a glance and everyone in the company knows what it is. A business analyst writes requirements.  Designers mock up screens.  Developers hide behind “I did it just like the spec doc told me to and made the screen exactly like the picture” Developers are expected to collaborate in real time.  If a design is bad or lacks needed details, the developers are required to get it right in the iteration, because all software must be functional.  Designers and Business Analysts are part of the team and must do their work in iterations slightly ahead of the developers. Upper Management is often surprised.  “You told me things were going well two months ago!” Management receives updates at the end of every iteration showing them exactly what the team did and how that compares to what' is remaining in the backlog.  Managers know every iteration what their money is buying. Status meetings are rare or don’t occur.  Email is a primary form of communication. Teams coordinate every single day with each other and use other high bandwidth communication channels to make sure they’re making progress.  Email is used only as a last resort.  Instead, team members stand up, walk to each other, and talk, face to face.  If that’s not possible, they pick up the phone. IF someone asks what happened, its at the end of a lengthy development cycle measured in months, and nobody really knows why it happened. Someone asks what happened every iteration.  The team talks about what happened, and then adapts to make sure that what happened either never happens again or happens every time.   That’s probably enough for now.  As you can see, a lot is required of Scrum teams! One of the key differences in Scrum is that the burden for many activities is shifted to a group of people who share responsibility, instead of a single person having responsibility.  This is a very good thing, since small groups usually come up with better and more insightful work than single individuals.  This shift also results in better velocity.  Team members can take vacations and the rest of the team simply picks up the slack.  With Waterfall, if a key team member takes a vacation, delays can ensue. Scrum requires much more out of every team member and as a result, Scrum teams outperform non-Scrum teams working 60 hour weeks. Recommended Reading Everyone considering Scrum should read Mike Cohn’s excellent book, User Stories Applied. Technorati Tags: Agile,Scrum,Waterfall

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