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  • What is Cloud Computing?

    - by joelvarty
    This is a question that we discuss quite often at Edentity.  It’s one of those things, kind of like “web services” where the terminology has been thrown around by a ton of people and means a lot of different things. Here’s my favorite diagram so far, which is a visual breakdown of the material presented here by NIST, visualized by the folks at Cloud Security Alliance.     What I like about this diagram is that is shows several different ways that we can differentiate our definitions of cloud computing, from the essential characteristics, or which “Broad Network Access" and “On-Demand Self-Service” (which often are used on their own to define cloud computing) are but a couple of things that help make something “cloud”. The most important section from my point of view is the middle one – the Service Models.  This represents the different ways that cloud computing can be exposed from the ground up.  It can be an Infrastructure, a Platform or a piece of Software that an end user interacts with. This is the future, folks. more late - joel

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  • problem adding bumpmap to textured gluSphere in JOGL

    - by ChocoMan
    I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in "res/planet/earth/earthbump1k.jpg".Here is the code I have for the regular texture: gl.glTranslatef(xPath, 0, yPath + zPos); gl.glColor3f(1.0f, 1.0f, 1.0f); // base color for earth earthGluSphere = glu.gluNewQuadric(); colorTexture.enable(); // enable texture colorTexture.bind(); // bind texture // draw sphere... glu.gluDeleteQuadric(earthGluSphere); colorTexture.disable(); // texturing public void loadPlanetTexture(GL2 gl) { InputStream colorMap = null; try { colorMap = new FileInputStream("res/planet/earth/earthmap1k.jpg"); TextureData data = TextureIO.newTextureData(colorMap, false, null); colorTexture = TextureIO.newTexture(data); colorTexture.getImageTexCoords(); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorMap.close(); } catch(IOException e) { e.printStackTrace(); System.exit(1); } // Set material properties gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T); } How would I add the bumpmap as well to the same gluSphere?

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  • Server-side Architecture for Online Game

    - by Draiken
    Hi, basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks !

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  • What is the reason for section 1 of LGPL and what is the implication for section 9.

    - by Roland Schulz
    Why was section 1 added to LGPLv3? My understanding of section 3&4 is, one can convey the combined work under any license and with no requirements from GPLv3 (besides those explicitly stated as requirements in LGPLv3 3&4). Given that, why is section 1 necessary. Wouldn't that sections 3&4 by themselves already imply anyhow what section 1 explicitly states? I assume that I'm missing something and section 1 isn't redundant. Assuming that, does this have implications for other sections in GPLv3? E.g. does conveying a covered work under sections 3&4 fall under the patent clause of section 10 of GPLv3? Why does section 1 not also state an exception for section 10? Put another way. Is the Eigen FAQ correct by stating: LGPL requires [for header only libraries] pretty much the same as the 2-clause BSD license. It it true that for conveying object files including material from LGPLv3 headers no GPLv3 patent clauses apply?

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  • Why is NDA so hard to understand?

    - by Dave Campbell
    Maybe this concept is simpler for me because of all the jobs I've been on over the years requiring security clearances. I've signed quite a few NDA forms. Some for big companies, some for small, but the meaning of "NDA" remains constant: Non-Disclosure Agreement. To me, that takes no further explanation, but apparently it's confusing to some people, and I don't understand how you can be confused. The papers I signed with the U.S. Army in 1970 read "10 years and $10,000" for a violation... can't imagine what it's up to now, but THAT is a strict NDA :) So those things I've been told, I cannot talk about, period. Even if the entire world knows about them, I cannot speak about them until the information goes off NDA. An example was a Silverlight release a while back. It might have been Silverlight 3, I don't remember. Everyone was anxiously awaiting the release so they could post their material. Of course the entire world knew it was coming out and imminently so. Some enterprising folks had even found the bits on a server before the official announcement. So then the situation became: everyone knew about it, some were even coding with it and blogging about it and yet we couldn't talk about it. Scott Guthrie's posting about it opened the flood gates and then it went off NDA, but up until that moment, we were locked. Sitting out on the edge you're uninstalling and re-installing all the time and you get frustrated when things that used to work don't, but hey... those bits were still warm when you got 'em, and that's the fun. But that fun comes at a price, and the price is the NDA. Awkward yes, confusing no... See you at MIX10, and Stay in the 'Light! MIX10

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  • Defunct website taken over by spammer. How to stop them?

    - by Robert
    A friend of mine used to publish a small literary fiction magazine, both in print and on the web. In 2011 she announced that she was quitting, put a note on the website, and carefully unwound the subscriptions. She continued hosting the site (with all the back-issues available for free) until the beginning of this year, when she let the hosting lapse and the domain name expire. Today she discovered that some unknown person has purchased her former domain name and put up a modified version of her entire site. The design is different but all the content is the same, including all of the back-issues of the magazine (and the stories by diverse authors contained within), their cover art, news posts, and even her contact information. All the content would have been available from Archive.org, so it's no mystery how they got it. The only thing noticeably changed is a column added to the front page titled "Favorite Videos", with around 35 links to Youtube videos. The links are named things like "Video (Worry)" and "Video (Squirting)" and the videos all feature a man named Leo giving dubious advice and promoting his life-coaching website. Here's one of the suspect videos. There does not appear to be any connection between the content of the videos and my friend or her magazine. I also posted to the Security StackExchange to ask why someone would do this and what the security risks are to her. What I want to know here is, what can she do to stop them? To be clear she doesn't want the domain name back. She just doesn't want her name and copyrighted material used deceptively. Also, what (if anything) could she have done when shutting down her website to avoid this happening?

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  • Jumping with Mecanim synchronization

    - by Abhishek Deb
    I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system. What I really want:When I press Space bar, the character should jump up in the air, triggering an animation clip and then by the time it reaches the ground, the animation clip should also end. What actually is happening:When I press Space bar, the character jumps in the air. Animation clip plays as it should, but ends way before it reaches the ground. So, it looks like he is running in the mid air. What have I done: I have this humanoid robot setup with a jump animation bounded with the space bar key. Also, instead of using root motion, I am directly moving the robot from code. //Jumping if(Input.GetKeyDown(KeyCode.Space)){ rigidbody.AddForce(Vector3.up*jumpVelocty); anim.SetBool("Jump",true); } else anim.SetBool("Jump",false); Character's Details: Rigidbody = Mass:30, Freeze rotaion:x,y,z Capsule Collider = Material: metal, center(0,4.5,0), radius:1, height:11 Script = jumpVelocity:20000 Jump Animation Clip: ~ 2 seconds. I am really out of ideas how to synchronize everything. Should I make the character jump in some other way so that it quickly comes down and touches the ground to match the animation clip? If yes, please provide a direction.

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  • K-12 and Cloud considerations

    - by user736511
    Much like every other Public Sector organization, school districts in the US and Canada are under tremendous pressure to deliver consistent and modern services while operating with reduced budgets, IT personnel shortages, and staff attrition.  Electronic/remote learning and the need for immediate access to resources such as grades, calendars, curricula etc. are straining IT environments that were already burdened with meeting privacy requirements imposed by both regulators and parents/students.  One area viewed as a solution to at least some of the challenges is the use of "Cloud" in education.  Although the concept of "Cloud" is nothing new in education with many providers supplying educational material over the web, school districts defer previously-in-house-hosted services to established commercial vendors to accommodate document sharing, app hosting, and even e-mail.  Doing so, however, does not reduce an important risk, that of privacy.  As always, Cloud implementations are viewed in a skeptical manner because of the perceived reduction in sensitive data management and protection thereof, although with a careful approach and the right tooling, the benefits realized by Clouds can expand to security and privacy.   Oracle's comprehensive approach to data privacy and identity management ensures that the necessary tools are available to support regulations, operational efficiencies and strong security regardless of where the sensitive data is stored - on premise or a Cloud.  Common management tools, role-based access controls, access policy management and engineered systems provided by Oracle can be the foundational pieces on which school districts can build their Cloud implementations without having to worry about security itself. Their biggest challenge, and it is a positive one, is how to best take advantage of Oracle's DB Security and IDM functionality to reduce operational costs while enabling modern applications and data delivery to those who needs access to it. For more information please refer to http://www.oracle.com/us/products/middleware/identity-management/overview/index.html and http://www.oracle.com/us/products/database/security/overview/index.html.

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  • Excitement! Updated Underground PHP and Oracle Manual is Available for Download

    - by cj
    We're thrilled to have a major update of the free Underground PHP and Oracle Manual released on OTN. The Underground PHP and Oracle Manual is designed to bridge the gap between the many PHP scripting language and the many Oracle Database books available. It contains unique material about PHP's OCI8 extension for Oracle Database, and about other components in the PHP-Oracle ecosystem. It shows PHP developers how to use PHP and Oracle together, efficiently and easily. The book has been completely refreshed. It has been updated for Oracle XE 11g and the latest PHP OCI8 extension. There are new chapters about using PHP with Oracle TimesTen, NetBeans and Oracle Tuxedo. There is also a new chapter about installing PHP on Oracle Solaris. The book now clocks in at 347 pages of great content. Acknowledgements are due to all those who have helped with this and previous editions of the book. Thanks to the product teams that assisted with brand new content. In particular Craig Mohrman contributed the chapter about PHP on Solaris. Jeffry Rubinoff contributed the base text for the chapter on PHP and NetBeans.

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  • Get Proactive with Fusion Middleware

    - by Daniel Mortimer
    Prevent, Resolve, Upgrade ! If you have not seen or bookmarked it already, check out:Get Proactive with Fusion Middleware [ID 1388293.1]This is a one stop shop for navigating to proactive support material, tools, and communication channels related to Oracle Fusion Middleware e.g. Lifecycle Advisors Information Centers Diagnostic and Health Check Tools like RDA and OCM Support Communities Newsletters Furthermore, once in this support document, a click on the "Proactive Home" option in the menu will take you to the main Get Proactive support document. From this document you can access other product family "Get Proactive" documents such as the ones belonging to the Database and Enterprise Manager.Oracle Premier Support: Get Proactive! [ID 432.1]432.1 .. nice easy number to remember :-) The "Get Proactive" support documents will be updated on a monthly basis. If you have any comments or feedback feel free to post against this blog entry. Or alternatively click the "Rate this Document" icon when viewing the support document in My Oracle Support.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • How to solve my big communication issue and take care in future

    - by Rahul Mehta
    My company had a POC which was done by me,my senior ,my boss and our channel partner team 4 people and our company team done most of coding and first installation of the softwares of the POC was done by channel partner team, and documented the same thing, i had installed on our server, Our comapny team worked very hard. Now we are about to start second stage of POC. But today my boss told me that my senior and channel partner team have issue with me ,regarding my communication. So before considering me on this project they want to resolve this issue or not considered me . I agree i have less communications skills. and I don't ask any question till i need to any one , i prefer to ask on stackoverflow. But i don't know, how this issue is being arise ,i had done all the things they asked , replied to all email and talk on phone. I always obeyed them. I always told them what they asked. what should i do that these type of issue doesn't arrive in future. And now boss told me to prepare a script to talk with my senior to resolve the issue. what should i talk to my senior? I want to work on this project , but i don't want to do so much request to work on this project. How should and what should (Code Documentation , Research Material I done etc . what are docs neccessary for communication with team member )i communication with my team member in future so these kind of issue not arise.

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  • Apress "Pro DLR in .NET 4' - ISBN 978-1-430203066-3 - Initial comments

    - by TATWORTH
    The dynamic language runtime (DLR) is a radical development of Dot Net. In some ways it is like the Laser was 40 years, a solution looking for a problem. At the moment the DLR supports languages such as Iron Ruby and Iron Python, together with dynamic extensions for C# and VB.NET. Where DLR will also score is the ability to write your own Dot Net language for specialist areas. So how does this book fare in introducing the DLR? It is a book that will require careful study and perhaps reading several times before fully understanding the subject. You will need to spend time trying out the sample code. So who would I recommend this book to? I recommend it to C# development teams for their library. I recommend it to individuals who not only know C# but have a good history of learning other computer languages. It is not a book that can just be "dipped into", but will require one or more reads from start to finish. This is no reflection on the skill of the author but of the newness of the material.

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  • The Iron Bird Approach

    - by David Paquette
    It turns out that designing software is not so different than designing commercial aircraft.  I just finished watching a video that talked about the approach that Bombardier is taking in designing the new C Series aircraft.  I was struck by the similarities to agile approaches to software design.  In the video, Bombardier describes how they are using an Iron Bird to work through a number of design questions in advance of ever having a version of the aircraft that can ever be flown.  The Iron Bird is a life size replica of the plane.  Based on the name, I would assume the plane is built in a very heavy material that could never fly.  Using this replica, Bombardier is able to valid certain assumptions such as the length of each wire in the electric system.  They are also able to confirm that some parts are working properly (like the rudders).  They even go as far as to have a complete replica of the cockpit.  This allows Bombardier to put pilots in the cockpit to run through simulated take-off and landing sequences. The basic tenant of the approach seems to be Validate your design early with working prototypes Get feedback from users early, well in advance of finishing the end product   In software development, we tend to think of ourselves as special.  I often tell people that it is difficult to draw comparisons to building items in the physical world (“Building software is nothing like building a sky scraper”).  After watching this video, I am wondering if designing/building software is actually a lot like designing/building commercial aircraft.   Watch the video here (http://www.theglobeandmail.com/report-on-business/video/video-selling-the-c-series/article4400616/)

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  • Oracle Database Appliance and Remarketers - A Whole New Opportunity

    - by Martin Morganti
    We have recently had another exciting announcement for the remarketer initiative. The Oracle Database Appliance is now available for resale through your authorized Value Added Distributor. This means that with no fees, no barriers and no upfront commitments, a remarketer can identify and close transactions for the Oracle Database Appliance without having to sign an Oracle contract. In addition, the remarketer is now authorized to sell the Oracle Database Appliance with Oracle Database 11G Enterprise Edition, RAC or RAC One Node software included in the transaction. The availability of the Oracle Database Appliance for remarketers means that a broad base of customers through remarketers can now start engaging with Oracle by taking advantage of this engineered system technology; basically Oracle Hardware and Software Engineered to Work Together to drive incremental revenue. The Oracle Database Appliance is a simple, reliable and affordable way to rapidly deploy a database cluster by plugging in the power; the network and pushing the one button install for the Appliance Manager software. Find out more about the Oracle Database Appliance, including a webinar by Oracle President Mark Hurd, as well as other material to help you better understand the opportunity available to you as remarketers. If you want Oracle to keep you informed about developments in Remarketer complete the free registration, or talk to your local Oracle Remarketer Authorized value added distributors. (Complete list available on the Oracle Remarketer page).

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  • Python in Finance by Yuxing Yan, Packt Publishing Book Review

    - by Compudicted
    Originally posted on: http://geekswithblogs.net/Compudicted/archive/2014/06/04/python-in-finance-by-yuxing-yan-packt-publishing-book-review.aspx I picked Python in Finance from Packt Publishing to review expecting to bore myself with complex algorithms and senseless formulas while seeing little actual Python in action, indeed at 400 pages plus it may seem so. But, it turned out to be quite the opposite. I learned a lot about practical implementations of various Python modules as SciPy, NumPy and several more, I think they empower a developer a lot. No wonder Python is on the track to become a de-facto scientist language of choice! But I am not going to compromise the truth, the book does discuss numerous financial terms, many of them, and this is where the enormous power of this book is coming from: it is like standing on the shoulders of a giant. Python is that giant - flexible and powerful, yet very approachable. The TOC is very detailed thanks to Packt, any one can see what financial algorithms are covered, I am only going to name a few which I had most fun with (though all of them are covered in enough details): Fama*, Fat Tail, ARCH, Monte-Carlo and of course the volatility smile! I am under an impression this book is best suited for students in Finance, especially those who are about to join the workforce, but I suspect the material in this book is very well suited for mature Financists, an investor who has some programming skills and wants to benefit from it, or even a programmer, or a mathematician who already knows Python or any other language, but wants to have fun in Quantitative Finance and earn a few buck! Pure fun, real results, tons of practical insight from reading data from a file to downloading trade data from Yahoo! Lastly, I need to complement Yuxing – he is a talented teacher, this book could not be what it is otherwise. It is a 5 out of 5 product. Disclaimer: I received a  free copy of this book for review purposes from the publisher.

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • General Policies and Procedures for Maintaining the Value of Data Assets

    Here is a general list for policies and procedures regarding maintaining the value of data assets. Data Backup Policies and Procedures Backups are very important when dealing with data because there is always the chance of losing data due to faulty hardware or a user activity. So the need for a strategic backup system should be mandatory for all companies. This being said, in the real world some companies that I have worked for do not really have a good data backup plan. Typically when companies tend to take this kind of approach in data backups usually the data is not really recoverable.  Unfortunately when companies do not regularly test their backup plans they get a false sense of security because they think that they are covered. However, I can tell you from personal and professional experience that a backup plan/system is never fully implemented until it is regularly tested prior to the time when it actually needs to be used. Disaster Recovery Plan Expanding on Backup Policies and Procedures, a company needs to also have a disaster recovery plan in order to protect its data in case of a catastrophic disaster.  Disaster recovery plans typically encompass how to restore all of a company’s data and infrastructure back to a restored operational status.  Most Disaster recovery plans also include time estimates on how long each step of the disaster recovery plan should take to be executed.  It is important to note that disaster recovery plans are never fully implemented until they have been tested just like backup plans. Disaster recovery plans should be tested regularly so that the business can be confident in not losing any or minimal data due to a catastrophic disaster. Firewall Policies and Content Filters One way companies can protect their data is by using a firewall to separate their internal network from the outside. Firewalls allow for enabling or disabling network access as data passes through it by applying various defined restrictions. Furthermore firewalls can also be used to prevent access from the internal network to the outside by these same factors. Common Firewall Restrictions Destination/Sender IP Address Destination/Sender Host Names Domain Names Network Ports Companies can also desire to restrict what their network user’s view on the internet through things like content filters. Content filters allow a company to track what webpages a person has accessed and can also restrict user’s access based on established rules set up in the content filter. This device and/or software can block access to domains or specific URLs based on a few factors. Common Content Filter Criteria Known malicious sites Specific Page Content Page Content Theme  Anti-Virus/Mal-ware Polices Fortunately, most companies utilize antivirus programs on all computers and servers for good reason, virus have been known to do the following: Corrupt/Invalidate Data, Destroy Data, and Steal Data. Anti-Virus applications are a great way to prevent any malicious application from being able to gain access to a company’s data.  However, anti-virus programs must be constantly updated because new viruses are always being created, and the anti-virus vendors need to distribute updates to their applications so that they can catch and remove them. Data Validation Policies and Procedures Data validation is very important to ensure that only accurate information is stored. The existence of invalid data can cause major problems when businesses attempt to use data for knowledge based decisions and for performance reporting. Data Scrubbing Policies and Procedures Data scrubbing is valuable to companies in one of two ways. The first can be used to clean data prior to being analyzed for report generation. The second is that it allows companies to remove things like personally Identifiable information from its data prior to transmit it between multiple environments or if the information is sent to an external location. An example of this can be seen with medical records in regards to HIPPA laws that prohibit the storage of specific personal and medical information. Additionally, I have professionally run in to a scenario where the Canadian government does not allow any Canadian’s personal information to be stored on a server not located in Canada. Encryption Practices The use of encryption is very valuable when a company needs to any personal information. This allows users with the appropriated access levels to view or confirm the existence or accuracy of data within a system by either decrypting the information or encrypting a piece of data and comparing it to the stored version.  Additionally, if for some unforeseen reason the data got in to the wrong hands then they would have to first decrypt the data before they could even be able to read it. Encryption just adds and additional layer of protection around data itself. Standard Normalization Practices The use of standard data normalization practices is very important when dealing with data because it can prevent allot of potential issues by eliminating the potential for unnecessary data duplication. Issues caused by data duplication include excess use of data storage, increased chance for invalidated data, and over use of data processing. Network and Database Security/Access Policies Every company has some form of network/data access policy even if they have none. These policies help secure data from being seen by inappropriate users along with preventing the data from being updated or deleted by users. In addition, without a good security policy there is a large potential for data to be corrupted by unassuming users or even stolen. Data Storage Policies Data storage polices are very important depending on how they are implemented especially when a company is trying to utilize them in conjunction with other policies like Data Backups. I have worked at companies where all network user folders are constantly backed up, and if a user wanted to ensure the existence of a piece of data in the form of a file then they had to store that file in their network folder. Conversely, I have also worked in places where when a user logs on or off of the network there entire user profile is backed up. Training Policies One of the biggest ways to prevent data loss and ensure that data will remain a company asset is through training. The practice of properly train employees on how to work with in systems that access data is crucial when trying to ensure a company’s data will remain an asset. Users need to be trained on how to manipulate a company’s data in order to perform their tasks to reduce the chances of invalidating data.

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  • looking for a short explanation of fuzzy logic

    - by user613326
    Well i got the idea that basics of fuzzy logic are not that hard to grasp. And i got the feeling that someone might explain it to me in like 30 minutes. Just like i understand neural networks and am able to re-create the famous Xor problem. And go just beyond it and create 3 layer networks of x nodes. I'd like to understand fuzzy till a similar usefully level, in c# language. However the problem is face, I'd like to get concept right however i see many websites who include lots of errors in their basic explaining. Like for example showing pictures and use different numbers as shown in pictures to calculate, as if lots of people just copied stuff without noticing what they write down. While others for me go to deep in their math notation) To me that's very annoying to learn from. For me there is no need to re-invent wheel; Aforge already got a fuzzy logic framework. So what i am looking for are some good examples, good examples like how the neural XOR problem is solved. Is there anyone such a instructional resource out there; do you know a web page, or YouTube where it is shortly explained, what would you recommend me ? Note this article comes close; but it just doesnt nail it for me. After that i downloaded a bunch of free PDF's but most are academic and hard to read for me (i'm not English and dont have a special math degree). (i've been looking around a lot for this, good starter material about it is hard to find).

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  • SOA Community Newsletter August 2012

    - by JuergenKress
    Dear SOA partner community member Have you submitted your feedback on SOA Partner Community Survey 2012? This is the last chance to participate in the survey. We recommend you to complete the survey and help us to improve our SOA Community. Thanks to all attendees and trainers for their participation in the excellent Fusion Middleware Summer Camps held in Lisbon and Munich. I would also like to thank you for the great feedback and the nice reports provided by AMIS Technology Blog & Middleware by Link Consulting. Most of our courses have been overbooked, if you did not get a chance or missed it, we offer a wide range of online training and the course material. Key take-away from the advanced BPM course is to become an expert in ADF. Here is the course from Grant Ronald Learn Advanced ADF online available. The Link Consulting Team became experts in SOA Governance with EAMS and Oracle Enterprise Repository! We always encourage our community members to share their best practices and are very keen to publish it. Please let us know if you want to share your best practices through this medium. We encourage you to make use of the Specialization benefits - this month we are giving an opportunity to Promote Your SOA & BPM Events. Jürgen Kress Oracle SOA & BPM Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/soanewsAugust2012 (OPN Account required) To become a member of the SOA Partner Community please register at http://www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Community newsletter,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • What is a good toy example to teach version control?

    - by janos
    I am looking for practical examples to use when teaching version control. Breaking down the material to basic concepts and providing examples is an obvious way to teach version control, but this can be very boring, unless the examples are really practical or interesting. One idea I have is customizing a wordpress theme. I use wordpress a lot and no theme is ever perfect, so I typically just put the theme directory in version control using any dvcs and start recording changes. The problem with this example is that not many people in the audience may be familiar with wordpress, let alone have shell access to a wordpress site to try out the commands. Preparing a mock site and giving access to everyone is also not an option for me. I need a "toy example" that can be interesting to a broad audience of software developers, and something they can try on their own computers. The tutorial will use a dvcs, but the practical example I'm looking for is only to teach the basic features of version control, ignoring the distributed features for the moment. (Now that I think of it, instead of a mock site, a customized live cd might do the trick...) Any better ideas?

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  • Using template questions in a technical interview

    - by Desolate Planet
    I've recently been in an argument with a colleage about technical questions in interviews. As a graduate, I went round lots of companies and noticed they used the same questions. An example is "Can you write a function that determines if a number is prime or not?", 4 years later, I find that particular question is quite common even for a junior developer. I might not be looking at this the correct way, but shouldn't software houses be intelligent enought to think up their own interview questions. This may well be the case, but I've been to about 16 interviews as a graduate and the same questions came up in about 75% of them. This leads me to believe that many companies are lazy and simply Google: 'Template questions for interviewing software developers' and I kind of look down on that. Question: Is it better to use a sest of questions off some template or should software houses strive to be more original and come up with their own interview material? From my point of view, if I failed an inteview and went off and looked for good answers to the questions I messed up on, I could fly through the next interview if they questions are the same.

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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