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  • SOA Governance Book

    - by JuergenKress
    Thomas Erl and Ann Thomas Manes and many additional authors, launched the SOA Governance book, the latest  book in the SOA series at the SOA & Cloud Symposium 2011. Within the SOA manifesto panel Ann Thomas Manes highlighted the importance of governance for SOA projects. Governance should include what is in for myself make it easy  leadership model share values For more information about the SOA Governance book listen to the podcast series: The Importance of Strong Governance for SOA Projects Listen The Launch of “SOA Governance: Governing Shared Services On-Premise and in the Cloud” Listen The Secret to SOA Governance: Getting the Right People to do the Right Things at the Right Time Listen Understanding SOA Governance Listen Want to receive a free copy of the SOA Governance book? The first 10 persons (in EMEA) who send us a screenshot of their SOA Certified Implementation Specialist certificate will receive one! Please send us an e-mail with the screenshot and your postal shipping address! For additional books on SOA & BPM please visit our publications wiki For details please become a member in the SOA Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) Blog Twitter LinkedIn Mix Forum Wiki Website echnorati Tags: Thomas Erl,SOA Governance,Ann Thomas Manes,SOA Community,Jürgen Kress,SOA Symposium

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • Learning advanced java skills

    - by moe
    I've been programming in java for a while and I really like the language, I've mostly just done game programming, but I want to get a feel for some of the more commonly used api's and frameworks and just get a generally more well-rounded grasp of the language and the common libraries in the current job market. From what I found things like spring, hibernate, and GWT are pretty in demand right now. I looked at some tutorials online and they weren't hard to follow but I really felt like I had no context for what I was learning - I had no idea how any of it would be use in a real work environment. I know nothing can rival the benefit I'd get from actual work experience but that's not an option for me right now, I need another way to learn these technologies in a way where I'll at least feel comfortable working with them and know what I'm doing beyond just understanding what code does what. I checked out a few books but they were all really old(like pre-2006, am I right to assume those books would be kind of out of date today?) or required experience with libraries that I didn't have and can't get. I hate getting stuck looking for the best resource to learn something instead of spending my time actually learning. All I really want is someone to point me to a resource(website or ebook) that is aimed at already experienced java developers and will not only teach me some interesting useful java technology(anything that is useful, I dont know much outside of graphics libraries and game related things so I was thinking some database or web programming api's) but also give me a good perspective of it and leave me feeling confident that I could actually use what I learned on a practical application. If my post makes you think I'm not yet experienced to be learning these things, which I doubted earlier today but am now starting to question, then what do you think is the next step for me? I just want to get better at java. Thanks everyone

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  • 5.1 sound in Unity3d 3.5

    - by N0xus
    I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different audio spots. However, when I go to run my game, all I get is flat sound coming out of my front two speakers. Even then, these don't play the sound they should (front speaker should play "front speaker" right should play "right speaker" and so). Both speakers just end up playing the entire sound file. I've tried looking to see if there is a parameter that I have missed, but information on how to set up 5.1 sound in Unity is lacking (or my google skills aren't that good) and I can't get it to work as intended. Could someone please either tell me what I'm missing, or point me in the right direction? My audio source is situated at point (0, 0, 0) with my camera also being in the same point. I've moved about the scene but the same thing happens as I've already described.

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  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

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  • “Big Data” Is A Small Concept Unless You Can Apply It To The Customer Experience

    - by Michael Hylton
    There’s been a lot of recent talk in the industry about “big data”.  Much can be said about the importance of big data and the results from it, but you need to always consider the customer experience when analyzing and applying customer data. Personalization and merchandising drive the user experience.  Big data should enable you to gain valuable insight into each of your customers and apply that insight at the moment they are on your Web site, talking to one of your call center agents, or any other touchpoint.  While past customer experience is important, you need to combine that with what your customer is doing on your Web site now as well what they are doing and saying on social networking sites.  It’s key to have a 360 degree view of your customer across all of your touchpoints in order to provide that relevant and consistent experience that they come to expect when interacting with your brand. Big data can enable you to effectively market, merchandize, and recommend the right products to the right customers and the right time.  By taking customer data and applying it to product recommendations, you have an opportunity to gain a greater share of wallet through the cross-selling and up-selling of additional products and services.  You can also build sustaining loyalty programs to continue to engage with your customers throughout their long-term relationship with your brand.

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  • “Big Data” Is A Small Concept Unless You Can Apply It To The Customer Experience

    - by Michael Hylton
    There’s been a lot of recent talk in the industry about “big data”.  Much can be said about the importance of big data and the results from it, but you need to always consider the customer experience when analyzing and applying customer data. Personalization and merchandising drive the user experience.  Big data should enable you to gain valuable insight into each of your customers and apply that insight at the moment they are on your Web site, talking to one of your call center agents, or any other touchpoint.  While past customer experience is important, you need to combine that with what your customer is doing on your Web site now as well what they are doing and saying on social networking sites.  It’s key to have a 360 degree view of your customer across all of your touchpoints in order to provide that relevant and consistent experience that they come to expect when interacting with your brand. Big data can enable you to effectively market, merchandize, and recommend the right products to the right customers and the right time.  By taking customer data and applying it to product recommendations, you have an opportunity to gain a greater share of wallet through the cross-selling and up-selling of additional products and services.  You can also build sustaining loyalty programs to continue to engage with your customers throughout their long-term relationship with your brand.

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  • How to scroll in the physical world AndEngine?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • SQL SERVER – How to Change Compatibility of Database to SQL Server 2014

    - by Pinal Dave
    Yesterday I wrote about how we can install SQL Server 2014. Right after the blog post was live, I received a question from the developer that he has installed SQL Server 2014 and attached a database file from previous version of SQL Server. Right after attaching database, he was not able to work with the latest features of Cardinality Estimation. As soon as he sent me email I realize what has happened exactly. When he attached database, the database compatibility was set to still of the earlier version of SQL Server. To use most of the latest features of SQL Server 2014, one has to change the compatibility level of the database to the latest version (i.e. 120). Here are two different ways how we can change the compatibility of database to SQL Server 2014′s version. 1) Using Management Studio For this method first to go database and right click over it. Now select properties. On this screen user can change the compatibility level to 120. 2) Using T-SQL Script. You can execute following script and change the compatibility settings to 120. USE [master] GO ALTER DATABASE [AdventureWorks2012] SET COMPATIBILITY_LEVEL = 120 GO   Well, it is that easy :-) Reference: Pinal Dave (http://blog.SQLAuthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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  • How to Reach German Developers: dotnet Cologne 2011

    - by WeigeltRo
    If you want to promote tools, technologies, libraries, trainings or anything else of interest to software developers, you want to reach the right audience. Not the 9-to-5 people, but those who have the knowledge and passion that make them important multipliers. A great way to reach these people are community conferences. They are not the kind of conference that the 9-to-5 folks are “sent to” by their company, but that the right people hear of via Twitter, Facebook, blogs or plain old word-of-mouth and choose to go to, often covering the costs for the day themselves (travel, entrance fee, hotel, taking the day off). If you want to reach German developers there is one conference that has emerged as the large .NET community conference in Germany, quickly growing beyond being just a local event: The dotnet Cologne, that will be held for the third time on May 6, 2011 and that I’m co-organizing (this interview gives you a good idea of the history). This year’s dotnet Cologne 2010 with its 300 attendees was a huge success. As in the year before, the conference was sold out weeks in advance, and feedback by attendees and sponsors was positive throughout. And the list of speakers and attendees sounded like a “who is who” of the German .NET community. Whether you‘d like to present a product, a service or your company: you will meet the right target audience at dotnet Cologne. We’re offering a broad variety of sponsorship opportunities, ranging from being a donor for the large raffle at the end of the day (software licenses, books, training vouchers, etc.) up to having a booth and/or giving a sponsored talk about your product (not necessarily in German, English is not a problem). Among the various sponsorship levels (bronze/silver/gold/platinum) there’s most likely a package that will suit your needs – and if not, we’re open for suggestions. We’re happy to announce that already at this point in time (with over five months to go) we have a steadily growing list of partners: Microsoft, Intel, IDesign, SubMain, Comma Soft AG, GFU Köln, and EC Software. If you want to become a sponsor for the dotnet Cologne 2011, drop me a line at Roland.Weigelt at dotnet-koelnbonn.de and I’ll send you our sponsor info.

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Dynamically changing DVT Graph at Runtime

    - by mona.rakibe(at)oracle.com
    I recently came across this requirement where the customer wanted to change the graph type at run-time based on some selection. After some internal discussions we realized this can be best achieved by using af:switcher to toggle between multiple graphs. In this blog I will be sharing the sample that I build to demonstrate this.[Note] : In the below sample, every-time user changes graph type there is a server trip, so please use this approach with performance implications in mind.This sample can be downloaded  from DynamicGraph.zipSet-up: Create a BAM data control using employees DO (sample)(Refer this entry)Steps:Create the View Create a new JSF page .From component palette drag and drop "Select One Radio" into this page Enter some Label and click "Finish"In Property Editor set the "AutoSubmit" property to trueNow drag and drop "Switcher" from components into this page.In the Structure pane select the af:switcher right click and surround with "PanelGroupLayout"In Property Editor set the "PartialTriggers"  property of PanelGroupLayout to the id of af:selectOneRadioAgain in the Structure pane select the af:switcher right click and select "Insert inside af:switcher->facet"Enter Facet name (ex: pie)Again in the Structure pane select the af:switcher right click and select "Insert inside af:switcher->facet" Enter  another Facet name (ex: bar)From "Data Controls" drag and drop "Employees->Query"  into the pie facet as "Graph->Pie" (Pie: Sales_Number and Slices: Salesperson)From "Data Controls" drag and drop "Employees->Query"  into the bar facet as "Graph->Bar" (Bars :Sales_Number and X-axis : Salesperson).Now wire the switcher to the af:selectOneRadio using their "facetName" and "value" property respectively.Now run the page, notice that graph renders as per the selection by user.

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  • Free Oracle Special Edition eBooks - Cloud Architecture & Enterprise Cloud

    - by Thanos
    Cloud computing can improve your business agility, lower operating costs, and speed innovation. The key to making it work is the architecture. Learn how to define your architectural requirements and get started on your path to cloud computing with the free oracle special edition e-book, Cloud Architecture for Dummies.   Topics covered in this quick reference guide include: Cloud architecture principles and guidelines Scoping your project and choosing your deployment model Moving toward implementation with vertically integrated engineered systems Learn how to architect and model your cloud implementation to drive efficiency and leverage economies of scale. For more information, visit oracle.com/cloud and our cloud services at cloud.oracle.com Specifically Infrastructure as a Service (IaaS) is critical to the success of many enterprises. Want to build a private Cloud infrastructure and cut down IT costs? Learn more about Oracle's highly integrated infrastructure software and hardware to help you architect and deploy a cloud infrastructure that is optimized for the needs of your enterprise from day one. Download the free e-book of Enterprise Cloud Infrastructure for Dummies to: Realize the benefits of consolidation with the added cloud capabilities Simplify deployments and reduce risks with tested and proven guidelines Achieve up to 50% lower TCO than comparable multi-vendor alternatives Choosing the right infrastructure technologies is essential to capitalizing on the benefits of cloud computing. Oracle Optimized Solution for Enterprise Cloud Infrastructure helps identify the right hardware and software stack and provides configuration guidelines for your cloud. With this book, you come to understand Enterprise Cloud Infrastructure and find out how to jumpstart your IaaS cloud plans. You also discover Oracle Optimized Solutions and learn how integration testing and proven best practices maximize your IT investments. In addition, you see how to architect and deploy your IaaS cloud to drive down costs and improve performance, how to understand and select the right private cloud strategy for you, what key cloud infrastructure elements are and how to use them to achieve your business goals, and more. For more information, visit oracle.com/oos.

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  • How do I scroll to follow my sprite in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, and I want the camera to stay centred on the sprite the entire time. This is my world so far: final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that when the sprite reaches the top wall, it crashes. How can I fix this?

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  • Only 1080p youtube videos work properly

    - by oshirowanen
    I have Ubuntu 12.04 64bit installed/full updated and have noticed that I can only play 1080p youtube videos properly on full screen. All other resolutions, 480, 720, 1440 etc do not go into full screen properly. Please have a look at the attached images. You will notice that only the 1080p video has the video control bar right at the bottom with a respectable text size. All other videos don't have the video control bar right at the bottom on the screen, and the control bar text is too small. I've had this problem for ages, but finally decided to ask about it. 480p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides: 720p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides and the text is tiny: 1080p: This is the only one that works as expected, i.e. controls right at the bottom, and good font size and no borders on the sides: 1440p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides: How do I correct this problem so I can play all different video resolutions at full screen. The flash version I have installed in Chromium is Adobe Flash Player - Version: 11.2 r202 - Shockwave Flash 11.2 r202

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  • How best to deal with the frustration that you encounter at the beginning of learning to code [closed]

    - by coderboy
    I am right now a newbie on the job learning to code in Cocoa . In the beginning I decided that I would try and understand everything I was doing . But right now I just feel like a clueless wizard chanting some spells . Its all just a matter of googling the right incantation . Frequently getting stuck and having to google for answers is proving to be a major demotivator for me . I know that this will get better over time but still I feel that somewhere , somehow I'm just approaching things the wrong way . I sit there stumped and then finally just look at sample code from Apple and I go Wow ! This is so logical and well structured ! . But just reading it is not going to get me to that level . So I would like to know , how do you guys approach learning something new . Do you read the whole documentation first , or do you read sample code or maybe its just about making lots of small programs first ?

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  • How can I move along an angled collision at a constant speed?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • TEAM Webinar - WebCenter Sites Connector

    - by kellsey.ruppel
    TEAM Webinar - WebCenter Sites Connector Connect WebCenter Sites 11g to WebCenter Content Thursday, June 21st, 2012 10AM CDT & 5PM CDT Register Now! WebCenter Sites (formerly FatWire) is an innovative web engagement platform that is creating considerable buzz within the Oracle community, especially with the latest release, Sites 11g. Have you been wondering whether Sites is right for your organization? Did you know that you can utilize the power of WebCenter Sites right now alongside your existing WebCenter Content (UCM) implementation? Attend this webinar to learn how the TEAM WebCenter Sites Connector (learn more) allows you to leverage the Oracle WebCenter Content enterprise content management platform and deliver centrally-managed content to all your WebCenter Sites 11g deployments. Furthermore, the Digital Asset Management (DAM) capabilities in WebCenter Content allow your web marketers to spend less time creating manual renditions for multimedia files and more time on achieving your web marketing goals. If you would like to see how you can enrich your web experience using the only WebCenter Sites connector on the market, this webinar is right for you!  Agenda * What's new in WebCenter Sites 11g?  * How can WebCenter Content enhance the Sites experience?  * Leverage centrally-managed content in Sites  * Why should I get started with the TEAM Sites Connector?  * Q & A session  To learn more about TEAM's WebCenter Sites Connector, register for one of our two sessions today: Session One: 10AM CDT Session Two: 5PM CDT TEAM WebCenter Sites Connector 

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  • How to facilitate code reviews in a small team for embedded software?

    - by Adam Lewis
    Short Question Does a cost-effective tool / workflow exist to facilitate code reviews in a small team? More specifically, a small team that relies on post-commit code reviews. Background Our team currently consists of 3 full time and 1 part time software engineers, with plans on hiring more in the near future. Due to our team size and volume of projects we all must juggle, the pre-commit workflow that major tools (such as Review Board and Code Collaborator) use is not obtainable for us right now. The best we can do at the moment is to perform post-commit reviews before major releases or as time permits. Nearly all of our projects are hosted on RepositoryHosting.com (which I highly recommend) and contain a mixture of SVN and GIT repositories. Current Thoughts Since I cannot find a tool that fits our needs right now, I am turning to TRAC that is built into our repository's site. At the moment we use TRAC to file tickets and track milestones, so to me this seems like a natural fit for code review results as well. The direction I am heading in right now is to use a spread sheet(s) to log all of the bugs and comments. Do some macro magic to get it in a format that I can use TRAC's import ticket method and use TRAC's ticketing system to create the action items / bug reports automatically. The auto ticket generation is darn near a must have, adding in bugs and comments one at a time from a web-gui is really painful. Secondary Question If this workflow makes sense, is there a good / standard template to use as a code review log?

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  • Is mocking for unit testing appropriate in this scenario?

    - by Vinoth Kumar
    I have written around 20 methods in Java and all of them call some web services. None of these web services are available yet. To carry on with the server side coding, I hard-coded the results that the web-service is expected to give. Can we unit test these methods? As far as I know, unit testing is mocking the input values and see how the program responds. Are mocking both input and ouput values meaningful? Edit : The answers here suggest I should be writing unit test cases. Now, how can I write it without modifying the existing code ? Consider the following sample code (hypothetical code) : public int getAge() { Service s = locate("ageservice"); // line 1 int age = s.execute(empId); // line 2 return age; // line 3 } Now How do we mock the output ? Right now , I am commenting out 'line 1' and replacing line 2 with int age= 50. Is this right ? Can anyone point me to the right way of doing it ?

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  • What is an elegant way to install non-repository software in 12.04?

    - by Tomas
    Perhaps I missed something when Canonical removed the "Create launcher" option from the right click menu, because I've really been missing that little guy. For me, it was the preferred way to install software that comes not in a .deb, but in a tar.gz, for example. (Note: in that tar.gz I have a folder with the compiled files, I'm NOT compiling from source) I just downloaded the new Eclipse IDE and extracted the tar.gz to my /usr folder. Now, I'd like to add it to my desktop and dash so it can be started easily. Intuitively I would right click the desktop and create a launcher. After this I'd copy the .desktop to /usr/share/applications. However, creating a launcher is not possible. My question: How would you install an already compiled tar.gz that you have downloaded from the internet? Below are a few things I've seen, but these are all more time-consuming than the right click option. If you have any better ideas, please let me know. Thanks! Manual copy & create a .desktop file: manually Simply extract the archive to /usr. Create a new text file, adding something along the lines of the code block below: [Desktop Entry] Version=1.0 Type=Application Terminal=false Exec="/usr/local/eclipse42/eclipse" Name="Eclipse 4.2" Icon=/home/tomas/icons/eclipse.svg Rename this file to eclipse42.desktop and make it executable. Then copy this to /usr/share/applications. Manually copy & create a .desktop file: GUI fossfreedom has elaborated on this in How can I create launchers on my desktop? Basically it involves the command: gnome-desktop-item-edit --create-new ~/Desktop After creating the launcher, copy it to /usr/share/applications.

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