Search Results

Search found 4531 results on 182 pages for '2d guy'.

Page 75/182 | < Previous Page | 71 72 73 74 75 76 77 78 79 80 81 82  | Next Page >

  • Improve C function performance with cache locality?

    - by Christoper Hans
    I have to find a diagonal difference in a matrix represented as 2d array and the function prototype is int diagonal_diff(int x[512][512]) I have to use a 2d array, and the data is 512x512. This is tested on a SPARC machine: my current timing is 6ms but I need to be under 2ms. Sample data: [3][4][5][9] [2][8][9][4] [6][9][7][3] [5][8][8][2] The difference is: |4-2| + |5-6| + |9-5| + |9-9| + |4-8| + |3-8| = 2 + 1 + 4 + 0 + 4 + 5 = 16 In order to do that, I use the following algorithm: int i,j,result=0; for(i=0; i<4; i++) for(j=0; j<4; j++) result+=abs(array[i][j]-[j][i]); return result; But this algorithm keeps accessing the column, row, column, row, etc which make inefficient use of cache. Is there a way to improve my function?

    Read the article

  • Creating a multi-tenant application using PostgreSQL's schemas and Rails

    - by ramon.tayag
    Stuff I've already figured out I'm learning how to create a multi-tenant application in Rails that serves data from different schemas based on what domain or subdomain is used to view the application. I already have a few concerns answered: How can you get subdomain-fu to work with domains as well? Here's someone that asked the same question which leads you to this blog. What database, and how will it be structured? Here's an excellent talk by Guy Naor, and good question about PostgreSQL and schemas. I already know my schemas will all have the same structure. They will differ in the data they hold. So, how can you run migrations for all schemas? Here's an answer. Those three points cover a lot of the general stuff I need to know. However, in the next steps I seem to have many ways of implementing things. I'm hoping that there's a better, easier way. Finally, to my question When a new user signs up, I can easily create the schema. However, what would be the best and easiest way to load the structure that the rest of the schemas already have? Here are some questions/scenarios that might give you a better idea. Should I pass it on to a shell script that dumps the public schema into a temporary one, and imports it back to my main database (pretty much like what Guy Naor says in his video)? Here's a quick summary/script I got from the helpful #postgres on freenode. While this will probably work, I'm gonna have to do a lot of stuff outside of Rails, which makes me a bit uncomfortable.. which also brings me to the next question. Is there a way to do this straight from Ruby on Rails? Like create a PostgreSQL schema, then just load the Rails database schema (schema.rb - I know, it's confusing) into that PostgreSQL schema. Is there a gem/plugin that has these things already? Methods like "create_pg_schema_and_load_rails_schema(the_new_schema_name)". If there's none, I'll probably work at making one, but I'm doubtful about how well tested it'll be with all the moving parts (especially if I end up using a shell script to create and manage new PostgreSQL schemas). Thanks, and I hope that wasn't too long! UPDATE May 11, 2010 11:26 GMT+8 Since last night I've been able to get a method to work that creates a new schema and loads schema.rb into it. Not sure if what I'm doing is correct (seems to work fine, so far) but it's a step closer at least. If there's a better way please let me know. module SchemaUtils def self.add_schema_to_path(schema) conn = ActiveRecord::Base.connection conn.execute "SET search_path TO #{schema}, #{conn.schema_search_path}" end def self.reset_search_path conn = ActiveRecord::Base.connection conn.execute "SET search_path TO #{conn.schema_search_path}" end def self.create_and_migrate_schema(schema_name) conn = ActiveRecord::Base.connection schemas = conn.select_values("select * from pg_namespace where nspname != 'information_schema' AND nspname NOT LIKE 'pg%'") if schemas.include?(schema_name) tables = conn.tables Rails.logger.info "#{schema_name} exists already with these tables #{tables.inspect}" else Rails.logger.info "About to create #{schema_name}" conn.execute "create schema #{schema_name}" end # Save the old search path so we can set it back at the end of this method old_search_path = conn.schema_search_path # Tried to set the search path like in the methods above (from Guy Naor) # conn.execute "SET search_path TO #{schema_name}" # But the connection itself seems to remember the old search path. # If set this way, it works. conn.schema_search_path = schema_name # Directly from databases.rake. # In Rails 2.3.5 databases.rake can be found in railties/lib/tasks/databases.rake file = "#{Rails.root}/db/schema.rb" if File.exists?(file) Rails.logger.info "About to load the schema #{file}" load(file) else abort %{#{file} doesn't exist yet. It's possible that you just ran a migration!} end Rails.logger.info "About to set search path back to #{old_search_path}." conn.schema_search_path = old_search_path end end

    Read the article

  • What can I do to improve a project if there is a no-listening situation. Developers vs Management

    - by NazGul
    Hi all, I hope that I'm not the only one and I can get a answer from someone with more experience than me, so I can think cleaner and I don't get depressed with this developer's life. I'm working as developer for a small company three years now. In that three years I'm working in the same project and sincerely, I think this project could be used as a CASE STUDY because it has all the situations that cannot happen in a project and that makes a project fails. To begin with, and I believe you've already noticed, the project has 3 years already (develoment only) and is still unfinished, because in every meeting there is a "new priority" ,or a "new problem" to be solve or a "new feature" to be add. So, first problem is no target set. How can you know when something is finished if you don't know what you want? I understand Management, because they see an oportunity and try to get that, but I don't understand how can they not see (or hear us) that they'll lose all they already have and what they'll eventually get. Second, there is no team group. My team consists of three people, a Senior Developer, a DBA and, finally, I for all the work (support, testing, new features, bug fixing, meeting, projet management of clients, etc) aka Junior Developer. The first (senior developer), does not perform any tests on his changes, so, most of the time, his changes give us problems (us = me, since I'm the one who will fix it). The second (DBA) is an uncompromising person and you can not talk to him, believe me, I tried! In his view, everything he does is fantastic... even if it is the most complicated to make it... And he does everything he wants, even if we need that only for 5 months later and would help some extra-hand to do the things we have to do for now. As you can see, there is very hard to work with no help... Third, there is no testings. Every... I repeat, Every release of the project, the customers wants to kill us, because there is a lot of bugs. Management? They say that they want tests before the release. Us? We say the same. Time? No time. Management? There is always some time to open the application and click in some buttons. Us? Try to explain that it is not so simple. Management doesn't care... end of story. Actually, must of the bugs could be avoid with a rigorous work... Some people just want to do the show to the Management. "Did you ask for this? Cool, it's done. Bugs? The Do-all-the-work guy will solve." Unfortunally for me, sometimes the Do-all-the-work also has to finish it. And to makes this all better, I'm the person who will listen the complaints from the customers. Cool, huh? I know, everyone makes mistakes. But there is mistakes and mistakes... To complete, in the Management view, "the problem is the lack of an individual project management", because we cannot do all the stuff they ask, even if there is no PM for the project itself. And ask us to work overtime without any reward... I do say all this stuff to the management and others members, but by telling this, the I'm the bad guy, the guy who is complain when everything is going well... but we need to work overtime... sigh What can I do to make it works? Anyone has a situation like this, what did you do? I hope you could understand my problem, my English is a little rusty. Thanks.

    Read the article

  • Networking middleware

    - by Howie
    I'm looking for a networking middleware that may be suitable for a medium-sized MMO. I don't care in which language it's written, just that it's high-level, stable and has many of the features that can ease my development. I am making a 2D real-time action game. Come to think of it... I'd be happy with "just" a high-level networking framework that has a few handy features to ease the development of a general networked game.

    Read the article

  • Closest to “Mathematica Graphics[]" drawing environment for Python

    - by 500
    Being only familiar with Mathematica and its Graphics, I have now to learn to draw Graphics using Python for a server. Mostly conditional combination of simple shape. What would be a package for Python that make drawing Graphics as close as possible as the Mathematica Graphics environment ? For Example, I would need to do such thing as in : http://mathematica.stackexchange.com/questions/1010/2d-gaussian-distribution-of-squares-coordinates#comment2475_1010

    Read the article

  • Which Xorg driver (not kernel driver) to use with GMA500/Poulsbo video hardware in 12.04

    - by Somejan
    I have a Asus EeePC with a GMA500 video card. I followed the instructions on https://wiki.ubuntu.com/HardwareSupportComponentsVideoCardsPoulsbo/, which made the netbook boot correctly. Without any xorg.conf file, Xorg uses the VESA driver, which is quite slow. Manually specifying fbdev as driver in xorg.conf also works. Which one should I use? Are there any other drivers for Xorg that do better at 2d accelleration (since the kernel driver doesn't support 3d acceleration)?

    Read the article

  • Correct Display configuration. Errors while trying to arrange displays

    - by David Russell Parrish Bojrquez
    I am trying to set up my tv with my laptop trough a VGA cable. The display application in Ubuntu throws a lot of errors to me and I have given up in trying to do it myself. I try to apply the 1920 1080 display. The selected configuration for displays could not be applied Requested size (3200, 1080) exceeds 3D hardware limit (2048, 2048). You must either rearrange the displays so that they fit within a (2048, 2048) square or select the Ubuntu 2D session at login. And Also this: Failed to apply configuration: %s GDBus.Error:org.gtk.GDBus.UnmappedGError.Quark._gnome_2drr_2derror_2dquark.Code3: Requested size (3200, 1080) exceeds 3D hardware limit (2048, 2048). You must either rearrange the displays so that they fit within a (2048, 2048) square or select the Ubuntu 2D session at login. Please Help. @Leozitop No I don't see anything when connected to 1920 1080 because the setup fails before actually applying. Yes there are other resolutions which do work. I believe the problem has something to do with the rotation it is set up. My Ubuntu Display application has only clockwise and counterclockwise options for the TV display. I really don't know why this is happening. Basic procedure: Plug in cable, did not get the resolution I wanted. Changed settings, applied them. Re-peat until desired display is shown. I'm not a computer illiterate, really it baffles me that this is happening. Output of xrandr: david@LapUbuntu:~$ xrandr Screen 0: minimum 320 x 200, current 1880 x 800, maximum 4096 x 4096 LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 331mm x 207mm 1280x800 60.0*+ 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 connected 600x800+1280+0 left (normal left inverted right x axis y axis) 1600mm x 900mm 1920x1080 60.0 + 1280x1024 60.0 1360x768 60.0 1280x720 60.0 1024x768 60.0 800x600 60.3* 640x480 60.0 TV1 unknown connection (normal left inverted right x axis y axis) 848x480 59.9 + 640x480 59.9 + 1024x768 59.9 800x600 59.9 Note that VGA says left and indeed it is, but no other option was available in the display. Also, note the TV1 unknown connection which I have no idea what it is. Note, also, that this has nothing to do with the display since W7 on the computer works fine and since while boot up, and also, before starting session in ubuntu the rotation is normal. I'll also mention that I HAVE re-installed Ubuntu since I had posted this question from a Live CD of 12.04 LTS. And that before the posting of the question also using 12.04 before another backup that I had to do, the VGA setup was fine without any problems.

    Read the article

  • Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit

    Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit Ray Cromwell, Philip Rogers GWT does more than make awesome Enterprise Apps, it's a great tool for games too. Learn to write 2D and 3D games using HTML5 and GWT, leverage and port existing game libraries and physics engines, share game code between GWT and Android, publish to the Chrome Web Store, and of course, see demos of really neat GWT games in action. From: GoogleDevelopers Views: 14283 176 ratings Time: 44:59 More in Science & Technology

    Read the article

  • A* navigational mesh path finding

    - by theguywholikeslinux
    So I've been making this top down 2D java game in this framework called Greenfoot [1] and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world realistically so I soon realized, amongst a couple of other things, I would need some kind of pathfinding. I have made two A* prototypes. One is grid based and then I made one that works with waypoints so now I need to work out a way to get from a 2d "map" of the obstacles/buildings to a graph of nodes that I can make a path from. The actual pathfinding seems fine, just my open and closed lists could use a more efficient data structure, but I'll get to that if and when I need to. I intend to use a navigational mesh for all the reasons out lined in this post on ai-blog.net [2]. However, the problem I have faced is that what A* thinks is the shortest path from the polygon centres/edges is not necessarily the shortest path if you travel through any part of the node. To get a better idea you can see the question I asked on stackoverflow [3]. I got a good answer concerning a visibility graph. I have since purchased the book (Computational Geometry: Algorithms and Applications [4]) and read further into the topic, however I am still in favour of a navigational mesh (See "Managing Complexity" [5] from Amit’s Notes about Path-Finding [6]). (As a side note, maybe I could possibly use Theta* to convert multiple waypoints into one straight line if the first and last are not obscured. Or each time I move back check to the waypoint before last to see if I can go straight from that to this) So basically what I want is a navigational mesh where once I have put it through a funnel algorithm (e.g. this one from Digesting Duck [7]) I will get the true shortest path, rather than get one that is the shortest path following node to node only, but not the actual shortest given that you can go through some polygons and skip nodes/edges. Oh and I also want to know how you suggest storing the information concerning the polygons. For the waypoint prototype example I made I just had each node as an object and stored a list of all the other nodes you could travel to from that node, I'm guessing that won't work with polygons? and how to I tell if a polygon is open/traversable or if it is a solid object? How do I store which nodes make up the polygon? Finally, for the record: I do want to programme this by myself from scratch even though there are already other solutions available and I don't intend to be (re) using this code in anything other than this game so it does not matter that it will inevitably be poor quality. http://greenfoot.org http://www.ai-blog.net/archives/000152.html http://stackoverflow.com/q/7585515/ http://www.cs.uu.nl/geobook/ http://theory.stanford.edu/~amitp/GameProgramming/MapRepresentations.html http://theory.stanford.edu/~amitp/GameProgramming/ http://digestingduck.blogspot.com/2010/03/simple-stupid-funnel-algorithm.html

    Read the article

  • Bullet physics in python and pygame

    - by Pomg
    I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. How, in python code using pygame do I make the bullet go farther. If you need code, here is the method that handles the bullet firing: self.xv += math.sin(math.radians(self.angle)) * self.attrs['speed'] self.yv += math.cos(math.radians(self.angle)) * self.attrs['speed'] self.rect.left += self.xv self.rect.top += self.yv

    Read the article

  • finite state machine used in mario like platform game

    - by juakob
    I dont understand how to use a finite state machine with the entity controlled by the player. For example i have a mario(2d platform) i can jump,run,walk,take damage,swim,etc so my first thought was to use this actions as states. But what happen when you are running when you take damage? or jumping taking damage and shooting at the same time? I just want to add functionalities(actions) to the player in a clean way(not using ifs for all the actions in the entity update)

    Read the article

  • Unable to install Inkscape on ubuntu 14.02

    - by Anum Khan
    Hi I am new to Linux Ubuntu 14.04. I wanted to install Inkscape but it has shown following error(Dependencies as it says): inkscape: Depends: python:any (>= 2.7.1-0ubuntu2) but it is a virtual package Depends: libaspell15 (>= 0.60.7~20110707) but 0.60.7~20110707-1ubuntu1 is to be installed Depends: libatkmm-1.6-1 (>= 2.22.1) but 2.22.7-2ubuntu1 is to be installed Depends: libc6 (>= 2.7) but 2.19-0ubuntu6.1 is to be installed Depends: libcairo2 (>= 1.10.0) but 1.13.0~20140204-0ubuntu1 is to be installed Depends: libcairomm-1.0-1 (>= 1.6.4) but 1.10.0-1ubuntu3 is to be installed Depends: libfontconfig1 (>= 2.9.0) but 2.11.0-0ubuntu4.1 is to be installed Depends: libfreetype6 (>= 2.2.1) but 2.5.2-1ubuntu2.2 is to be installed Depends: libgc1c2 (>= 1:7.2d) but 1:7.2d-5ubuntu2 is to be installed Depends: libgcc1 (>= 1:4.1.1) but 1:4.9-20140406-0ubuntu1 is to be installed Depends: libgdk-pixbuf2.0-0 (>= 2.22.0) but 2.30.7-0ubuntu1 is to be installed Depends: libglib2.0-0 (>= 2.35.9) but 2.40.0-2 is to be installed Depends: libglibmm-2.4-1c2a (>= 2.36.2) but 2.39.93-0ubuntu1 is to be installed Depends: libgnomevfs2-0 (>= 1:2.17.90) but it is not going to be installed Depends: libgomp1 (>= 4.2.1) but 4.8.2-19ubuntu1 is to be installed Depends: libgsl0ldbl (>= 1.9) but it is not going to be installed Depends: libgtk2.0-0 (>= 2.24.0) but 2.24.23-0ubuntu1.1 is to be installed Depends: libgtkmm-2.4-1c2a (>= 1:2.24.0) but 1:2.24.4-1ubuntu1 is to be installed Depends: libgtkspell0 (>= 2.0.10) but it is not going to be installed Depends: liblcms2-2 (>= 2.2+git20110628) but 2.5-0ubuntu4 is to be installed Depends: libmagick++5 (>= 8:6.7.7.10) but it is not going to be installed Depends: libpango-1.0-0 (>= 1.14.0) but 1.36.3-1ubuntu1 is to be installed Depends: libpangocairo-1.0-0 (>= 1.14.0) but 1.36.3-1ubuntu1 is to be installed Depends: libpangoft2-1.0-0 (>= 1.14.0) but 1.36.3-1ubuntu1 is to be installed Depends: libpangomm-1.4-1 (>= 2.27.1) but 2.34.0-1ubuntu1 is to be installed Depends: libpng12-0 (>= 1.2.13-4) but 1.2.50-1ubuntu2 is to be installed Depends: libpopt0 (>= 1.14) but 1.16-8ubuntu1 is to be installed Depends: libsigc++-2.0-0c2a (>= 2.0.2) but 2.2.10-0.2ubuntu2 is to be installed Depends: libstdc++6 (>= 4.6) but 4.8.2-19ubuntu1 is to be installed Depends: libxml2 (>= 2.7.4) but 2.9.1+dfsg1-3ubuntu4.3 is to be installed Depends: libxslt1.1 (>= 1.1.25) but 1.1.28-2build1 is to be installed Depends: zlib1g (>= 1:1.1.4) but 1:1.2.8.dfsg-1ubuntu1 is to be installed What am I missing?

    Read the article

  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

    Read the article

  • Xcode workspace with Unity3D as a sub-project?

    - by Di Wu
    Let's say we're developing a 2D game with Cocos2d-iPhone and UIKit and CoreAnimation. But we're also considering leveraging the 3D capabilities of Unity 3D. Is it possible that we add the Unity3D-generated Xcode project as a sub-project into the workspace and expose the 3D UI element as some kind of UIView subclass so that the native UIKit and CoreAnimation code could use them without the need to mess up with their underlying Unity3D implementation?

    Read the article

  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

    Read the article

  • Lenovo G580 video driver does not work

    - by Evgeniy
    I have trouble with video driver. In my laptop, I have 2 video cards: GeForce 630M and Intel HD 4000 Series. I installed 12.04, it starts in Unity 2D mode, I try to install drivers to both video cards, but results inefficiencies. Nvidia control panel propose me to create xorg config file manually, but after this screen resolution resets to 640x480 and I can't get it back to normal mode. Please, help me if this is possible.

    Read the article

  • WebCenter Customer Spotlight: Ferrous Resources do Brasil S.A.

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution SummaryFerrous Resources do Brasil S.A. (Ferrous) is a startup company whose core business is the exploration, prospection, exploitation, and commercialization of iron ore. They wanted to create an effective, secure and scalable document management system to support the company’s new iron ore exploration operations in Brazil. Ferrous worked with the Oracle Partner 2D Tecnologia to implement a centralized document management system using  Oracle WebCenter Content. The single repository hold almost 220,000 files with an expected to growth to 8 million files in the next two years.  The solution has reduced  financial audit reporting from two weeks to only four days. Company OverviewFounded in 2007, Ferrous Resources do Brasil S.A. (Ferrous) is a startup company whose core business is the exploration, prospection, exploitation, and commercialization of iron ore. Ferrous intends to become one of the five largest iron ore mining companies in the world within the next few years.  Business ChallengesFerrous wanted to create an effective, secure and scalable document management system to support the company’s new iron ore exploration operations in Brazil. Solution DeployedFerrous worked with the Oracle Partner 2D Tecnologia to implement a centralized document management system using  Oracle WebCenter Content. They consolidated all company documents into a single repository to hold almost 220,000 files, including iron-ore project layout and pictures for a repository that is expected to grow to 8 million files in the next two years. Business Results Gained access to reports on individual files of pictures, project layouts, text files, spreadsheets, and slides–enabling the company to find out who opened and altered each  file and when, as well as to access previous versions Enabled investors and board of directors abroad to access all company documents via a Web portal, something that was previously achieved only through e-mails or CD file transfers Enabled the company to consolidate all files, which were mostly disseminated in pen drives and desktops, so that they are now available to more than 500 system users, including investors, lawyers, partners, and 320 in-company users Reduced time to search specific documents, saving several days in financial audit reporting, an activity that previously took two weeks and now requires only four days  “With Oracle WebCenter Content, we managed to organize, control, and protect the company’s files since the beginning of operations and, as a consequence, can offer rapid and transparent access to all company documents.” Frederico Samartini, Business Performance Manager, Ferrous Resources do Brasil S.A. Additional Information Ferrous Customer Snapshot Oracle WebCenter Content

    Read the article

  • What is the start point in game development? Where to start?

    - by Dragon
    I understand, I'm not unique with such a question, there are a lot of questions like this one. But I hope you'll take a minute and maybe can give me a piece of advice. I have an idea to develop games, but I don't know where is the start point in game development. The learning curve isn't as straight as in learning of a programming language, but I want to give it a try. I have some experience with OOP and programming in general. I know (not too deep) C#, Java programming languages. I searched info on where to start, read a lot of blogs, forums and so on. Once I decided "stop wandering around, just start develop a game" and I started. At the moment I have a console version of very simple game (RPS - rock-paper-scissors) developed with C#. It has different modes: "player vs cpu" and "player vs player". Some time later I looked at the code and decided that it should be refactored or even redeveloped from the scratch. And I thought that time "GUI is what I need. I can add logic later." And now I'm here. I've already decided to make RPS with GUI, then make multiplayer and so on. I'm not thinking about 3D now, 2D is enough. It doesn't matter what language to use: C# or Java, I found frameworks for both - XNA (C#) and Slick (Java). Both are good for 2D game development. But I know nothing about sprites, how to bind objects on the screen and so on. You can say "you don't need it for such simple game like RPS", but RPS is the beginning, I have some ideas like "Tower Defense" game... you know, everybody has ideas, wishes.... and this knowledge is useful and in some way obligatory. So what is the start point to achieve my plans, ideas, wishes? Where to start? Is it possible to make game development learning curve a little bit straight? Or there're ways that amateur and game development beginners use for years? Thank you for you answers and advise in advance. P.S Sorry for that this post turned out an essay, but I tried to express my wish to start acting. Hope I managed to do it.

    Read the article

  • Grab your popcorn and watch the latest AutoVue Movie. Now available on YouTube!

    - by [email protected]
    Just released is: Oracle's AutoVue Visualization Solutions and Primavera P6 integration Movie Watch it now (9:24). This is sure to be a box office sensation. And if you have time for a double, triple or even quadruple feature don't forget these other AutoVue movies available on YouTube: AutoVue Work Online and Offline movie Watch it now (5:01). AutoVue 3D Walkthrough movie Watch it now (6:01). AutoVue 2D Compare Movie Watch it now (4:14). Enjoy the movies.

    Read the article

  • Surface of Revolution with 3D surface

    - by user5584
    I have to use this function to get a Surface of Revolution (homework). newVertex = (oldVertex.y, someFunc1(oldVertex.x, oldVertex.y), someFunc2(oldVertex.x, oldVertex.y)); As far as I know (FIXME) Surface of Revolution means rotations of a (2D)curve around an axis in 3D. But this vertex computing gives a 3D plane (FIXME again :D), so rotation of this isn't obvious. Am I misunderstanding something?

    Read the article

  • I am looking for an graduation project idea for bacelor of computer engineering [closed]

    - by project idea
    I am interested in computer graphics and I have developed many hobby projects, mostly 2D and 3D games/scenes in directX and openGL, But for a grad project, proffesors wont allow games. I browsed many similar questions here and I am convinced project should be something I am really interested in as I will give considerable time to it. But apart from games I am not able to decide on the topic. I am also open to ideas on social apps and android.

    Read the article

  • Agile PLM 9.3 Service Pack 2 (SP2 or 9.3.0.2) is released along with AUT 1.6.2.0 and AutoVue 20 for

    - by Shane Goodwin
    Oracle released Agile PLM 9.3 SP2 on June 14 and the Agile installer for AutoVue 20 for Agile PLM on April 30. Also available are the new versions of AUT and Averify - 1.6.3 for both tools. 9.3 SP2 is a combined English and NLS release for use on any version of 9.3.0. SP2 contains many bug fixes and rolls up several Hot Fixes - please review the Readme for all the details. In addition, this release also addresses some scalability issues when working with very large Exports and Reports. When exporting very large BOMs, the export module will now release objects more efficiently to reduce the amount of memory consumed on the Application Server. Adminstrators can also control the maximum row limits for Users verses system processes, like ACS. Several out of the box BOM reports have also been changed to use a new row limit option. The combination of all these changes will provide more stability on the application server for customers managing very large datasets. 9.3 SP2 also adds support for Oracle Database 11gR2 for Windows, Oracle Internet Directory (OID) and Oracle Access Manager (OAM). Please note that currently the Variant Patch is not intended to be released for SP2. Customers running the Variant Patch should remain on 9.3.0.0 or 9.3.0.1. Back in April, we also released the AutoVue 20 for Agile PLM installer. AutoVue 20 has many new features which will help Agile PLM customers. Large multi-page Word documents and 2D CAD documents will open more quickly to the first page or first rendition. Memory usage is less when working with 3D Models. There are many new formats supported for MCAD, 2D Cad, and EDA. AutoVue 20 is immediately available for Windows and Linux platforms. The new software can be found in Edelivery or Metalink / Oracle Support: - AutoVue 20 for Agile PLM is on E-Delivery with part number B58963-01 - Oracle Agile PLM 9.3 Service Pack 2 (9.3.0.2) My Oracle Support Patch ID 9782736 - AVERIFY 1.6.3 My Oracle Support Patch ID 9791892 - AUT 1.6.3 My Oracle Support Patch ID 9791908 - Agile PLM 9.3 SP2 Documentation is available on the OTN Agile Documentation Page

    Read the article

  • Different Style Technique

    - by Muhammad Iqbal Dwi Cahyo
    I'm newbie here.. Please anyone knows, to create a character that his/her Style Tech is had a different kind of movement... I wanna make my character 2d his/her power technique like rasengan, I mean first the ball its just spining around and then going bigger and much more bigger so blow up if it touch his/her opponent? How the coding is, and what I've must do? Please your guide, thank's a lot... ^_^

    Read the article

  • Algorithm for approximating sihlouette image as polygon

    - by jack
    I want to be able to analyze a texture in real time and approximate a polygon to represent a silhouette. Imagine a person standing in front of a green screen and I want to approximately trace around their outline and get a 2D polygon as the result. Are there algorithms to do this and are they fast enough to work frame-to-frame in a game? (I have found algorithms to triangulate polygons, but I am having trouble knowing what to search for that describes my goal.)

    Read the article

  • Scaling Down Pixel Art?

    - by Michael Stum
    There's plenty of algorithms to scale up pixel art (I prefer hqx personally), but are there any notable algorithms to scale it down? In my case, the game is designed to run at 1280x720, but if someone plays at a lower resolution I want it to still look good. Most Pixel Art discussions center around 320x200 or 640x480 and upscaling for use in console emulators, but I wonder how modern 2D games like the Monkey Island Remake look good on lower resolutions? (Ignoring the options of having multiple versions of assets (essentially, mipmapping))

    Read the article

< Previous Page | 71 72 73 74 75 76 77 78 79 80 81 82  | Next Page >