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  • Estudio de caso: CFO de At&T le apunta a la tecnología para transformar las Finanzas Globales

    - by RED League Heroes-Oracle
    AT&T es una de las pocas multinacionales modernas que han participado de todas las etapas anteriores de la innovación de las telecomunicaciones, de Alexander Graham Bell como inventor solitario, a Bell Labs, a los lanzamientos acelerados en las fundiciones de AT&T. La tecnología es el corazón de todo lo que AT&T hace, incluyendo sus inversiones en innovaciones tecnológicas para permitir que las finanzas de AT&T trabajen más estratégicamente con los negocios para asegurar que las inversiones en las iniciativas de crecimiento sean exitosas. Según John Stephens, Vicepresidente Ejecutivo y director financiero de AT&T, la empresa ha trazado un plan de inversión de tres años para mejorar y aumentar sus redes IP de banda ancha alámbricas e inalámbricas. El plan incluye la implementación del servicio 4G LTE para 300 millones de personas en los Estados Unidos, expansión de IP de banda ancha de alta velocidad a unos 57 millones de hogares de clientes y una expansión de la fibra a 1 millón de clientes corporativos adicionales en su área de servicio de telefonía fija. "La necesidad de velocidad es mayor que nunca, y este proyecto es nuestro paso hacia la innovación para ofrecer tal velocidad," dice Stephens. Como AT&T moderniza su infraestructura global, sus procesos operacionales se hacen tan poderosos como su red. Ha sido una tarea grande y compleja, pero Stephens se complace al decir que el departamento de finanzas de AT&T ha adoptado su papel de catalizador corporativo. Empezó con un concepto simple: "Vamos a hacer que todos hablen en el mismo idioma". Esto llevó a la consolidación de sistemas financieros heredados de las empresas adquiridas. No fue una tarea sencilla, dado que la empresa pasó por más de cinco adquisiciones importantes y un sinfín de otras transacciones. En 2007, AT&T tenía 17 aplicaciones apenas en la función de cuentas por pagar. Hoy, el número se ha reducido a dos. Asimismo, hubo 50 sistemas de reportes gerenciales oficiales y ahora hay tres, con planes de excluir uno de ellos. Al tener un único lenguaje volcado a las Finanzas en toda la empresa, el equipo de finanzas de AT&T ha eliminado las varias versiones de los mismos datos, reduciendo la posible confusión en las discusiones y en las decisiones de estrategia de negocios. Estos pasos también han reducido los costos y aceleraron la toma de decisiones. "Lo lindo de los sistemas es que permiten que la gente talentosa con habilidades analíticas usen su tiempo en esa zona, en vez de gastar tiempo en recolección, agregación y organización de los datos," señala Stephens. "Tenemos un proceso eficiente y eficaz que hace que nosotros, dejemos a la gente libre para dedicarse a aquello en que son realmente buenos. Y tenemos un equipo de alta calidad y ellos están en su mejor punto cuando son capaces de hacer su función para apoyar a la unidad de negocio”AT&T es una de las pocas multinacionales modernas que han participado de todas las etapas anteriores de la innovación de las telecomunicaciones, de Alexander Graham Bell como inventor solitario, a Bell Labs, a los lanzamientos acelerados en las fundiciones de AT&T. La tecnología es el corazón de todo lo que AT&T hace, incluyendo sus inversiones en innovaciones tecnológicas para permitir que las finanzas de AT&T trabajen más estratégicamente con los negocios para asegurar que las inversiones en las iniciativas de crecimiento sean exitosas.  Según John Stephens, Vicepresidente Ejecutivo y director financiero de AT&T, la empresa ha trazado un plan de inversión de tres años para mejorar y aumentar sus redes IP de banda ancha alámbricas e inalámbricas. El plan incluye la implementación del servicio 4G LTE para 300 millones de personas en los Estados Unidos, expansión de IP de banda ancha de alta velocidad a unos 57 millones de hogares de clientes y una expansión de la fibra a 1 millón de clientes corporativos adicionales en su área de servicio de telefonía fija. "La necesidad de velocidad es mayor que nunca, y este proyecto es nuestro paso hacia la innovación para ofrecer tal velocidad," dice Stephens. Como AT&T moderniza su infraestructura global, sus procesos operacionales se hacen tan poderosos como su red. Ha sido una tarea grande y compleja, pero Stephens se complace al decir que el departamento de finanzas de AT&T ha adoptado su papel de catalizador corporativo. Empezó con un concepto simple: "Vamos a hacer que todos hablen en el mismo idioma". Esto llevó a la consolidación de sistemas financieros heredados de las empresas adquiridas. No fue una tarea sencilla, dado que la empresa pasó por más de cinco adquisiciones importantes y un sinfín de otras transacciones. En 2007, AT&T tenía 17 aplicaciones apenas en la función de cuentas por pagar. Hoy, el número se ha reducido a dos. Asimismo, hubo 50 sistemas de reportes gerenciales oficiales y ahora hay tres, con planes de excluir uno de ellos. Al tener un único lenguaje volcado a las Finanzas en toda la empresa, el equipo de finanzas de AT&T ha eliminado las varias versiones de los mismos datos, reduciendo la posible confusión en las discusiones y en las decisiones de estrategia de negocios. Estos pasos también han reducido los costos y aceleraron la toma de decisiones. "Lo lindo de los sistemas es que permiten que la gente talentosa con habilidades analíticas usen su tiempo en esa zona, en vez de gastar tiempo en recolección, agregación y organización de los datos," señala Stephens. "Tenemos un proceso eficiente y eficaz que hace que nosotros, dejemos a la gente libre para dedicarse a aquello en que son realmente buenos. Y tenemos un equipo de alta calidad y ellos están en su mejor punto cuando son capaces de hacer su función para apoyar a la unidad de negocio”

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  • Obtener perfiles en un Gridivew

    - by jaullo
    Saber quienes forman parte de nuestra aplicación es sencial, principalmente cuando deseamos hacer una "auditoria" de nuestro sistema. Cuando utilizamos el membership provider de asp.net podemos obtener esos usuarios en una lista para su identificación. Así que, veremos como podemos obtener esos usuarios en un gridivew. Algo tan sencillo como 2 líneas de código.   Primeramente creamos una página asp.net y agregamos un gridview, <asp:GridView ID="gvprofiles" runat="server" AutoGenerateColumns="true" AllowPaging="true" GridLines="Both" > </asp:GridView> Ahora lo que a muchos les apasiciona el código, veamos como podemos llenar nuestro gridview. En el vento LOAD  de nuestra página agregamos: gvprofiles.DataSource = ProfileManager.GetAllProfiles(ProfileAuthenticationOption.Authenticated) gvprofiles.DataBind();   Muchas de estas funcionalidades, estarán disponibles unicamente si nuestro sitio asp.net tiene las funciones en la seguridad habilitadas.

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  • Rotation matrix for a 3D vector

    - by Shashwat
    I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of XNA, I need the angle for which I'd have to compute cos or tan inverse. I think this is a complex task to do. Also, eventually those are also converted to sin(angle) and cos(angle) in the matrix. Is there any inbuilt way to create rotation matrix from a 3D vector? However, I can write the function but still asking if there is one already there.

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  • Is a function plotter a legitimate use of eval() in JavaScript?

    - by moose
    From PHP development I know that eval is evil and I've recently read What constitutes “Proper use” of the javascript Eval feature? and Don't be eval. The only proper use of eval I've read is Ajax. I'm currently developing a visualization tool that lets users see how polynomials can interpolate functions: Example Code on GitHub I use eval for evaluation of arbitrary functions. Is this a legitimate use of eval? How could I get rid of eval? I want the user to be able to execute any function of the following forms: a x^i with a,i in R sin, cos, tan b^x with b in R any combination that you can get by adding (e.g. x^2 + x^3 + sin(x)), multiplying (e.g. sin(x)*x^2) or inserting (e.g. sin(x^2))

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  • Missing Coordinates. Basic Trigonometry Help.

    - by TheDarkIn1978
    please refer to my quick diagram attached below. what i'm trying to do is get the coordinates of the yellow dots by using the angle from the red dots' known coordinates. assuming each yellow dot is about 20 pixels away from the x:50/y:250 red dot at a right angle (i think that's what it's called) how do i get their coordinates? i believe this is very basic trigonometry and i should use Math.tan(), but they didn't teach us much math in art school.

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  • vim unicode bufread/bufwrite script

    - by anon
    Problem: I want my unicode characters to be stored on disk as (rather tan utf8/16 encoding) \u#### However, I want them dispalyed as unicode characters when opened up in vim. I think the easiest way to acheive this is some bufopen/bufwrite script that automatically: on opening, convert \u#### to unicode character on writing, convert unicode characters into \u#### However, I don't know what functions to call to make this happen. Can someone lend a hand? Thanks!

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  • a value that shows in select mode disappears in edit mode from a gridview column

    - by Jbob Johan
    i have a gridview(GridView1) with a few Bound Fields first one is Date (ActivityDate) from a table named "tblTime" i have managed to add one extra colum (manually), that is not bound that shows dayInWeek value according to the "ActivityDate" field programtically in CodeBehind but when i enter into Edit Mode , all Bound fields are showing their values correctly but the one column i have added manually will not show the value as it did in "select mode"(first mode b4 trying to edit) while im not a great dibbagger i have manged to view the cell's value (GridView1.Rows[e.NewEditIndex].Cells[1].Text) which does hold on to the day in week value but it does not appear in gridview edit mode only this is some of the code protected void GridView1_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.RowType == DataControlRowType.Header) { e.Row.Cells[0].Text = "?????"; //Activity Date (in hebrew) e.Row.Cells[1].Text = "??? ?????"; //DayinWeek e.Row.Cells[2].Text = "??????"; //ActivityType (work seek vacation) named Reason e.Row.Cells[3].Text = "??? ?????"; //time finish (to Work) e.Row.Cells[4].Text = "??? ?????"; //Time out (of work) } if (e.Row.RowType == DataControlRowType.DataRow) { if (Convert.ToBoolean(ViewState["theSubIsclckd"]) == true) //if submit button clicked { try { string twekday1 = Convert.ToString(DataBinder.Eval(e.Row.DataItem, "ActiveDate")); twekday1 = twekday1.Remove(9, 11); //geting date only without the time- portion string[] arymd = twekday1.Split('/'); // spliting [d m y] in order to make int day = Convert.ToInt32(arymd[1]); // it into [m d y] ...also requierd int month = Convert.ToInt32(arymd[0]); // when i update the table int year = Convert.ToInt32(arymd[2]); DateTime ILDateInit = new DateTime(year, month, day); //finally extracting Day CultureInfo ILci = CultureInfo.CreateSpecificCulture("he-IL"); // in week //from the converted activity date string MyIL_DayInWeek = ILDateInit.ToString("dddd", ILci); ViewState["MyIL_DayInWeek"] = MyIL_DayInWeek; e.Row.Cells[1].Text = MyIL_DayInWeek; string displayReason = DataBinder.Eval(e.Row.DataItem, "Reason").ToString(); e.Row.Cells[2].Text = displayReason; } catch (System.Exception excep) { Js.functions.but bb = new Js.functions.but(); bb.buttonName = "rex"; bb.documentwrite = true; bb.testCsVar = excep.ToString(); bb.f1(bb); // this was supposed to throw exep in javaScript injected from code behid - alert } // just in case.. } } so that works for the non edit period of time then when i hit the edit ... no day in week shows THE aspX - after selcting date... name etc' , click on button to display gridview: <asp:Button ID="TheSubB" runat="server" Text="???" onclick="TheSubB_Click" /> <asp:GridView ID="GridView1" runat="server" OnRowDataBound="GridView1_RowDataBound" onrowediting="GridView1_RowEditing" onrowcancelingedit="GridView1_RowCancelingEdit" OnRowUpdating="GridView1_RowUpdating" BackColor="LightGoldenrodYellow" BorderColor="Tan" BorderWidth="1px" CellPadding="2" ForeColor="Black" GridLines="None" AutoGenerateColumns="False" DataKeyNames="tId" DataSourceID="SqlDataSource1" style="z-index: 1; left: 0%; top: 0%; position: relative; width: 812px; height: 59px; font-family:Arial; text-align: center;" AllowSorting="True" > <AlternatingRowStyle BackColor="PaleGoldenrod" /> <Columns> <asp:BoundField DataField="ActiveDate" HeaderText="ActiveDate" SortExpression="ActiveDate" ControlStyle-Width="70" DataFormatString="{0:dd/MM/yyyy}" > <ControlStyle Width="70px" /> </asp:BoundField> <asp:TemplateField HeaderText="???.???.??"> <EditItemTemplate> <asp:TextBox ID="dayinW_EditTB" runat="server"></asp:TextBox> </EditItemTemplate> <ItemTemplate> <asp:Label ID="dayInW_editLabel" runat="server"></asp:Label> </ItemTemplate> </asp:TemplateField> <asp:BoundField DataField="Reason" HeaderText="???? ?????" SortExpression="Reason" ControlStyle-Width="50"> <ControlStyle Width="50px" /> </asp:BoundField> <asp:BoundField DataField="TimeOut" HeaderText="TimeOut" SortExpression="TimeOut" ControlStyle-Width="50" DataFormatString="{0:HH:mm}" > <ControlStyle Width="50px"></ControlStyle> </asp:BoundField> <asp:BoundField DataField="TimeIn" HeaderText="TimeIn" SortExpression="TimeIn" ControlStyle-Width="50" DataFormatString="{0:HH:mm}" > <ControlStyle Width="50px"></ControlStyle> </asp:BoundField> <asp:TemplateField HeaderText="????" > <EditItemTemplate> <asp:ImageButton width="15" Height="15" ImageUrl="~/images/edit.png" runat="server" CausesValidation="True" CommandName="Update" Text="Update"> </asp:ImageButton> <asp:ImageButton Width="15" Height="15" ImageUrl="images/cancel.png" runat="server" CausesValidation="False" CommandName="Cancel" Text="Cancel"> </asp:ImageButton> </EditItemTemplate> <ItemTemplate> <asp:ImageButton width="25" Height="15" ImageUrl="images/edit.png" ID="EditIB" runat="server" CausesValidation="False" CommandName="Edit" AlternateText="????"></asp:ImageButton> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="???"> <ItemTemplate> <asp:ImageButton width="15" Height="15" ImageUrl="images/Delete.png" ID="DeleteIB" runat="server" CommandName="Delete" AlternateText="???" /> </ItemTemplate> </asp:TemplateField> </Columns> <FooterStyle BackColor="Tan" /> <HeaderStyle BackColor="Tan" Font-Bold="True" /> <PagerStyle BackColor="PaleGoldenrod" ForeColor="DarkSlateBlue" HorizontalAlign="Center" /> <SelectedRowStyle BackColor="DarkSlateBlue" ForeColor="GhostWhite" /> <SortedAscendingCellStyle BackColor="#FAFAE7" /> <SortedAscendingHeaderStyle BackColor="#DAC09E" /> <SortedDescendingCellStyle BackColor="#E1DB9C" /> <SortedDescendingHeaderStyle BackColor="#C2A47B" /> </asp:GridView>

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  • Point one style class to another?

    - by user246114
    Hi, I have a css class like: .foo { background-color: red; } then I have a class specified for a list: .list1 li { background-color: tan; } is it possible to set one style class to just point to another? Something like: .list1 li { .foo; } not sure how to articulate that - I just want the .list li style to be whatever I define for the .foo class. Thanks

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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  • Making Flex HTML Control UnSelectable

    - by Joshua
    I am displaying some HTML text in an Adobe AIR Application that I do not want the user to be able to cut and paste. How do I make the HTML control disallow highlighting of the HTML without disabling the ScrollBars. mouseChildren=false works but disables the scrollbars which is unacceptable. Right now I have: <mx:HTML location="http://dexter/preview.html" width="100%" height="100%" id="PreviewArea" x="0" y="0" tabEnabled="false" tabChildren="false" focusEnabled="false" focusRect="null"/> But it's not working properly either. I have also tried overlaying a disabled transparent text control over the top of the HTML component, but the user is still able to tab to the HTML and use the keyboard controls to copy the text to the clipboard. Any hints?

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  • Adding a html file into a c# email app

    - by neilos
    using System; using System.Net; using System.Net.Mail; class MainClass { public static void Main(string[] args) { SmtpClient client = new SmtpClient("192.168.1.12", 25); using (MailMessage msg = new MailMessage()) { msg.From = new MailAddress("[email protected]"); msg.Subject = "***Dexter DB***"; msg.Body = "***DB backup done***"; // I want to change this so i can do this in html file - how do i pick up this file and send a html form? msg.To.Add(new MailAddress("[email protected]")); client.Send(msg); } } }

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  • Is there a Windows or Linux equivalent of Soulver calculator application?

    - by Shevek
    I've just been shown a brilliant calculator app called Soulver which is only available on Mac OS X Maths on a Mac as it should be Soulver is a new kind of calculator application which uses a simple yet powerful word-processor style interface instead of the traditional "button" approach to doing math. Main Features No equals button - Soulver instantly calculates as you type. Multiple lines - Soulver lets you do math over multiple lines and edit previous expressions. Flexible to words - Soulver doesn't mind if you include words or labels between numbers. Basic functions - Soulver includes every standard calculator function, like sin(), cos() & tan() Clever English functions - Soulver includes some "English" math functions. For instance you can type "10% off $200" and get $180 Floating palettes - Soulver's answer & stats palettes will give you conversions and statistics on your work as your type Save your work - like a word processor, Soulver allows you to save and reopen your work This is a fantastic concept and I would really like to find it's equivalent for Windows and/or Linux. Any suggestions?

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  • How to remove google ads virus from IE?

    - by msbg
    I have picked up adware in that shows extra irrelevant google ads. This only happens in Internet Explorer 10, not Firefox or Iron. I have tried some removals for similar viruses with no luck. I have scanned with MalwareBytes, Windows Defender(I am using Windows 8 RTM, so this is the same as MSE), Spybot, Ad Aware, McAfee, Norton, and AVG, with no luck. Here's a screenshot: As you can see, ads are added to the tan area as well as several extra white results, which are especially irrelevant. I like IE10 and would like to keep using it, but these ads are annoying. I'm also worried there may be spyware as well.

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  • ¿Acaso el CFO necesita convertirse en un tecnólogo?

    - by RED League Heroes-Oracle
    La tecnología actual está afectando las funciones de toda la empresa. El CIO debe buscar nuevas maneras de ser un socio estratégico para el negocio y el CMO constantemente se enfrenta con decisiones acerca de la tecnología que hagan la función de marketing más eficiente a través de los datos. Incluso el papel CFO no es inmune. "El CFO en realidad no tiene que ser un tecnólogo, pero tienen que entender cómo el poder de la tecnología puede ayudarle a hacer su trabajo ", dice Nicole Anasenes, CFO de la empresa especialista en soluciones de software Infor. "Las presiones sobre el CFO no son tan diferentes de lo que siempre han sido, pero la interconexión del mundo y la tasa de cambio se suman a ellas" En el mundo empresarial actual, Anasenes dice , el CFO se preocupa por la reducción de costes, velocidad y flexibilidad - todo de una manera segura . La tecnología, en particular el cloud computing, es la clave para mejorar en esas tres áreas. Es importante tener en cuenta que el CIO y la línea de los líderes empresariales a menudo defienden diferentes puntos de vista. En general, el CIO tiende a ver el mundo a través de una lente de la contención de costos y seguridad y buscará almacenamiento de precios accequibles. El resto de los líderes empresariales , en cambio, se centran más en los proyectos de generación de ingresos en el espacio de análisis . En ese contexto , los directores financieros deben tratar de fortalecer las relaciones en toda la empresa y tomar ventaja de la tecnología Tomado de: http://www.cio.com/article/753147/Does_the_CFO_Need_to_Become_a_Technologist_?page=2&taxonomyId=3157

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  • Visual Studio 2010 Guatemala Community Launch

    - by carlone
      Bien Amig@s, el momento tan esperado ha llegado. Para dar nuevamente empuje a la Comunidad de Desarrolladores de .NET de Guatemala, hemos logrado confirmar el evento apoyados por Microsoft Guatemala. Este será un evento de 3 días en donde tendremos la oportunidad de visualizar todas las nuevas características, mejoras, tecnologías y herramientas disponibles en Visual Studio 2010. Cuando: Las sesiones se llevarán a cabo los días 23,24 y 25 de Junio del 2010 Donde: En las oficinas de Microsoft Guatemala 3a Avenida 13-78 Zona 10 Torre City Bank Off. 1101 Guatemala City Guatemala Costo: $0, si NADA, solo tu entusiasmo, participación y apoyo para el evento.   Temas: Silverlight/WPF 4.0 Development Session              23 de Junio Office Sharepoint Development Session                 24 de Junio ASP.NET and Web Development Session                25 de Junio   Give Aways: Si…., habrán sorpresas para los asistentes, así como también podremos compartir una pizza, alitas de pollo y más ….   Como me Inscribo para participar:   Muy simple, visita la siguiente página http://vs2010gt.eventbrite.com/ y listo.   Riega la Bola!, invita a tu colega, a tu amigo geek, la mara de la U, a los de la Office, es una única oportunidad que no te puedes perder. Esperamos contar con tu participación !!!!!!!!!!!!!!!   Saludos Cordiales, Carlos A. Lone sigueme en Twitter: @carloslonegt

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • Camera field of view: 3D projections & trigonometry

    - by Thomas O
    Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view on the camera (Th1, Th2) - where Th1 is horizontal FOV and Th2 is vertical FOV. Given this information, I'd like to: test if the point is visible (i.e. in the camera's FOV) project the point as the camera would see it I've figured out already that the camera's horizontal view at any given distance is tan(Th1) * distance, but I don't know how to test if the point is visible. Accuracy is not critical. I would prefer a simple solution over a complicated solution, if it works well enough. The computations will be performed by a small microcontroller, which isn't very fast at things like trig functions. P.S. this is not homework, I'm doing this for some game development. It will be integrated with the real world, hence the latitude/longitude/altitude. It involves flying real RC planes through virtual hoops (or chasing virtual targets), so I have to project the positions of these hoops on a display.

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  • Use Your Web Browser As A Calculator

    - by Gopinath
    Quite often most of us require Calculator application to evaluate percentage calculations, divisions,etc. Whenever I needed a calculator application I launch Windows Calculator application as it’s built into each and every version of Windows I use.  But the moment I learn that almost all the web browsers have a built in calculator, I stopped using Windows Calculator.  Google Search Box – Every Browser’s Built In Calculator Google Search Box is the built in calculator of every web browser. The search box is capable of evaluation simple expressions like 20/50+10 as well as complex arithmetic formulas that include functions like sin, cos, tan,etc. Almost every web browser has Google Search box by default, if not you can install it very quickly. In Google Chrome browser, Google Search box is built in right inside the address bar. In Firefox & Internet Explorer you can locate it on the top right corner.    To perform calculations, why to launch Calculator when we have a web browser open on our desktop most of the time? Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Having trouble with projection matrix, need help

    - by Mr.UNOwen
    I'm having trouble with what appears to be the projection matrix. Given a wide enough of a screen, when a cube is on the left and right most edge, the left or right wall will appear stretched to the point that the front face is 1/10 the width of the side. So I do update the screen ratio along with the projection matrix and view port on screen resize, am I safe to assume all the trouble is from the matrix class? Also the cube follows the mouse, but it's only vertically aligned and ahead of the mouse when going left or right from the center of the screen. Perspective function call: * setPerspective * * @param fov: angle in radians * @param aspect: screen ratio w/h * @param near: near distance * @param far: far distance **/ void APCamera::setPerspective(GMFloat_t fov, GMFloat_t aspect, GMFloat_t near, GMFloat_t far) { GMFloat_t difZ = near - far; GMFloat_t *data; mProjection->clear(); //set to identity matrix data = mProjection->getData(); GMFloat_t v = 1.0f / tan(fov / 2.0f); data[_AP_MAA] = v / aspect; data[_AP_MBB] = v; data[_AP_MCC] = (far + near) / difZ; data[_AP_MCD] = -1.0f; data[_AP_MDD] = 0.0f; data[_AP_MDC] = 2.0f * far * near/ difZ; mRatio = aspect; mInvProjOutdated = true; mIsPerspective = true; } and... #define _AP_MAA 0 #define _AP_MAB 1 #define _AP_MAC 2 #define _AP_MAD 3 #define _AP_MBA 4 #define _AP_MBB 5 #define _AP_MBC 6 #define _AP_MBD 7 #define _AP_MCA 8 #define _AP_MCB 9 #define _AP_MCC 10 #define _AP_MCD 11 #define _AP_MDA 12 #define _AP_MDB 13 #define _AP_MDC 14 #define _AP_MDD 15

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  • Position Reconstruction from Depth by inverting Perspective Projection

    - by user1294203
    I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 perspective ( valType const & fovy, valType const & aspect, valType const & zNear, valType const & zFar ) { valType range = tan(radians(fovy / valType(2))) * zNear; valType left = -range * aspect; valType right = range * aspect; valType bottom = -range; valType top = range; detail::tmat4x4 Result(valType(0)); Result[0][0] = (valType(2) * zNear) / (right - left); Result[1][2] = (valType(2) * zNear) / (top - bottom); Result[2][3] = - (zFar + zNear) / (zFar - zNear); Result[2][4] = - valType(1); Result[3][5] = - (valType(2) * zFar * zNear) / (zFar - zNear); return Result; } There doesn't seem to be any errors in the code. So I tried to invert the projection, the formula for the z and w coordinates after projection are: and dividing z' with w' gives the post-projective depth (which lies in the depth buffer), so I need to solve for z, which finally gives: Now, the problem is I don't get the correct position (I have compared the one reconstructed with a rendered position). I then tried using the respective formula I get by doing the same for this Matrix. The corresponding formula is: For some reason, using the above formula gives me the correct position. I really don't understand why this is the case. Have I done something wrong? Could someone enlighten me please?

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  • Grails Shiro plugin : confirming my understanding

    - by bsreekanth
    I'm bit vague about how to start using the shiro plugin, after reading few documents. I decided against Nimble, as it comes with few tables and UI plugins. I setup shiro plugin with wildcard realm, with my own tables. I may use permission based (rather tan role based) access control as it scales well. Now, the steps for it. assign the permission string to the subject, and save it in the db check the permission through isPermitted, hasPermission (or relevant tags in GSP). Now, 1. when to use the accesscontrol through filter? 2. is there a closure injected into the controller where I can define the permission for the actions in it? 3. How do I create a typical access control scenario like only the creator of (something, a post etc) can delete it? thanks a lot.. Babu.

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  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

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  • Where is the virtual function call overhead?

    - by Semen Semenych
    Hello everybody, I'm trying to benchmark the difference between a function pointer call and a virtual function call. To do this, I have written two pieces of code, that do the same mathematical computation over an array. One variant uses an array of pointers to functions and calls those in a loop. The other variant uses an array of pointers to a base class and calls its virtual function, which is overloaded in the derived classes to do absolutely the same thing as the functions in the first variant. Then I print the time elapsed and use a simple shell script to run the benchmark many times and compute the average run time. Here is the code: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } void function_not( double *d ) { *d = sin(*d); } void function_and( double *d ) { *d = cos(*d); } void function_or( double *d ) { *d = tan(*d); } void function_xor( double *d ) { *d = sqrt(*d); } void ( * const function_table[4] )( double* ) = { &function_not, &function_and, &function_or, &function_xor }; int main(void) { srand(time(0)); void ( * index_array[100000] )( double * ); double array[100000]; for ( long int i = 0; i < 100000; ++i ) { index_array[i] = function_table[ rand() % 4 ]; array[i] = ( double )( rand() / 1000 ); } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( long int i = 0; i < 100000; ++i ) { index_array[i]( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } and here is the virtual function variant: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } class A { public: virtual void calculate( double *i ) = 0; }; class A1 : public A { public: void calculate( double *i ) { *i = sin(*i); } }; class A2 : public A { public: void calculate( double *i ) { *i = cos(*i); } }; class A3 : public A { public: void calculate( double *i ) { *i = tan(*i); } }; class A4 : public A { public: void calculate( double *i ) { *i = sqrt(*i); } }; int main(void) { srand(time(0)); A *base[100000]; double array[100000]; for ( long int i = 0; i < 100000; ++i ) { array[i] = ( double )( rand() / 1000 ); switch ( rand() % 4 ) { case 0: base[i] = new A1(); break; case 1: base[i] = new A2(); break; case 2: base[i] = new A3(); break; case 3: base[i] = new A4(); break; } } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( int i = 0; i < 100000; ++i ) { base[i]->calculate( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } My system is LInux, Fedora 13, gcc 4.4.2. The code is compiled it with g++ -O3. The first one is test1, the second is test2. Now I see this in console: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.0153142 0.0153166 Well, more or less, I think. And then, this: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.01531 0.0152476 Where are the 25% which should be visible? How can the first executable be even slower than the second one? I'm asking this because I'm doing a project which involves calling a lot of small functions in a row like this in order to compute the values of an array, and the code I've inherited does a very complex manipulation to avoid the virtual function call overhead. Now where is this famous call overhead?

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