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  • Howoto get id of new record after model.save

    - by tonymarschall
    I have a model with the following db structure: mysql> describe units; +------------+----------+------+-----+---------+----------------+ | Field | Type | Null | Key | Default | Extra | +------------+----------+------+-----+---------+----------------+ | id | int(11) | NO | PRI | NULL | auto_increment | | name | varchar(128) | NO | | NULL | | | created_at | datetime | NO | | NULL | | | updated_at | datetime | NO | | NULL | | +------------+----------+------+-----+---------+----------------+ 7 rows in set (0.00 sec) After creating a new record an saving i can not get the id of the record. 1.9.3p194 :001 > unit = Unit.new(:name => 'test') => #<Unit id: nil, name: "test", created_at: nil, updated_at: nil> 1.9.3p194 :002 > unit.save (0.2ms) BEGIN SQL (0.3ms) INSERT INTO `units` (`created_at`, `name`, `updated_at`) VALUES ('2012-08-31 23:48:12', 'test', '2012-08-31 23:48:12') (144.6ms) COMMIT => true 1.9.3p194 :003 > unit.inspect => "#<Unit id: nil, name: \"test\", created_at: \"2012-08-31 23:48:12\", updated_at: \"2012-08-31 23:48:12\">" # unit.rb class Unit < ActiveRecord::Base attr_accessible :name end # migration class CreateUnits < ActiveRecord::Migration def change create_table :units do |t| t.string :name, :null => false t.timestamps end end end Tried this with other models and have the same result (no id). Data is definitily saved and i can get data with Unit.last Another try with Foo.id = nil # /var/www# rails g model Foo name:string invoke active_record create db/migrate/20120904030554_create_foos.rb create app/models/foo.rb invoke test_unit create test/unit/foo_test.rb create test/fixtures/foos.yml # /var/www# rake db:migrate == CreateFoos: migrating ===================================================== -- create_table(:foos) -> 0.3451s == CreateFoos: migrated (0.3452s) ============================================ # /var/www# rails c Loading development environment (Rails 3.2.8) 1.9.3p194 :001 > foo = Foo.new(:name => 'bar') => #<Foo id: nil, name: "bar", created_at: nil, updated_at: nil> 1.9.3p194 :002 > foo.save (0.2ms) BEGIN SQL (0.4ms) INSERT INTO `foos` (`created_at`, `name`, `updated_at`) VALUES ('2012-09-04 03:06:26', 'bar', '2012-09-04 03:06:26') (103.2ms) COMMIT => true 1.9.3p194 :003 > foo.inspect => "#<Foo id: nil, name: \"bar\", created_at: \"2012-09-04 03:06:26\", updated_at: \"2012-09-04 03:06:26\">" 1.9.3p194 :004 > Foo.last Foo Load (0.5ms) SELECT `foos`.* FROM `foos` ORDER BY `foos`.`id` DESC LIMIT 1 => #<Foo id: 1, name: "bar", created_at: "2012-09-04 03:06:26", updated_at: "2012-09-04 03:06:26">

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  • sudo apt-get update errors

    - by Adrian Begi
    Here is what I get on my terminal when running sudo apt-get update errors. I dont know if the issue is from my sources.list or my proxy setup(have not made any changes to proxies). Thank you for any help in advanced. Ign http://security.ubuntu.com oneiric-security Release.gpg Ign http://security.ubuntu.com oneiric-security Release Ign http://security.ubuntu.com oneiric-security/main Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/restricted Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/universe Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/multiverse Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/main amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/restricted amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/universe amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/multiverse amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/main i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/restricted i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/universe i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/multiverse i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/main TranslationIndex Ign http://security.ubuntu.com oneiric-security/multiverse TranslationIndex Ign http://security.ubuntu.com oneiric-security/restricted TranslationIndex Ign http://security.ubuntu.com oneiric-security/universe TranslationIndex Err http://security.ubuntu.com oneiric-security/main Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/restricted Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/universe Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/multiverse Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/main amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/restricted amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/universe amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/multiverse amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/main i386 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/restricted i386 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/universe i386 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/multiverse i386 Packages 404 Not Found [IP: 91.189.91.15 80] Ign http://security.ubuntu.com oneiric-security/main Translation-en_US Ign http://security.ubuntu.com oneiric-security/main Translation-en Ign http://security.ubuntu.com oneiric-security/multiverse Translation-en_US Ign http://security.ubuntu.com oneiric-security/multiverse Translation-en Ign http://security.ubuntu.com oneiric-security/restricted Translation-en_US Ign http://security.ubuntu.com oneiric-security/restricted Translation-en Ign http://security.ubuntu.com oneiric-security/universe Translation-en_US Ign http://security.ubuntu.com oneiric-security/universe Translation-en W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/main/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/restricted/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/universe/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/multiverse/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/main/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/restricted/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/universe/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/multiverse/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/main/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/restricted/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/universe/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/multiverse/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] E: Some index files failed to download. They have been ignored, or old ones used instead. HERE IS MY SOURCES.LIST # # deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/main/binary-i386/ # deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/restricted/binary-i386/ # deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ oneiric main restricted #deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/main/binary-i386/ #deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/restricted/binary-i386/ #deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ oneiric main restricted # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://us.archive.ubuntu.com/ubuntu/ oneiric main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric main restricted ## Major bug fix updates produced after the final release of the ## distribution. deb http://us.archive.ubuntu.com/ubuntu/ oneiric-updates main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-updates main restricted ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://us.archive.ubuntu.com/ubuntu/ oneiric universe deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric universe deb http://us.archive.ubuntu.com/ubuntu/ oneiric-updates universe deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://us.archive.ubuntu.com/ubuntu/ oneiric multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric multiverse deb http://us.archive.ubuntu.com/ubuntu/ oneiric-updates multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-updates multiverse ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://us.archive.ubuntu.com/ubuntu/ oneiric-backports main restricted universe multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-backports main restricted universe multiverse deb http://security.ubuntu.com/ubuntu oneiric-security main restricted deb-src http://security.ubuntu.com/ubuntu oneiric-security main restricted deb http://security.ubuntu.com/ubuntu oneiric-security universe deb-src http://security.ubuntu.com/ubuntu oneiric-security universe deb http://security.ubuntu.com/ubuntu oneiric-security multiverse deb-src http://security.ubuntu.com/ubuntu oneiric-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. # deb http://archive.canonical.com/ubuntu oneiric partner # deb-src http://archive.canonical.com/ubuntu oneiric partner ## Uncomment the following two lines to add software from Ubuntu's ## 'extras' repository. ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # deb http://extras.ubuntu.com/ubuntu oneiric main # deb-src http://extras.ubuntu.com/ubuntu oneiric main

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • Where to store front-end data for "object calculator"

    - by Justin Grahn
    I recently have completed a language library that acts as a giant filter for food items, and flows a bit like this :Products -> Recipes -> MenuItems -> Meals and finally, upon submission, creates an Order. I have also completed a database structure that stores all the pertinent information to each class, and seems to fit my needs. The issue I'm having is linking the two. I imagined all of the information being local to each instance of the product, where there exists one backend user who edits and manipulates data, and multiple front end users who select their Meal(s) to create an Order. Ideally, all of the front end users would have all of this information stored locally within the library, and would update the library on startup from a database. How should I go about storing the data so that I can load it into the library every time the user opens the application? Do I package a database onboard and just load and populate every time? The only method I can currently conceive of doing this, even if I only have 500 possible Product objects, would require me to foreach the list for every Product that I need to match to a Recipe and so on and so forth every time I relaunch the program, which seems like a lot of wasteful loading. Here is a general flow of my architecture: Products: public class Product : IPortionable { public Product(string n, uint pNumber = 0) { name = n; productNumber = pNumber; } public string name { get; set; } public uint productNumber { get; set; } } Recipes: public Recipe(string n, decimal yieldAmt, Volume.Unit unit) { name = n; yield = new Volume(yieldAmt, unit); yield.ConvertUnit(); } /// <summary> /// Creates a new ingredient object /// </summary> /// <param name="n">Name</param> /// <param name="yieldAmt">Recipe Yield</param> /// <param name="unit">Unit of Yield</param> public Recipe(string n, decimal yieldAmt, Weight.Unit unit) { name = n; yield = new Weight(yieldAmt, unit); } public Recipe(Recipe r) { name = r.name; yield = r.yield; ingredients = r.ingredients; } public string name { get; set; } public IMeasure yield; public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable,IMeasure>(); MenuItems: public abstract class MenuItem : IScalable { public static string title = null; public string name { get; set; } public decimal maxPortionSize { get; set; } public decimal minPortionSize { get; set; } public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable, IMeasure>(); and Meal: public class Meal { public Meal(int guests) { guestCount = guests; } public int guestCount { get; private set; } //TODO: Make a new MainCourse class that holds pasta and Entree public Dictionary<string, int> counts = new Dictionary<string, int>(){ {MainCourse.title, 0}, {Side.title , 0}, {Appetizer.title, 0} }; public List<MenuItem> items = new List<MenuItem>(); The Database just stores and links each of these basic names and amounts together usings ID's (RecipeID, ProductID and MenuItemID)

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  • SOLID Principles and code structure

    - by S-Unit
    My question is on SOLID principles, because I couldn't answer a question (beyond the obvious meaning of the various principles of SOLID) at an interview and it really bugs me. I have done a couple of days worth of digging around and have yet to come up with a satisfactory summary. The question was: If you were to look at a .Net project that I told you strictly followed SOLID principles, what would expect to see in terms of the project and code structure ? I sort of floundered around a bit, didn't really answer the question and then bombed out. Any help or thoughts will really be appreciated.

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  • How to create unit test for actualHeight in Silverlight 4?

    - by eflles
    How can I write a unit test to test the actualWidth property to a userControl in Silverligh 4? I hoped that this method would pass, but it fails. I am using the Silverlight ToolKit april 2010, and VS 2010. <TestMethod()> _ Public Sub TestAcrtualWidth() Me.MyUserControl.Width = 100 Me.MyUserControl.UpdateLayout() Assert.IsTrue(Me.MyUserControl.ActualWidth > 0) End Sub

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  • Matlab help: I am given a second order differential equation.I need to use matlab to find unit step response and impulse response?

    - by Cady Smith
    I have the second order differential equation d^2(y(t))/dt^2+ B1*d(y(t))/dt+ c1*y(t)=A1*x(t) t is in seconds and is greater than 0. A1, B1, C1 are constants that equal: A1= 3.8469x10^6 B1= 325.6907 C1= 3.8469x10^6 This system is linear, time-invariant, and casual. The system is called H1. I want to use Matlab to compute and plot the impulse response function h1(t) and the unit step response function g1(t) of this system.

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  • Why cant we use UIFont or UIcolor in the method which we unit test?

    - by PrithviRaj
    Hi all, I have an method in the tableview controller class. It consists few of the UIColor and UIFont class names. I am unit testing that metohd. But when i build that test target i am getting this error: "/Developer/Tools/RunPlatformUnitTests.include:451:0 Test rig '/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/Developer/usr/bin/otest' exited abnormally with code 133 (it may have crashed)." Any idea about this? Thanks in advance.

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  • Come meet our Interns in Dublin

    - by klaudia.drulis
    Oracle Worldwide Product Translation Group (WPTG) provides solutions for all Oracle product and Content translation requirements. WPTG is a global organisation with its headquarters in Ireland and employees in Oracle offices worldwide. WPTG offer expertise in fields such as process engineering, tools development, linguistic quality, terminology, global product release, financial and vendor management. WPTG provides translation solution for over 40 languages including Asia Pacific, European, American and Middle Eastern languages. WPTG first introduced an intern program over 10 years ago and it has become a key component of our teams structure. The majority of Interns are sourced from a Computer Science related course, these Interns joining the engineering team. Others are sourced from Business courses and work within the Business / Project management area. The intern program allows us to maintain ties with current course curriculum and brings fresh energy and perspective into our Organisation. Four of the full time staff working in Dublin today joined us originally as Interns and subsequently were offered permanent positions. Come Meet some of our 2010 Interns, Come and see what Darragh, Anthony, Caoimhe, James and Artemij thought about working within the WPTG at Oracle: Darragh “Oracle has been a fun, challenging work placement for me. From day one I was treated as a full member of staff, this was both comforting and a little bit scary. The responsibilities stack up but I found I was able to keep on top of everything and even make improvements to how we handle a few things thanks to a great team and a very supportive manager. There’s a very positive atmosphere in work that’s really conducive to getting a lot of work done. Ideas seem to be the central hub in my line of business so all of my ideas and innovations were greeted with enthusiasm. Oracle has given me a fantastic opportunity and I urge you to grab it with both hands, you’ll find that you’re with a set of like minded people from all works of life that make work both interesting and fun. Even when the pressure is on you know that you can always get help and advice from someone nearby. My last word of advice is don’t be afraid to stick your neck out, everyone here is willing to learn, try something new and innovate, your voice will be heard and who knows, you could end up having a large impact on Oracle and your career.” Anthony “I had a great experience working with Oracle, from day one I was treated like a full member of staff with responsibilities of my own. I found that the more I put into the work the more I got out from the experience. Volunteering and being willing to face challenges have made this a more exciting placement. I am given a lot of leeway to do my own projects and so I’ve found that I am really enjoying my time here.” Caoimhe “I am currently spending my year of placement within the Release Management Team in the WPTG. My main role is to handle the finance process of all translation projects under 100k which includes creating workspecs and PO's, sending out kits, dealing with vendor queries and handling the invoicing and payment part. I am really enjoying my time here at Oracle, everyone is very open and friendly and willing to help you out with any questions you may have. I would definitely be interested in returning to Oracle after I graduate!” James “I am currently on a 12 month placement with Oracle, working as part of the Worldwide Product Translation Group in the Business Management. The Business Management team provides a global view on WPTG’s vendor and business strategy and is an interface into WPTG for new business. The business management team work together to support the external translation partner network. My role is to support the Business Management team and also to work on various projects when the need arises. This involves working with translation vendors and working with other Oracle employees worldwide. I am really enjoying my time working for Oracle, at times it can be challenging bit also very rewarding. I would recommend any student wanting to undertake a placement year to apply to Oracle, I made some great friends and I will never forget my time in Dublin.” Artemij “From working within Oracle, I have truly understood what "career path" is, and what opportunities a large corporation like Oracle can offer. Without any illusions, the work itself is exciting, sometimes challenging, tests your ability to handle pressure, to make decisions and take responsibility, to learn quickly and cooperate efficiently in order to solve a problem. I have learned a lot about myself. What I am good at, where and what I can do better. My placement at Oracle has allowed me to get a clearer picture of what I want, and which door I am going to open after college. If you have any questions related to this article feel free to contact  [email protected].  You can find our job opportunities via http://campus.oracle.com

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • [Symfony] Admin generator and i18n

    - by David
    I have read lots of questions about i18n, but I haven't found any about performance. I have a simple backend app listing the contents of an ads table. These ads have a category, that is translated in some languages (it's defined as i18n in the Doctrine schema). So, when I add a "table_method" in my generator.yml to include de Category table, it reduces the number of queries, but there are yet some of them referencing i18n translation tables. So, if I add the category Translation table to the query, it reduces even more the queries BUT it increases the processing time considerably. Why this time penalty? Just because of the translation table? And why isn't the filter using this method to avoid so many translation queries as well? I mean, if I want to filter by category, it is making one query per category to include the translation table. Why??

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  • Building a world matrix

    - by DeadMG
    When building a world projection matrix from scale, rotate, translate matrices, then the translation matrix must be the last in the process, right? Else you'll be scaling or rotating your translations. Do scale and rotate need to go in a specific order? Right now I've got std::for_each(objects.begin(), objects.end(), [&, this](D3D93DObject* ptr) { D3DXMATRIX WVP; D3DXMATRIX translation, rotationX, rotationY, rotationZ, scale; D3DXMatrixTranslation(&translation, ptr->position.x, ptr->position.y, ptr->position.z); D3DXMatrixRotationX(&rotationX, ptr->rotation.x); D3DXMatrixRotationY(&rotationY, ptr->rotation.y); D3DXMatrixRotationZ(&rotationZ, ptr->rotation.z); D3DXMatrixScaling(&translation, ptr->scale.x, ptr->scale.y, ptr->scale.z); WVP = rotationX * rotationY * rotationZ * scale * translation * ViewProjectionMatrix; });

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  • How can I join this 2 queries?(A select query with join and An unpivot query)

    - by MANG KANOR
    Here are my two queries SELECT EWND.Position, NKey = CASE WHEN ISNULL(Translation.Name, '') = '' THEN EWND.Name ELSE Translation.Name END, Unit = EW_N_DEF.Units FROM EWND INNER JOIN EW_N_DEF ON EW_N_DEF.Nutr_No = EWND.Nutr_No LEFT JOIN Translation ON Translation.CodeMain = EWND.Nutr_no WHERE Translation.CodeTrans = 1 ORDER BY EWND.Position And this is the unpivot one SELECT * FROM (SELECT N1,N2,N3,N4,N5,N6,N7,N8,N9,N10,N11,N12,N13,N14,N15,N16,N17,N18,N19,N20,N21,N22,N23,N24,N25,N26,N27,N28,N29,N30,N31,N32,N33,N34 FROM EWNVal WHERE Code=6035) Test UNPIVOT (Value FOR NUTCODE IN (N1,N2,N3,N4,N5,N6,N7,N8,N9,N10,N11,N12,N13,N14,N15,N16,N17,N18,N19,N20,N21,N22,N23,N24,N25,N26,N27,N28,N29,N30,N31,N32,N33,N34) )AS test Both Queries put out same number of rows but not columns, Is it possible to join this two? I tried the union but it has problems that I cant solve Thanks in advance!

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  • How do I make the manifest available during a Maven/Surefire unittest run "mvn test" ?

    - by Ernst de Haan
    How do I make the manifest available during a Maven/Surefire unittest run "mvn test" ? I have an open-source project that I am converting from Ant to Maven, including its unit tests. Here's the project source repository with the Maven project: http://github.com/znerd/logdoc My question pertains to the primary module, called "base". This module has a unit test that tests the behaviour of the static method getVersion() in the class org.znerd.logdoc.Library. This method returns: Library.class.getPackage().getImplementationVersion() The getImplementationVersion() method returns a value of a setting in the manifest file. So far, so good. I have tested this in the past and it works well, as long as the manifest is indeed available on the classpath at the path META-INF/MANIFEST.MF (either on the file system or inside a JAR file). Now my challenge is that the manifest file is not available when I run the unit tests: mvn test Surefire runs the unit tests, but my unit test fails with a mesage indicating that Library.getVersion() returned null. When I want to check the JAR, I find that it has not even been generated. Maven/Surefire runs the unit tests against the classes, before the resources are added to the classpath. So can I either run the unit tests against the JAR (implicitly requiring the JAR to be generated first) or can I make sure the resources (including the manifest file) are generated/copied under target/classes before the unit tests are run? Note that I use Maven 2.2.0, Java 1.6.0_17 on Mac OS X 10.6.2, with JUnit 4.8.1.

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  • SWIG_NewPointerObj and values always being nil

    - by Tom J Nowell
    I'm using SWIG to wrap C++ objects for use in lua, and Im trying to pass data to a method in my lua script, but it always comes out as 'nil' void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); swig_module_info *module = SWIG_GetModule( L ); swig_type_info *type = SWIG_TypeQueryModule( module, module, "IUnit *" ); SWIG_NewPointerObj(L,unit,type,0); lua_epcall(L, 1, 0); } Here is the lua code: function AI:UnitCreated(unit) if(unit == nil) then game:SendToConsole("I CAN HAS nil ?") else game:SendToConsole("I CAN HAS UNITS!!!?") end end unit is always nil. I have checked and in the C++ code, the unit pointer is never invalid/null I've also tried: void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,0); lua_epcall(L, 1, 0); } with identical results. Why is this failing? How do I fix it?

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