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  • Project migration tips [closed]

    - by Shirish11
    I would like to know what all things are to be considered when your client asks for Project Migration to a different language / version. Migrating an existing project to a higher version is not going to be much of a trouble. Have to take care of some system files, some settings changes and if version specific components included then search for them to comply with the newer version. I understand why you need to migrate projects to newer versions mostly for overcoming the drawbacks of current version. But I have absolutely no idea how to go about language migration. Any help on this is appreciated . Moreover is language migration a healthy idea?

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  • Oracle ADF Mobile - Develop iOS and Android Mobile Applications with Oracle ADF

    - by Shay Shmeltzer
    We are very happy to announce the release of Oracle ADF Mobile.  The new Oracle ADF Mobile enables developers to build applications that run on iOS and Android devices. Several unique aspects to Oracle ADF Mobile solution: Develop once run on many - same code base used for both iOS and Android applicaitons Uses Java - no need to learn device specific languages Leverage ADF - same concepts you are familiar with (component based UI construction, taskflow, data controls) Leverage JDeveloper - same development environment you know, same declarative and visual style. Create native looking applications - HTML 5 based UI components (that you can also skin) Use device services - Leverage the camera, SMS, location, contact etc without learning device specific APIs Create Hybrid applications - run on the device and able to consume remote data and UI if needed Here is the 3 minute introduction Oracle ADF Mobile is available as an extension to Oracle JDeveloper 11.1.2.3 - use the help->check for updates to install it. Then head over to the Oracle ADF Mobile page for all the resources you need. If you are an Oracle ADF developer, it's time to update your resume - you are now a mobile device developer too :-)

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  • TDD with limited resources

    - by bunglestink
    I work in a large company, but on a just two man team developing desktop LOB applications. I have been researching TDD for quite a while now, and although it is easy to realize its benefits for larger applications, I am having a hard time trying to justify the time to begin using TDD on the scale of our applications. I understand its advantages in automating testing, improving maintainability, etc., but on our scale, writing even basic unit tests for all of our components could easily double development time. Since we are already undermanned with extreme deadlines, I am not sure what direction to take. While other practices such as agile iterative development make perfect since, I am kind of torn over the productivity trade-offs of TDD on a small team. Are the advantages of TDD worth the extra development time on small teams with very tight schedules?

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  • Using Hadooop (HDInsight) with Microsoft - Two (OK, Three) Options

    - by BuckWoody
    Microsoft has many tools for “Big Data”. In fact, you need many tools – there’s no product called “Big Data Solution” in a shrink-wrapped box – if you find one, you probably shouldn’t buy it. It’s tempting to want a single tool that handles everything in a problem domain, but with large, complex data, that isn’t a reality. You’ll mix and match several systems, open and closed source, to solve a given problem. But there are tools that help with handling data at large, complex scales. Normally the best way to do this is to break up the data into parts, and then put the calculation engines for that chunk of data right on the node where the data is stored. These systems are in a family called “Distributed File and Compute”. Microsoft has a couple of these, including the High Performance Computing edition of Windows Server. Recently we partnered with Hortonworks to bring the Apache Foundation’s release of Hadoop to Windows. And as it turns out, there are actually two (technically three) ways you can use it. (There’s a more detailed set of information here: http://www.microsoft.com/sqlserver/en/us/solutions-technologies/business-intelligence/big-data.aspx, I’ll cover the options at a general level below)  First Option: Windows Azure HDInsight Service  Your first option is that you can simply log on to a Hadoop control node and begin to run Pig or Hive statements against data that you have stored in Windows Azure. There’s nothing to set up (although you can configure things where needed), and you can send the commands, get the output of the job(s), and stop using the service when you are done – and repeat the process later if you wish. (There are also connectors to run jobs from Microsoft Excel, but that’s another post)   This option is useful when you have a periodic burst of work for a Hadoop workload, or the data collection has been happening into Windows Azure storage anyway. That might be from a web application, the logs from a web application, telemetrics (remote sensor input), and other modes of constant collection.   You can read more about this option here:  http://blogs.msdn.com/b/windowsazure/archive/2012/10/24/getting-started-with-windows-azure-hdinsight-service.aspx Second Option: Microsoft HDInsight Server Your second option is to use the Hadoop Distribution for on-premises Windows called Microsoft HDInsight Server. You set up the Name Node(s), Job Tracker(s), and Data Node(s), among other components, and you have control over the entire ecostructure.   This option is useful if you want to  have complete control over the system, leave it running all the time, or you have a huge quantity of data that you have to bulk-load constantly – something that isn’t going to be practical with a network transfer or disk-mailing scheme. You can read more about this option here: http://www.microsoft.com/sqlserver/en/us/solutions-technologies/business-intelligence/big-data.aspx Third Option (unsupported): Installation on Windows Azure Virtual Machines  Although unsupported, you could simply use a Windows Azure Virtual Machine (we support both Windows and Linux servers) and install Hadoop yourself – it’s open-source, so there’s nothing preventing you from doing that.   Aside from being unsupported, there are other issues you’ll run into with this approach – primarily involving performance and the amount of configuration you’ll need to do to access the data nodes properly. But for a single-node installation (where all components run on one system) such as learning, demos, training and the like, this isn’t a bad option. Did I mention that’s unsupported? :) You can learn more about Windows Azure Virtual Machines here: http://www.windowsazure.com/en-us/home/scenarios/virtual-machines/ And more about Hadoop and the installation/configuration (on Linux) here: http://en.wikipedia.org/wiki/Apache_Hadoop And more about the HDInsight installation here: http://www.microsoft.com/web/gallery/install.aspx?appid=HDINSIGHT-PREVIEW Choosing the right option Since you have two or three routes you can go, the best thing to do is evaluate the need you have, and place the workload where it makes the most sense.  My suggestion is to install the HDInsight Server locally on a test system, and play around with it. Read up on the best ways to use Hadoop for a given workload, understand the parts, write a little Pig and Hive, and get your feet wet. Then sign up for a test account on HDInsight Service, and see how that leverages what you know. If you're a true tinkerer, go ahead and try the VM route as well. Oh - there’s another great reference on the Windows Azure HDInsight that just came out, here: http://blogs.msdn.com/b/brunoterkaly/archive/2012/11/16/hadoop-on-azure-introduction.aspx  

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  • ISACA Webcast follow up: Managing High Risk Access and Compliance with a Platform Approach to Privileged Account Management

    - by Darin Pendergraft
    Last week we presented how Oracle Privileged Account Manager (OPAM) could be used to manage high risk, privileged accounts.  If you missed the webcast, here is a link to the replay: ISACA replay archive (NOTE: you will need to use Internet Explorer to view the archive) For those of you that did join us on the call, you will know that I only had a little bit of time for Q&A, and was only able to answer a few of the questions that came in.  So I wanted to devote this blog to answering the outstanding questions.  Here they are. 1. Can OPAM track admin or DBA activity details during a password check-out session? Oracle Audit Vault is monitoring these activities which can be correlated to check-out events. 2. How would OPAM handle simultaneous requests? OPAM can be configured to allow for shared passwords.  By default sharing is turned off. 3. How long are the passwords valid?  Are the admins required to manually check them in? Password expiration can be configured and set in the password policy according to your corporate standards.  You can specify if you want forced check-in or not. 4. Can 2-factor authentication be used with OPAM? Yes - 2-factor integration with OPAM is provided by integration with Oracle Access Manager, and Oracle Adaptive Access Manager. 5. How do you control access to OPAM to ensure that OPAM admins don't override the functionality to access privileged accounts? OPAM provides separation of duties by using Admin Roles to manage access to targets and privileged accounts and to control which operations admins can perform. 6. How and where are the passwords stored in OPAM? OPAM uses Oracle Platform Security Services (OPSS) Credential Store Framework (CSF) to securely store passwords.  This is the same system used by Oracle Applications. 7. Does OPAM support hierarchical/level based privileges?  Is the log maintained for independent review/audit? Yes. OPAM uses the Fusion Middleware (FMW) Audit Framework to store all OPAM related events in a dedicated audit database.  8. Does OPAM support emergency access in the case where approvers are not available until later? Yes.  OPAM can be configured to release a password under a "break-glass" emergency scenario. 9. Does OPAM work with AIX? Yes supported UNIX version are listed in the "certified component section" of the UNIX connector guide at:http://docs.oracle.com/cd/E22999_01/doc.111/e17694/intro.htm#autoId0 10. Does OPAM integrate with Sun Identity Manager? Yes.  OPAM can be integrated with SIM using the REST  APIs.  OPAM has direct integration with Oracle Identity Manager 11gR2. 11. Is OPAM available today and what does it cost? Yes.  OPAM is available now.  Ask your Oracle Account Manager for pricing. 12. Can OPAM be used in SAP environments? Yes, supported SAP version are listed in the "certified component section" of the SAP  connector guide here: http://docs.oracle.com/cd/E22999_01/doc.111/e25327/intro.htm#autoId0 13. How would this product integrate, if at all, with access to a particular field in the DB that need additional security such as SSN's? OPAM can work with DB Vault and DB Firewall to provide the fine grained access control for databases. 14. Is VM supported? As a deployment platform Oracle VM is supported. For further details about supported Virtualization Technologies see Oracle Fusion Middleware Supported System configurations here: http://www.oracle.com/technetwork/middleware/ias/downloads/fusion-certification-100350.html 15. Where did this (OPAM) technology come from? OPAM was built by Oracle Engineering. 16. Are all Linux flavors supported?  How about BSD? BSD is not supported. For supported UNIX version see the "certified component section" of the UNIX connector guide http://docs.oracle.com/cd/E22999_01/doc.111/e17694/intro.htm#autoId0 17. What happens if users don't check passwords in at the end of a work task? In OPAM a time frame can be defined how long a password can be checked out. The security admin can force a check-in at any given time. 18. is MySQL supported? Yes, supported DB version are listed in the "certified component section" of the DB connector guide here: http://docs.oracle.com/cd/E22999_01/doc.111/e28315/intro.htm#BABGJJHA 19. What happens when OPAM crashes and you need to use the password? OPAM can be configured for high availability, but if required, OPAM data can be backed up/recovered.  See the OPAM admin guide. 20. Is OPAM Standalone product or does it leverage other components from IDM? OPAM can be run stand-alone, but will also leverage other IDM components

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  • Relaunch: Help & Support Center

    - by Axinom
    More content, more interactivity, more social media: new help & support center for AxCMS.net collects all available information and news around AxCMS.net installation, deployment, development, and usage. Web: http://help.axcms.net/ Free download: http://www.AxCMS.net New chapter "Basic Concepts" is designed to provide users with an introduction and understanding of AxCMS.net. You will be introduced to the different AxCMS.net components, elements, use of built-in features such as categories and relations, deployment, workflow and security topics. This information forms a self-study guide as an introduction to AxCMS.net

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  • Web Frameworks caring about persistence?

    - by Mik378
    I have noticed that Play! Framework encompasses persistence strategy (like JPA etc...) Why would a web framework care about persistence ?! Indeed, this would be the job of the server-sides components (like EJB etc...), wouldn't this? Otherwise, client would be too coupled with server's business logic. UPDATE: One answer would be : it's more likely used for simple application including itself the whole business logics. However, for large applications with well-designed layers(services, domain, DAO's etc..), persistence is not recommended within web client layer since there would be several different web(or not) clients.

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

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  • Ubuntu suddenly won't boot on a Mac

    - by emchristiansen
    I installed 11.10 in dual-boot mode following instructions here: https://help.ubuntu.com/community/MactelSupportTeam/AppleIntelInstallation Everything worked fine, until I recently updated from Mac OS 10.6.x to the latest 10.6.x (this was a minor update prompted by OS X). The update made the rEFIt screen disappear, so I ran Boot Repair and reinstalled rEFIt and everything worked. I accidentally left my computer without power while booted into Ubuntu, until it presumably died or hibernated itself. I have been unable to boot into Ubuntu since. I didn't see the GRUB screen when I selected Linux the rEFIt chooser. Then I reinstalled rEFIt and the Linux option disappeared from the rEFIt chooser. This is a link to the boot info collected by Boot Repair: http://paste.ubuntu.com/755543/ Any help would be appreciated, especially an explanation of what all these components are (EFI, MBR, GPT, GRUB), where they live on disk, how the system knows to find each component, and how they relate to each other. Thanks!

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  • Oracle E-Business Suite 12 Certified on Additional Linux Platforms

    - by John Abraham
    As a follow up to our original certification announcement regarding Oracle Linux 6, Oracle E-Business Suite Release 12 (12.1.1 and higher) is now certified on the following additional Linux x86/x86-64 operating systems: Oracle Linux 6 (32-bit) Red Hat Enterprise Linux 6 (32-bit) Red Hat Enterprise Linux 6 (64-bit) Novell SUSE Linux Enterprise Server (SLES) version 11 (64-bit) New installations of the E-Business Suite on these operating systems require version 12.1.1 of the Release 12 media.  Cloning of existing 12.1 Linux environments to this new OS is also certified using the standard Rapid Clone process. There are specific requirements to upgrade technology components such as the Oracle Database (to 11gR2) and Fusion Middleware as necessary. These and other requirements are noted in the Installation and Upgrade Notes (IUN) below. References Oracle E-Business Suite Installation and Upgrade Notes Release 12 (12.1.1) for Linux x86-64 (My Oracle Support Document 761566.1) Oracle E-Business Suite Installation and Upgrade Notes Release 12 (12.1.1) for Linux x86 (My Oracle Support Document 761564.1) Cloning Oracle Applications Release 12 with Rapid Clone (My Oracle Support Document 406982.1) Interoperability Notes Oracle E-Business Suite Release 12 with Oracle Database 11g Release 2 (11.2.0) (My Oracle Support Document 1058763.1) Oracle Linux website

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  • PARTNER WEBCAST : Nimble SmartStack for Oracle with Cisco UCS (Nov 12)

    - by Zeynep Koch
    You are invited to the live webcast with Nimble Storage, Oracle and Cisco where we will talk about the new SmartStack solution from Nimble Storage that features Oracle Linux, Oracle VM and Cisco UCS products. When : Tuesday, November 12, 2013, 11:00 AM Pacific Time Panelists: Michele Resta, Director of Linux and Virtualization Alliances, Oracle John McAbel, Senior Product Manager, Cisco Ibby Rahmani, Solutions Marketing, Nimble Storage SmartStack™solutions provide pre-validated reference architectures that speed deployments and minimize risk. All SmartStack solutions incorporate Cisco UCS as the compute and network infrastructure. In this webinar, you will learn how Nimble Storage SmartStack with Oracle and Cisco provides a converged infrastructure for Oracle Database environments with Oracle Linux and Oracle VM. SmartStack, built on best-of-breed components, delivers the performance and reliability needed for deploying Oracle on a single symmetric multiprocessing (SMP) server or Oracle Real Application Clusters (RAC) on multiple nodes.  Register today 

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  • Exam 70-518 Pro: Designing and Developing Windows Applications Using Microsoft .NET Framework 4

    - by Raghuraman Kanchi
    Today I noticed some topics from questions in the beta exam 70-518 which stumped me. I am just mentioning the topics below for future understanding and reference. This exam made me feel as if I was attempting questions about .NET 4.0 Framework. 1. Content-based vs. context-based filtered routing – Deciding the nearest Geographical Database. 2. Choosing an appropriate strategy for communicating with COM components, mainframe services 3. Microsoft Sync Framework 4. PLINQ 5. Difference between Dispatcher.BeginInvoke and Dispatcher.Invoke 6. Accessibility Testing/Scalability Testing (This objective may include but is not limited to: recommending functional testing, recommending reliability testing (performance testing, stress testing, scalability testing, duration testing)) 7. profiling, tracing, performance counters, audit trails 8. local vs. centralized reporting

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  • CVE-2014-0591 Buffer Errors vulnerability in Bind

    - by Ritwik Ghoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2014-0591 Buffer Errors vulnerability 2.6 Bind Solaris 10 Patches planned but not yet available Solaris 11.1 11.1.19.6.0 Solaris 8 Patches planned but not yet available Solaris 9 Patches planned but not yet available Please Note: The patches mentioned above will upgrade Bind to 9.6-ESV-R11. The fix for CVE-2014-0591 was initially distributed via 9.6-ESV-R10-P2 as described at our previous blog post. This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • How Does AutoPatch Handle Shared E-Business Suite Products?

    - by Steven Chan
    Space... is big. Really big. You just won't believe how vastly hugely mindbogglingly big it is.~ Douglas AdamsDouglas Adams could have been talking about the E-Business Suite.  Depending upon whom you ask (and how you count them), there are between 200 to 240 products in Oracle E-Business Suite.  The products that make up Oracle E-Business Suite are tightly integrated. Some of these products are known as shared or dependent products. Installed and registered automatically by Rapid Install, such products depend on components from other products for full functionality.For example:General Ledger (GL) depends on Application Object Library (FND) and Oracle Receivables (AR)Inventory (INV) depends on FND and GLReceivables (AR) depends on FND, INV, and GLIt can sometimes be challenging to craft a patching strategy for these types of product dependencies.  To help you with that, our Applications Database (AD) team has recently published a new document that describes the actions AutoPatch takes with shared Oracle E-Business Suite products:Patching Shared Oracle E-Business Suite Products (Note 1069099.1)

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  • Oracle ADF Mobile is Here!

    - by Dana Singleterry
    Oracle ADF Mobile is production today! The full press release is now available. Oracle ADF Mobile is "An HTML5 & Java Based Framework for Developing Mobile Applications". Check out the Oracle Technology Network ADF Mobile homepage for all the details. Additional links to assist with your ADF Mobile Development include: Oracle® Fusion Middleware Mobile Developer's Guide for Oracle Application Development Framework 11g Release 2 (11.1.2.3.0) ADF Mobile Framework Tag Library Oracle Fusion Middleware Java API Reference for Oracle ADF Mobile A couple of blogs to follow with ADF Mobile demos can be found here: Oracle ADF Mobile - Develop iOS and Android Mobile Applications with Oracle ADF Developing with Oracle ADF Mobile and ADF Business Components Backend

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  • WebCenter Content (WCC) Trace Sections

    - by Kevin Smith
    Kyle has a good post on how to modify the size and number of WebCenter Content (WCC) trace files. His post reminded me I have been meaning to write a post on WCC trace sections for a while. searchcache - Tells you if you query was found in the WCC search cache. searchquery - Shows the processing of the query as it is converted form what the user submitted to the end query that will be sent to the database. Shows conversion from the universal query syntax to the syntax specific to the search solution WCC is configured to use. services (verbose) - Lists the filters that are called for each service. This will let you know what filters are available for each service and will also tell you what filters are used by WCC add-on components and any custom components you have installed. The How To Component Sample has a list of filters, but it has not been updated since 7.5, so it is a little outdated now. With each new release WCC adds more filters. If you have a filter that has no code attached to it you will see output like this: services/6    09.25 06:40:26.270    IdcServer-423    Called filter event computeDocName with no filter plugins registered When a WCC add-on or custom component uses a filter you will see trace output like this: services/6    09.25 06:40:26.275    IdcServer-423    Calling filter event postValidateCheckinData on class collections.CollectionValidateCheckinData with parameter postValidateCheckinDataservices/6    09.25 06:40:26.275    IdcServer-423    Calling filter event postValidateCheckinData on class collections.CollectionFilters with parameter postValidateCheckinData As you can see from this sample output it is possible to have multiple code points using the same filter. systemdatabase - Dumps the database call AFTER it executes. This can be somewhat troublesome if you are trying to track down some weird database problems. We had a problem where WCC was getting into a deadlock situation. We turned on the systemdatabase trace section and thought we had the problem database call, but it turned out since it printed out the database call after it was executed we were looking at the database call BEFORE the one causing the deadlock. We ended up having to turn on tracing at the database level to see the database call WCC was making that was causing the deadlock. socketrequests (verbose) - dumps the actual messages received and sent over the socket connection by WCC for a service. If you have gzip enabled you will see junk on the response coming back from WCC. For debugging disable the gzip of the WCC response.Here is an example of the dump of the request for a GET_SEARCH_RESULTS service call. socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: REMOTE_USER=sysadmin.USER-AGENT=Java;.Stel socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: lent.CIS.11g.CONTENT_TYPE=text/html.HEADER socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: _ENCODING=UTF-8.REQUEST_METHOD=POST.CONTEN socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: T_LENGTH=270.HTTP_HOST=CIS.$$$$.NoHttpHead socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: ers=0.IsJava=1.IdcService=GET_SEARCH_RESUL socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: [email protected] socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: calData.SortField=dDocName.ClientEncoding= socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: UTF-8.IdcService=GET_SEARCH_RESULTS.UserTi socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: meZone=UTC.UserDateFormat=iso8601.SortDesc socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: =ASC.QueryText=dDocType..matches..`Documen socketrequests/6 09.25 06:46:02.501 IdcServer-6 request: t`.@end. userstorage, jps - Provides trace details for user authentication and authorization. Includes information on the determination of what roles and accounts a user has access to. In 11g a new trace section, jps, was added with the addition of the JpsUserProvider to communicate with WebLogic Server. The WCC developers decide when to use the verbose option for their trace output, so sometime you need to try verbose to see what different information you get. One of the things I would always have liked to see if the ability to turn on verbose output selectively for individual trace sections. When you turn on verbose output you get it for all trace sections you have enabled. This can quickly fill up your trace files with a lot of information if you have the socket trace section turned on.

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  • Multiple vulnerabilities in Mozilla Firefox

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-2372 Permissions, Privileges, and Access Controls vulnerability 3.5 Firefox web browser Solaris 11 11/11 SRU 3 Solaris 10 Contact Support CVE-2011-2995 Denial of Service (DoS) vulnerability 10.0 CVE-2011-2997 Denial of Service (DoS) vulnerability 10.0 CVE-2011-3000 Improper Control of Generation of Code ('Code Injection') vulnerability 4.3 CVE-2011-3001 Permissions, Privileges, and Access Controls vulnerability 4.3 CVE-2011-3002 Denial of Service (DoS) vulnerability 9.3 CVE-2011-3003 Denial of Service (DoS) vulnerability 10.0 CVE-2011-3004 Improper Input Validation vulnerability 4.3 CVE-2011-3005 Denial of Service (DoS) vulnerability 9.3 CVE-2011-3232 Improper Control of Generation of Code ('Code Injection') vulnerability 9.3 CVE-2011-3648 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2011-3650 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2011-3651 Denial of Service (DoS) vulnerability 10.0 CVE-2011-3652 Denial of Service (DoS) vulnerability 10.0 CVE-2011-3654 Denial of Service (DoS) vulnerability 10.0 CVE-2011-3655 Improper Control of Generation of Code ('Code Injection') vulnerability 9.3 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. 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