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  • Introduction to Reading Electronics Schematics [Video]

    - by Jason Fitzpatrick
    If you’re interested in electronics tinkering but a bit overwhelmed by learning electronics schematics, this helpful introductory video will get you started. Courtesy of Make magazine, this video tutorial covers what a schematic is, how schematics are laid out, and the basics of reading a schematic and its component symbols. When you’re done with the video you’ll have a better grasp of electronics circuit schematics than most of the population and, hopefully, and increased comfort reading schematics for all those DIY projects we post here. Collin’s Lab: Schematics [Make via Hacked Gadgets] HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

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  • Why isn't software as reliable as a car?

    - by Alex Angas
    I had a user ask me this question. We know that cars break down, but that's because of something physical (unless software is involved!). I tried to answer that software is a much younger industry, but the user countered with "didn't the automobile industry become much more stable than and reliable with less people?". I also tried to answer that software is more complex, but the user countered that there are many thousands of parts that make up a car. People that design and build cars generally just know their component(s) very well, but they still all end up working together as an end result. So, why isn't software as reliable as a car?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • SQLAuthority News – Download Microsoft SQL Server 2012 RTM Now

    - by pinaldave
    SQL Server 2012 enables a cloud-ready information platform that will help organizations unlock breakthrough insights across the organization as well as quickly build solutions and extend data across on-premises and public cloud backed by capabilities for mission critical confidence: Deliver required uptime and data protection with AlwaysOn Gain breakthrough & predictable performance with ColumnStore Index Help enable security and compliance with new User-defined Roles and Default Schema for Groups Enable rapid data discovery for deeper insights across the organization with ColumnStore Index Ensure more credible, consistent data with SSIS improvements, a Master Data Services add-in for Excel, and new Data Quality Services Optimize IT and developer productivity across server and cloud with Data-tier Application Component (DAC) parity with SQL Azure and SQL Server Data Tools for a unified dev experience across database, BI, and cloud functions Download SQL Server 2012 RTM Download Microsoft SQL Server 2012 Feature Pack Download SQL Server Data Tools Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Google I/O 2010 - Fireside chat with the Social Web team

    Google I/O 2010 - Fireside chat with the Social Web team Google I/O 2010 - Fireside chat with the Social Web team Fireside Chats, Social Web David Glazer, DeWitt Clinton, John Panzer, Joseph Smarr, Sami Shalabi, Todd Jackson, Chris Chabot (moderator) Social is quickly becoming an integral part of how we experience the web, and this is your chance to pick the brains of the people who are working on Buzz, the Buzz API and the underlying open protocols such as Activity Streams and OAuth which are an essential component of a truly open & social web. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 18 0 ratings Time: 01:01:10 More in Science & Technology

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  • 10 Ways to Get a Document into AxCMS.net

    - by Axinom
    Since AxCMS.net 9.1 there is a possibility to upload multiple files simultenously (with a simple Silverlight component). While I was waiting for my files to upload, I started to think about which other methods we currently have in AxCMS.net for uploading documents. I came up with 10 and same evening this article was ready: 10 Ways to Get a Document into AxCMS.net The Classic: Individual Manual Upload Document Creation Box Upload Multiple Files Files from a Remote URL Files from Windows SharePoint Services (WSS) WebDAV ZIP Create Documents Programmatically Apply Auto-Formatting Send the Documents via Email Always choose the most appropriate way to upload your documents into AxCMS.net. Consider size of the documents, how many you have, where to they come from and which other tools you use.  

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  • Recent Innovations to ILOM

    - by B.Koch
    by Josh Rosen If you are wondering how Oracle can make some of the most advanced, reliable, and fault tolerant servers on the market, look no further than Oracle Integrated Lights Out Manager or ILOM.  We build ILOM into every server we create, from Oracle x86 Systems such as X3-2 to the SPARC T-Series family. Oracle ILOM is an embedded service processor, but it's really more than that.  It's a computer within a computer.  It's smart, it's tightly integrated into all aspects of the server's operation, and it's a big reason why Oracle servers are used for some of the most mission-critical workloads out there. To understand the value of ILOM, there is no better place to start than its fault management capability.  We have taken the sophisticated fault management architecture from Solaris, developed and refined over a decade, and built it into each and every ILOM. ILOM detects a potential issue at its earliest stage, watching low-level sensors.   If the root cause of a problem is not clear from a single error reading, ILOM will look for other clues and combine multiple pieces of information to correctly identify a failing component. ILOM provides peace of mind. We tailor our fault management for each new server platform that we produce.  You can rest assured that it's always actively keeping the server healthy.  And if there is a problem, you can be confident it will let you know by sending you a notification by e-mail or trap. We also heard IT managers tell us they needed a Ph.D. in computer engineering to manage today's servers. It doesn't have to be that way.  Thanks to the latest innovations to Oracle ILOM, we present hardware inventory and status in way that makes sense – to anyone.  Green means everything is healthy and red means something is wrong.  When a component needs to be replaced a clear message indicates where the problem is and points you at a knowledge article about that problem.  It's that simple. Simpler management and simple interfaces mean reduced complexity and lower costs to manage.  And we know that's really important. ILOM does all this while also providing advanced service processor features you depend on for managing enterprise class systems.  You can remotely control the server power, interact with a virtual video console for the server, and mount media on the server remotely.  There is no need to spend money on a KVM switch to get this functionality. And when people hear how advanced ILOM is, they can't believe ILOM is free.  All features are enabled and included with each Oracle server that you buy.  There are no advanced licenses you need to purchase or features to unlock. Configuring ILOM has also never been easier.  It is now possible to configure almost all aspects of the server directly from ILOM.  This includes changing BIOS settings, persistently modifying boot order, and optimizing power settings -- all directly from ILOM. But Oracle's innovation does not stop with ILOM.  Oracle has engineered Oracle Enterprise Manager Ops Center to integrate directly with ILOM, providing centralized management across all of our servers. Ops Center will discover each of your Oracle servers over the network by searching for ILOMs.  When it finds one, it knows how to communicate with ILOM to monitoring and configure that server from application to disk. Since every server that Oracle produces, from x86 Systems to SPARC T-Series up and down the line, comes with Oracle ILOM, you can manage all Oracle servers in the same way.  And while all of our servers may have different components on the inside, each with their specialized functions, the way you integrate them and the way you monitor and manage them is exactly the same. Oracle ILOM is state-of-art.  If you are looking for a server that make systems management simple and is easy to integrate and maintain, check out the latest advances to Oracle ILOM. Josh Rosen is a Principal Product Manager at Oracle and previously spent more than a decade as a developer and architect of system management software. Josh has worked on system management for many of Oracle's hardware products ranging from the earliest blade systems to the latest Oracle x86 servers.

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  • Simple-Talk development: a quick history lesson

    - by Michael Williamson
    Up until a few months ago, Simple-Talk ran on a pure .NET stack, with IIS as the web server and SQL Server as the database. Unfortunately, the platform for the site hadn’t quite gotten the love and attention it deserved. On the one hand, in the words of our esteemed editor Tony “I’d consider the current platform to be a “success”; it cost $10K, has lasted for 6 years, was finished, end to end in 6 months, and although we moan about it has got us quite a long way.” On the other hand, it was becoming increasingly clear that it needed some serious work. Among other issues, we had authors that wouldn’t blog because our current blogging platform, Community Server, was too painful for them to use. Forgetting about Simple-Talk for a moment, if you ask somebody what blogging platform they’d choose, the odds are they’d say WordPress. Regardless of its technical merits, it’s probably the most popular blogging platform, and it certainly seemed easier to use than Community Server. The issue was that WordPress is normally hosted on a Linux stack running PHP, Apache and MySQL — quite a difference from our Microsoft technology stack. We certainly didn’t want to rewrite the entire site — we just wanted a better blogging platform, with the rest of the existing, legacy site left as is. At a very high level, Simple-Talk’s technical design was originally very straightforward: when your browser sends an HTTP request to Simple-Talk, IIS (the web server) takes the request, does some work, and sends back a response. In order to keep the legacy site running, except with WordPress running the blogs, a different design is called for. We now use nginx as a reverse-proxy, which can then delegate requests to the appropriate application: So, when your browser sends a request to Simple-Talk, nginx takes that request and checks which part of the site you’re trying to access. Most of the time, it just passes the request along to IIS, which can then respond in much the same way it always has. However, if your request is for the blogs, then nginx delegates the request to WordPress. Unfortunately, as simple as that diagram looks, it hides an awful lot of complexity. In particular, the legacy site running on IIS was made up of four .NET applications. I’ve already mentioned one of these applications, Community Server, which handled the old blogs as well as managing membership and the forums. We have a couple of other applications to manage both our newsletters and our articles, and our own custom application to do some of the rendering on the site, such as the front page and the articles. When I say that it was made up of four .NET applications, this might conjure up an image in your mind of how they fit together: You might imagine four .NET applications, each with their own database, communicating over well-defined APIs. Sadly, reality was a little disappointing: We had four .NET applications that all ran on the same database. Worse still, there were many queries that happily joined across tables from multiple applications, meaning that each application was heavily dependent on the exact data schema that each other application used. Add to this that many of the queries were at least dozens of lines long, and practically identical to other queries except in a few key spots, and we can see that attempting to replace one component of the system would be more than a little tricky. However, the problems with the old system do give us a good place to start thinking about desirable qualities from any changes to the platform. Specifically: Maintainability — the tight coupling between each .NET application made it difficult to update any one application without also having to make changes elsewhere Replaceability — the tight coupling also meant that replacing one component wouldn’t be straightforward, especially if it wasn’t on a similar Microsoft stack. We’d like to be able to replace different parts without having to modify the existing codebase extensively Reusability — we’d like to be able to combine the different pieces of the system in different ways for different sites Repeatable deployments — rather than having to deploy the site manually with a long list of instructions, we should be able to deploy the entire site with a single command, allowing you to create a new instance of the site easily whether on production, staging servers, test servers or your own local machine Testability — if we can deploy the site with a single command, and each part of the site is no longer dependent on the specifics of how every other part of the site works, we can begin to run automated tests against the site, and against individual parts, both to prevent regressions and to do a little test-driven development In the next part, I’ll describe the high-level architecture we now have that hopefully brings us a little closer to these five traits.

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  • SQL SERVER – Simple Example to Configure Resource Governor – Introduction to Resource Governor

    - by pinaldave
    Let us jump right away with question and answer mode. What is resource governor? Resource Governor is a feature which can manage SQL Server Workload and System Resource Consumption. We can limit the amount of CPU and memory consumption by limiting /governing /throttling on the SQL Server. Why is resource governor required? If there are different workloads running on SQL Server and each of the workload needs different resources or when workloads are competing for resources with each other and affecting the performance of the whole server resource governor is a very important task. What will be the real world example of need of resource governor? Here are two simple scenarios where the resource governor can be very useful. Scenario 1: A server which is running OLTP workload and various resource intensive reports on the same server. The ideal situation is where there are two servers which are data synced with each other and one server runs OLTP transactions and the second server runs all the resource intensive reports. However, not everybody has the luxury to set up this kind of environment. In case of the situation where reports and OLTP transactions are running on the same server, limiting the resources to the reporting workload it can be ensured that OTLP’s critical transaction is not throttled. Scenario 2: There are two DBAs in one organization. One DBA A runs critical queries for business and another DBA B is doing maintenance of the database. At any point in time the DBA A’s work should not be affected but at the same time DBA B should be allowed to work as well. The ideal situation is that when DBA B starts working he get some resources but he can’t get more than defined resources. Does SQL Server have any default resource governor component? Yes, SQL Server have two by default created resource governor component. 1) Internal –This is used by database engine exclusives and user have no control. 2) Default – This is used by all the workloads which are not assigned to any other group. What are the major components of the resource governor? Resource Pools Workload Groups Classification In simple words here is what the process of resource governor is. Create resource pool Create a workload group Create classification function based on the criteria specified Enable Resource Governor with classification function Let me further explain you the same with graphical image. Is it possible to configure resource governor with T-SQL? Yes, here is the code for it with explanation in between. Step 0: Here we are assuming that there are separate login accounts for Reporting server and OLTP server. /*----------------------------------------------- Step 0: (Optional and for Demo Purpose) Create Two User Logins 1) ReportUser, 2) PrimaryUser Use ReportUser login for Reports workload Use PrimaryUser login for OLTP workload -----------------------------------------------*/ Step 1: Creating Resource Pool We are creating two resource pools. 1) Report Server and 2) Primary OLTP Server. We are giving only a few resources to the Report Server Pool as described in the scenario 1 the other server is mission critical and not the report server. ----------------------------------------------- -- Step 1: Create Resource Pool ----------------------------------------------- -- Creating Resource Pool for Report Server CREATE RESOURCE POOL ReportServerPool WITH ( MIN_CPU_PERCENT=0, MAX_CPU_PERCENT=30, MIN_MEMORY_PERCENT=0, MAX_MEMORY_PERCENT=30) GO -- Creating Resource Pool for OLTP Primary Server CREATE RESOURCE POOL PrimaryServerPool WITH ( MIN_CPU_PERCENT=50, MAX_CPU_PERCENT=100, MIN_MEMORY_PERCENT=50, MAX_MEMORY_PERCENT=100) GO Step 2: Creating Workload Group We are creating two workloads each mapping to each of the resource pool which we have just created. ----------------------------------------------- -- Step 2: Create Workload Group ----------------------------------------------- -- Creating Workload Group for Report Server CREATE WORKLOAD GROUP ReportServerGroup USING ReportServerPool ; GO -- Creating Workload Group for OLTP Primary Server CREATE WORKLOAD GROUP PrimaryServerGroup USING PrimaryServerPool ; GO Step 3: Creating user defiled function which routes the workload to the appropriate workload group. In this example we are checking SUSER_NAME() and making the decision of Workgroup selection. We can use other functions such as HOST_NAME(), APP_NAME(), IS_MEMBER() etc. ----------------------------------------------- -- Step 3: Create UDF to Route Workload Group ----------------------------------------------- CREATE FUNCTION dbo.UDFClassifier() RETURNS SYSNAME WITH SCHEMABINDING AS BEGIN DECLARE @WorkloadGroup AS SYSNAME IF(SUSER_NAME() = 'ReportUser') SET @WorkloadGroup = 'ReportServerGroup' ELSE IF (SUSER_NAME() = 'PrimaryServerPool') SET @WorkloadGroup = 'PrimaryServerGroup' ELSE SET @WorkloadGroup = 'default' RETURN @WorkloadGroup END GO Step 4: In this final step we enable the resource governor with the classifier function created in earlier step 3. ----------------------------------------------- -- Step 4: Enable Resource Governer -- with UDFClassifier ----------------------------------------------- ALTER RESOURCE GOVERNOR WITH (CLASSIFIER_FUNCTION=dbo.UDFClassifier); GO ALTER RESOURCE GOVERNOR RECONFIGURE GO Step 5: If you are following this demo and want to clean up your example, you should run following script. Running them will disable your resource governor as well delete all the objects created so far. ----------------------------------------------- -- Step 5: Clean Up -- Run only if you want to clean up everything ----------------------------------------------- ALTER RESOURCE GOVERNOR WITH (CLASSIFIER_FUNCTION = NULL) GO ALTER RESOURCE GOVERNOR DISABLE GO DROP FUNCTION dbo.UDFClassifier GO DROP WORKLOAD GROUP ReportServerGroup GO DROP WORKLOAD GROUP PrimaryServerGroup GO DROP RESOURCE POOL ReportServerPool GO DROP RESOURCE POOL PrimaryServerPool GO ALTER RESOURCE GOVERNOR RECONFIGURE GO I hope this introductory example give enough light on the subject of Resource Governor. In future posts we will take this same example and learn a few more details. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Resource Governor

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  • Using the af:poll to refresh parts of the page periodically

    - by shay.shmeltzer
    Just a quick sample of using the af:poll components. A component that enables you to do things in a periodic fashion. For example check if something has changed on the server and update the UI. A more "modern" approach is to actually use push instead of pull, and ADF Faces will allow you to do that with ADS (here, and here). But the poll still has its place. It's quite useful for dashboard type of applications where you want periodic updates of the graphs shown on the page. As you can see it's quite simple to use the tag. I also show my lazy approach to invoking declarative operations on a data control from a backing bean without manually writing code.

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • top tweets WebLogic Partner Community – March 2012

    - by JuergenKress
    Send us your tweets @wlscommunity #WebLogicCommunity and follow us on twitter http://twitter.com/wlscommunity PeterPaul ? RT @JDeveloper: EJB 3 Deployment guide for WebLogic Server Version: 10.3.4.0 dlvr.it/1J5VcV Andrejus Baranovskis ?Open ADF PopUp on Page Load fb.me/1Rx9LP3oW Sten Vesterli ? RT @OracleBlogs: Using the Oracle E-Business Suite SDK for Java on ADF Applications ow.ly/1hVKbB <- Neat! No more WS calls Java Buddy ?JavaFX 2.0: Example of MediaPlay java-buddy.blogspot.com/2012/03/javafx… Georges Saab Build improvements coming to #openJDK for #jdk8 mail.openjdk.java.net/pipermail/buil… NetBeans Team Share your #Java experience! JavaOne 2012 India call for papers: ow.ly/9xYg0 GlassFish ? GlassFish 3.1.2 Screencasts & Videos – bit.ly/zmQjn2 chriscmuir ?G+: New blog post: ADF Runtimes vs WLS versions as of JDeveloper 11.1.1.6.0 – bit.ly/y8tkgJ Michael Heinrichs New article: Creating a Sprite Animation with JavaFX blog.netopyr.com/2012/03/09/cre… Oracle WebLogic ? #WebLogic Devcast Webinar Series for March: Enterprise Java Scale Out, JPA, Distributed Grid Data Cache bit.ly/zeUXEV #Coherence Andrejus Baranovskis ?Extending Application Module for ADF BC Proxy User DB Connection fb.me/Bj1hLUqm OTNArchBeat ? Oracle Fusion Middleware on JDK 7 | Mark Nelson bit.ly/w7IroZ OTNArchBeat ? Java Champion Jonas Bonér Explains the Akka Platform bit.ly/x2GbXm Adam Bien ? (Java) FX Experience Tools–Feels Like Native Mac App: FX Experience Tools application comes with a native Mac O… bit.ly/waHF3H GlassFish ? GlassFish new recruit and Eclipse integration progress – bit.ly/y5eEkk JDeveloper & ADF Prototyping ADF Libraries dlvr.it/1Hhnw0 Eric Elzinga ?Oracle Fusion Middleware on JDK 7, bit.ly/xkphFQ ADF EMG ? Working with ADF in Arabic, Hebrew or other right-to-left-written language? Oracle UX asks for your help. groups.google.com/forum/?fromgro… Java ? A simple #JavaFX Login Form with a TRON like effect ow.ly/9n9AG JDeveloper & ADF ? Logging in Oracle ADF Applications dlvr.it/1HZhcX OTNArchBeat ? Oracle Cloud Conference: dates and locations worldwide bit.ly/ywXydR UK Oracle User Group ? Simon Haslam, ACE Director present on #WebLogic for DBAs at #oug_ire2012 j.mp/zG6vz3 @oraclewebcenter @oracleace #dublin Steven Davelaar ? Working with ADF and not a member of ADF EMG? You miss lots of valuable info, join now! sites.google.com/site/oracleemg… Simon Haslam @MaciejGruszka: Oracle plans to provide Forms & Reports plug-in for OVAB next year to help deployment. #ukoug MW SIG GlassFish ? Introducing JSR 357: Social Media API – bit.ly/yC8vez JAX London ? Are you coming to Java EE workshops by @AdamBien at JAX Days? Save £100 by registering today. #jaxdays #javaee jaxdays.com WebLogic Community ?Welcome to our Munich WebLogic 12c Bootcamp in Munich! If you also want to attend a training register for the Community oracle.com/partners/goto/… chriscmuir ? My first webcast for Oracle! (be kind) Basing ADF Business Component View Objects on More that one Entity Object bit.ly/ArKija OTNArchBeat ? Oracle Weblogic Server 12c is available on Oracle Solaris 11 (SPARC and x86) bit.ly/xE3TLg JDeveloper & ADF ? Basing ADF Business Component View Objects on More that one Entity Object – YouTube dlvr.it/1H93Qr OTNArchBeat ? Application-Driven Virtualization with Oracle Virtual Assembly Builder | Ronen Kofman bit.ly/wF1C1N Oracle WebLogic ? Steve Button’s blog: WebLogic Server Singleton Services ow.ly/1hOu4U Barbara Ann May ?@oracledevtools: New update: #NetBeans IDE 7.1.1, with support for #GlassFish 3.1.2 bit.ly/mOLcQd #java #developer OTNArchBeat ? Using Coherence with JDeveloper: bit.ly/AkoEQb WebLogic Community ? WebLogic Partner Community Newsletter February 2012 wp.me/p1LMIb-f3 GlassFish ? GlassFish 3.1.2 – new Podcast episode : bit.ly/wc6oBE Frank Nimphius ?Cool! Open JDeveloper 11.1.1.5, go help–>check for updates. First thing shown is that 11.1.1.6 is available. Never miss a new release Adam Bien ?5 Minutes (Video) With Java EE …Or With NetBeans + GlassFish: This screencast covers a 5-minute development of a… bit.ly/xkOJMf WebLogic Community ? Free Oracle WebLogic Certification Application Grid Implementation Specialist wp.me/p1LMIb-eT OTNArchBeat ?Oracle Coherence: First Steps Using Clusters and Basic API Usage | Ricardo Ferreira bit.ly/yYQ3Wz GlassFish ? JMS 2.0 Early Draft is here – bit.ly/ygT1VN OTNArchBeat ? Exalogic Networking Part 2 | The Old Toxophilist bit.ly/xuYMIi OTNArchBeat ?New Release: GlassFish Server 3.1.2. Read All About It! | Paul Davies bit.ly/AtlGxo Oracle WebLogic ?OTN Virtual Developer Day: #WebLogic 12c & #Coherence ost-conference on-demand page live with bonus #Virtualbox lab – bit.ly/xUy6BJ Oracle WebLogic ? Steve Button’s blog: WebLogic Server 11g (10.3.6) Documentation ow.ly/1hJgUB Lucas Jellema ? Just published an article on the AMIS blog: technology.amis.nl/2012/03/adf-11… ADF 11g – programmatically sorting rich table columns. Java Certification ? New Course! Learn how to create mobile applications using Java ME: bit.ly/xZj1Jh Simon Haslam ? @MaciejGruszka WebLogic 12c can run against 11g domain config without changes …and can rollback to 11. #ukoug MW SIG Justin Kestelyn ? Learn Advanced ADF, free and online bit.ly/wEKSRc WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: twitter,WebLogic,WebLogic Community,OPN,Oracle,Jürgen Kress,WebLogic 12c

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  • Podcast interview with Michael Kane

    - by mhornick
    In this podcast interview with Michael Kane, Data Scientist and Associate Researcher at Yale University, Michael discusses the R statistical programming language, computational challenges associated with big data, and two projects involving data analysis he conducted on the stock market "flash crash" of May 6, 2010, and the tracking of transportation routes bird flu H5N1. Michael also worked with Oracle on Oracle R Enterprise, a component of the Advanced Analytics option to Oracle Database Enterprise Edition. In the closing segment of the interview, Michael comments on the relationship between the data analyst and the database administrator and how Oracle R Enterprise provides secure data management, transparent access to data, and improved performance to facilitate this relationship. Listen now...

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • How-to dynamically filter model-driven LOV

    - by Frank Nimphius
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Often developers need to filter a LOV query with information obtained from an ADF Faces form or other where. The sample below shows how to define a launch popup listener configured on the launchPopupListener property of the af:inputListOfValues component to filter a list of values. <af:inputListOfValues id="departmentIdId"    value="#{bindings.DepartmentId.inputValue}"                                          model="#{bindings.DepartmentId.listOfValuesModel}"    launchPopupListener="#{PopupLauncher.onPopupLaunch}" … >         … </af:inputListOfValues> A list of values is queried using a search binding that gets created in the PageDef file of a view when a lis of value component gets added. The managed bean code below looks this search binding up to then add a view criteria that filters the query. Note: There is no public API yet available for the FacesCtrlLOVBinding class, which is why I use the internal package class it in the example. public void onPopupLaunch(LaunchPopupEvent launchPopupEvent) {   BindingContext bctx = BindingContext.getCurrent();   BindingContainer bindings = bctx.getCurrentBindingsEntry();   FacesCtrlLOVBinding lov =        (FacesCtrlLOVBinding)bindings.get("DepartmentId");   ViewCriteriaManager vcm =   lov.getListIterBinding().getViewObject().getViewCriteriaManager();             //make sure the view criteria is cleared   vcm.removeViewCriteria(vcm.DFLT_VIEW_CRITERIA_NAME);   //create a new view criteria   ViewCriteria vc =          new ViewCriteria(lov.getListIterBinding().getViewObject());   //use the default view criteria name   //"__DefaultViewCriteria__"   vc.setName(vcm.DFLT_VIEW_CRITERIA_NAME);   //create a view criteria row for all queryable attributes   ViewCriteriaRow vcr = new ViewCriteriaRow(vc);   //for this sample I set the query filter to DepartmentId 60.   //You may determine it at runtime by reading it from a managed bean   //or binding layer   vcr.setAttribute("DepartmentId", 60);   //also note that the view criteria row consists of all attributes   //that belong to the LOV list view object, which means that you can   //filter on multiple attributes   vc.addRow(vcr);             lov.getListIterBinding().getViewObject().applyViewCriteria(vc); }  Note: Instead of using the vcm.DFLT_VIEW_CRITERIA_NAME name you can also define a custom name for the view criteria.

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  • Sources (other than tutorials) on Game Mechanics

    - by Holland
    But, I'm not quite sure where I should start from here. I know I have to go and grab an engine to use with some prebuilt libraries, and then from there learn how to actually code a game, etc. All I have right now is some "program Tetris" tutorial for C++ open right now, but I'm not even sure if that will really help me with what I want to accomplish. I'm curious if there are is any good C++ documentation related to game development which provides information on building a game in more of a component model (by this I'm referring to the documentation, not the actual object-oriented design of the game itself), rather than an entire tutorial designed to do something specific. This could include information based on various design methodologies, or how to link hardware with OpenGL interfaces, or just simply even learning how to render 2D images on a canvas. I suppose this place is definitely a good source :P, but what I'm looking for is quite a bit of information - and I think posting a new question every ten minutes would just flood the site...

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  • Mathematica 8 crashes Ubuntu 13.10

    - by Georgy Ivanov
    I have Mathematica 8 installed on my Ubuntu laptop since 2011. I updated Ubuntu several times, and experienced no problems with Mathematica. It also worked smoothly after I updated Ubuntu to 13.10 (it worked for sure for a week after update). When I tried to start Mathematica today by executing a .sh-file, the screen went black, I was logged out from the session and thrown back to the login screen. Typing mathematica in the terminal produced the same effect. Typing mathematica -cleanstart or mathematica -mesa did not help. Starting Gnome session with or without effects did not help Launching mathematica under another user account did not help. I still can run text-only version of mathematica by typing math in the terminal. I don't remember making any changes to my configuration except for installing updates. Is there any quick way to fix this behavior? How can I know which component exactly crashed? Where should I look for crash logs?

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  • What should be done with class names that conflict (common) framework names

    - by Earlz
    What should be done exactly when the most obvious class name for a component is taken by a framework? In my case, I need to make a class that describes an HTTP request. Of course, the most common name is "taken" as System.Web.HttpRequest. What should I do? This project will be used in a web context, so I'd really rather not force people to not import the System.Web namespace, or type out all of my class names manually. What is the usual way of dealing with this? I can come up with this: Prefix class name with a project shortname Try to come up with a different name that means the same thing(I've tried and can't come up with anything) Force users to choose between namespaces

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  • Persisting settings without using Options dialog in Visual Studio

    - by Utkarsh Shigihalli
    Originally posted on: http://geekswithblogs.net/onlyutkarsh/archive/2013/11/02/persisting-settings-without-using-options-dialog-in-visual-studio.aspxIn one of my previous blog post we have seen persisting settings using Visual Studio's options dialog. Visual Studio options has many advantages in automatically persisting user options for you. However, during our latest Team Rooms extension development, we decided to provide our users; ability to use our preferences directly from Team Explorer. The main reason was that we had only one simple option for user and we thought it is cumbersome for user to go to Tools –> Options dialog to change this. Another reason was, we wanted to highlight this setting to user as soon as he is using our extension.   So if you are in such a scenario where you do not want to use VS options window, but still would like to persist the settings, this post will guide you through. Visual Studio SDK provides two ways to persist settings in your extensions. One is using DialogPage as shown in my previous post. Another way is to use by implementing IProfileManager interface which I will explain in this post. Please note that the class implementing IProfileManager should be independent class. This is because, VS instantiates this class during Tools –> Import and Export Settings. IProfileManager provides 2 different sets of methods (total 4 methods) to persist the settings. They are LoadSettingsFromXml and SaveSettingsToXml – Implement these methods to persist settings to disk from VS settings storage. The VS will persist your settings along with other options to disk. LoadSettingsFromStorage and SaveSettingsToStorage – Implement these methods to persist settings to local storage, usually it be registry. VS calls LoadSettingsFromStorage method when it is initializing the package too. We are going to use the 2nd set of methods for this example. First, we are creating a separate class file called UserOptions.cs. Please note that, we also need to implement IComponent, which can be done by inheriting Component along with IProfileManager. [ComVisible(true)] [Guid("XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX")] public class UserOptions : Component, IProfileManager { private const string SUBKEY_NAME = "TForVS2013"; private const string TRAY_NOTIFICATIONS_STRING = "TrayNotifications"; ... } Define the property so that it can be used to set and get from other classes. public bool TrayNotifications { get; set; } Implement the members of IProfileManager. public void LoadSettingsFromStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME)) { if (reg != null) { // Key already exists, so just update this setting. TrayNotifications = Convert.ToBoolean(reg.GetValue(TRAY_NOTIFICATIONS_STRING, true)); } } } catch (TeamRoomException exception) { TrayNotifications = true; ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void LoadSettingsFromXml(IVsSettingsReader reader) { reader.ReadSettingBoolean(TRAY_NOTIFICATIONS_STRING, out _isTrayNotificationsEnabled); TrayNotifications = (_isTrayNotificationsEnabled == 1); } public void ResetSettings() { } public void SaveSettingsToStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME, true)) { if (reg != null) { // Key already exists, so just update this setting. reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } else { reg = Package.UserRegistryRoot.CreateSubKey(SUBKEY_NAME); reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } } } catch (TeamRoomException exception) { ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void SaveSettingsToXml(IVsSettingsWriter writer) { writer.WriteSettingBoolean(TRAY_NOTIFICATIONS_STRING, TrayNotifications ? 1 : 0); } Let me elaborate on the method implementation. The Package class provides UserRegistryRoot (which is HKCU\Microsoft\VisualStudio\12.0 for VS2013) property which can be used to create and read the registry keys. So basically, in the methods above, I am checking if the registry key exists already and if not, I simply create it. Also, in case there is an exception I return the default values. If the key already exists, I update the value. Also, note that you need to make sure that you close the key while exiting from the method. Very simple right? Accessing and settings is simple too. We just need to use the exposed property. UserOptions.TrayNotifications = true; UserOptions.SaveSettingsToStorage(); Reading settings is as simple as reading a property. UserOptions.LoadSettingsFromStorage(); var trayNotifications = UserOptions.TrayNotifications; Lastly, the most important step. We need to tell Visual Studio shell that our package exposes options using the UserOptions class. For this we need to decorate our package class with ProvideProfile attribute as below. [ProvideProfile(typeof(UserOptions), "TForVS2013", "TeamRooms", 110, 110, false, DescriptionResourceID = 401)] public sealed class TeamRooms : Microsoft.VisualStudio.Shell.Package { ... } That's it. If everything is alright, once you run the package you will also see your options appearing in "Import Export settings" window, which allows you to export your options.

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  • Do NOT remove the reference to System.Core from your VS2010 Project

    - by Lee Brandt
    One of the things I routinely do when adding a new class library project, is remove all references and just add them back in as I need them. That is NOT a good idea for Visual Studio 2010. When I DID need System.Core, and went to add it back, this is what I got: "A reference to 'System.Core' could not be added. This component is automatically referenced..." After some Googling I found this article: http://connect.microsoft.com/VisualStudio/feedback/details/525663/cannot-remove-system-core-dll-reference-from-a-vs2010-project It tells you to add it back manually. Here is the part that needs back in the project file. After the last PropertyGroup node, add this node:   <ItemGroup>     <Reference Include="System.Core" />   </ItemGroup> You should be good to go again. Hope this helps.

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  • OpenWorld Session: Oracle Unified BPM Suite Development Best Practices

    - by Ajay Khanna
    Blog by David Read Earlier today,  Sushil Shukla, Yogeshwar Kuntawar, and I (David Read) delivered an OpenWorld  session that covered BPM development best practices.  It was well attended.  Last year we had a session that covered end-to-end lifecycle best practices for BPM.  This year we narrowed the focus to the development portion of the lifecycle.  We started with an overview of development process best practices, then focused on a few key design topics where we’ve seen common questions from customers and partners. Data Design Using EDN Multi-Instance Activity Using the Spring Component Human Task Integration We wrapped up with an overview of key concepts for effective error handling, including error handling within the process design, and using declarative fault policies. We hope you found the session useful, and as noted in the session, please be sure to try to attend Prasen’s session to see more details about approaches for testing Oracle Business Rules: CON8606  Oracle Business Rules Use Cases, 10/3/2012, 3:30PM  

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  • Save Points

    - by raghu.yadav
    Explicit save point : Requires an end user action before a bounded or unbounded task flow creates a save point. For example, an end user clicks a button that invokes a method call activity that, in turn, creates a save point Implicit save point : can only originate from a bounded task flow if 1) A session times out due to end user inactivity 2) An end user logs out without saving the data 3) An end user closes the only browser window, thus logging out of the application 4) An end user navigates away from the current application using control flow rules (for example, uses a goLink component to go to an external URL) and having unsaved data. good usecases and examples given by frank/biemond and on implicit save points http://www.oracle.com/technology/products/jdev/tips/fnimphius/cancelForm/cancelForm_wsp.html?_template=/ocom/print http://biemond.blogspot.com/2008/04/automatically-save-transactions-with.html

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  • Nimbus Tweaking Help Needed

    - by Geertjan
    I was reading this new article on Synthetica and NetBeans RCP this morning, when I remembered this screenshot from Henry Arousell from Sweden: Here, Nimbus is heavily being used, highlighting 6 areas where Henry would really benefit from any help regarding how the foreground properties should be set: The color of the main menu (and its subsequent unfolded menu options) The TopComponent tab colors (as you can see from the screenshot, they've managed to change the foreground colors of the ones in the editor mode by setting the Nimbus property "TextText"). They cannot manipulate TopComponents in other modes, though. Table header foreground colors The foreground color of any provided composite component, like a JFileChooser or the ICEPdf viewer or any other panel with label components. The progress bar message color. The status bar message color, A Nimbus expert is needed to help here, though it seems to me that some of the solutions have already been identified, or are similar, in the article pointed out above.

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  • Legal Precautions of Customizing Ubuntu LiveCD

    - by Voulnet
    Hello everyone, the organization I work at wants to create a custom Ubuntu LiveCD, the customizations are: Pre-installed programs, plugins, some device drivers, and aesthetics such as icons and backgrounds, as well as changing Firefox's homepage and removing unneeded packages. Not big changes, obviously, and we wish to distribute this custom image for clients to use as a bootable CD or USB stick in order to have a quick environment where all our tools are available instantly. What are the licensing and legal consequences of this? What if some of the programs or plugins that are to be pre-packaged are not GPL'd? I should finally note that we are not changing any code in the kernel or any other distro component. Thank you for your time!

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  • Implementing Oracle Exadata for Oracle Utilities Customer Care And Billing

    - by ACShorten
    In association with our performance team, a new whitepaper has been released for Oracle Utilities Customer Care And Billing that outlines the best practices for using Oracle Exadata with that product. The advice in the whitepaper is based upon certification and performance testing performed by our internal performance teams to assit in sites implementing the database component of Oracle Utilities Customer Care And Billing on an Oracle Exadata platform. It is recommended that the contents of this whitepaper be used alongside existing best practices for the Oracle Exadata platform. The whitepaper is available from My Oracle Support under Implementing Oracle Exadata with Oracle Utilities Customer Care and Billing (Dod Id: 1486886.1)

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