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  • Is there a constraint-based scheduling/calendar application?

    - by wonsungi
    Is there a constraint-based scheduling/calendar application? This application would be used to coordinate multiple people's schedules. Two basic use cases: Multiple people need to schedule a time to meet together. Everyone is busy at different days/times. Each person enters blocks of days/times they cannot meet, and the application suggests the best times to meet given a desired time range. Multiple people need to use some common resources for a specific length of time (over some time span like a week), but the exact date/time does not matter. These people enter the resources and time needed, and the application suggests the best way to share these resources. This use case still accounts for people's blocks of busy time. I imagine this program would be graphical, but other interfaces would be acceptable. Also preferable if web-based/works on both PC's and Mac's, but PC-only/Mac-only solutions are acceptable.

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  • IBM DB2 Error Checking

    Database management systems (DBMSs) have simultaneously simplified and complicated the lives of many IT workers. Error codes passed from the database back to the application can take on more than 1000 values. What level of error checking should developers include in applications?

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  • backface culling error (in world space)

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation (is it correct?). (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason? For better explanation i upload picture with cube rotation screenshots: http://imageshack.us/photo/my-images/842/bcmove.png/ UPDATED: The error occurs only when triangle has non-zero offset from origin UPDATED 2: If i process backface culling in clip space (after transforming all vertices with view and projection matrix), and just check z coordinate of triangle normal - it works perfect... Can i perform culing RIGHT BEFORE view/proj transforms? In this case looks like culling will not depends of projection and it's not right?.. UPDATED 3: I found answer and will post it in two hours - again coz of reputation lack.

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  • Should you create a class within a method?

    - by Amndeep7
    I have made a program using Java that is an implementation of this project: http://nifty.stanford.edu/2009/stone-random-art/sml/index.html. Essentially, you create a mathematical expression and, using the pixel coordinate as input, make a picture. After I initially implemented this in serial, I then implemented it in parallel due to the fact that if the picture size is too large or if the mathematical expression is too complex (especially considering the fact that I made the expression recursively), it takes a really long time. During this process, I realized that I needed two classes which implemented the Runnable interface as I had to put in parameters for the run method, which you aren't allowed to do directly. One of these classes ended up being a medium sized static inner class (not large enough to make an independent class file for it though). The other though, just needed a few parameters to determine some indexes and the size of the for loop that I was making run in parallel - here it is: class DataConversionRunnable implements Runnable { int jj, kk, w; DataConversionRunnable(int column, int matrix, int wid) { jj = column; kk = matrix; w = wid; } public void run() { for(int i = 0; i < w; i++) colorvals[kk][jj][i] = (int) ((raw[kk][jj][i] + 1.0) * 255 / 2.0); increaseCounter(); } } My question is should I make it a static inner class or can I just create it in a method? What is the general programming convention followed in this case?

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  • Looping 3D environment in shmups

    - by kamziro
    So I was watching Ikaruga: http://www.youtube.com/watch?v=Aj23K8Ri68E And then raystorm: http://www.youtube.com/watch?v=TQ4V0G5ykAg After looking at their 3D backgrounds for a little bit, it appears that they use a lot of repeated segments. How would one start with the development with such systems? Would there be editors that can be used (or at least help) with creating the environments? Perhaps a 3D map with splines describing the path of the ship, as well as events on the splines?

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  • "Walking" along a rotating surface in LimeJS

    - by Dave Lancea
    I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right arrow keys to move the player up and down the plank, regardless of it's slope, and I don't want to use real physics for the player movement. My idea for achieving this was to compute the coordinate based on the rotation of the plank and the current location "up" or "down" the board. My math is derived from here: http://math.stackexchange.com/questions/143932/calculate-point-given-x-y-angle-and-distance Here's the code I have so far: movement = 0; if(keys[37]){ // Left movement = -3; } if(keys[39]){ // Right movement = 3; } // this.plank is a LimeJS sprite. // getRotation() Should return an angle in degrees var rotation = this.plank.getRotation(); // this.current_plank_location is initialized as 0 this.current_plank_location += movement; var x_difference = this.current_plank_location * Math.cos(rotation); var y_difference = this.current_plank_location * Math.sin(rotation); this.setPosition(seesaw.PLANK_CENTER_X + x_difference, seesaw.PLANK_CENTER_Y + y_difference); This code causes the player to swing around in a circle when they are out of the center of the plank given a slight change in rotation of the plank. Any ideas on how I can get the player position to follow the board position?

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  • Windows Server 2003 network boogey men every DBA should know

    - by merrillaldrich
    Recently I was again visited by my old friends TCP Chimney and SynAttackProtect . (Yeah, sometimes I feel like I mostly blog about 5-year old problems, but many of us as DBA's have to work on older versions or older systems, and so repeat older problems :-). This has been written about before, but as I BinGoogled around I noticed you are more likely to find the documents if you search for the cause, and not the symptoms. Most people who face a problem, of course, know the symptoms but not the cause....(read more)

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • OS8- AK8- The bad news...

    - by Steve Tunstall
    Ok I told you I would give you the bad news of AK8 to go along with all the cool new stuff, so here it is. It's not that bad, really, just things you need to be aware of. First, the 2013.1 code is being called OS8, AK8 and 2013.1 by different people. I mean different people INSIDE Oracle!! It was supposed to be easy, but it never is. So for the rest of this blog entry, I'm calling it AK8. AK8 is not compatible with the 7x10 series. Ever. The 7x10 series is not supported with AK8, and if you try to upgrade one, it will fail at the healthcheck. All 7x20 series, all of them regardless of age, are supported with AK8. Drive trays. Let's talk about drive trays and SAS cards. The older drive trays for the 7x20 series were called the "Riverwalk 2" or "DS2" trays. They were technically the "J4410" series JBODs that Sun used to sell a la carte before we stopped selling JBODs. Don't get me started on that, it still makes me mad. We used these for many years, and you can still buy them right now until December 15th, 2013, when they will no longer be sold. The DS2 tray only came as a 4u, 24 drive shelf. It held 3.5" drives, and you had a choice of 2TB, 3TB, 300GB or 600GB drives. The SAS HBA in the 7x20 series was called a "Thebe" card, with a part # of 7105394. The 7420, for example, came standard with two of these "Thebe" cards for connecting to the disk trays. Two Thebe cards could handle up to 12 trays, so one would add two more cards to go to 24 trays, or have up to six Thebe cards to handle 36 trays. This card was for external SAS only. It did not connect to the internal OS drives or the Readzillas, both of which used the internal SCSI controller of the server. These Riverwalk 2 trays ARE supported with AK8. You can upgrade your older 7420 or 7320, no problem, as-is. The much older Riverwalk 1 trays or J4400 trays are NOT supported by AK8. However, they were only used by the 7x10 series, and we already said that the 7x10 series was not supported. Here's where it gets tricky. Since last January, we have been selling the new style disk trays. We call them the "DE2-24P" and the "DE2-24C" trays. The "C" tray is for capacity drives, which are 3.5" 3TB or 4TB drives. The "P" trays are for performance drives, which are 2.5" 300GB and 900GB drives. These trays are NOT Riverwalk 2 trays, even though the "C" series may kind of look like it. Different manufacturer and different firmware. They are not new. Like I said, we've been selling them with the 7x20 series since last January. They are the only disk trays we will be selling going forward. Of course, AK8 supports them. So what's the problem? The problem is going to be for people who have to mix drive trays. Remember, your older 7x20 series has Thebe SAS2 HBAs. These have 2 SAS ports per card.  The new ZS3-2 and ZS3-4 systems, however, have the new "Thebe2" SAS2 HBAs. These Thebe2 cards have 4 ports per card. This is very cool, as we can now do more SAS channels with less cards. Instead of needing 4 SAS cards to grow to 24 trays like we did with the old Thebe cards, I can now do 24 trays with only 2 Thebe2 cards. This means more IO slots for fun things like Infiniband and 10G. So far, so good, right? These Thebe2 cards work with any disk tray. You can even mix older DS2 trays with the newer DE2 trays in the same system, as long as you have Thebe2 cards. Ah, there's your problem. You don't have Thebe2 cards in your old 7420, do you? Well, I told you the bad news wasn't that bad, right? We can take out your Thebe cards and replace them with Thebe2. You can then plug your older DS2 trays right back in, and also now get newer DE2 trays going forward. However, it's important that the trays are on different SAS channels. You can mix them in the same system, but not on the same channel. Ask your local SC if you need help with the new cable layout. By the way, the new ZS3-2 and ZS3-4 systems also include a new IO card called "Erie" cards. These are for INTERNAL SAS to the OS drives and the Readzillas. So those are now SAS2 instead of SATA like the older models. Yes, the Erie card uses an IO slot, but that's OK, because the Thebe2 cards allow us to use less SAS HBAs to grow the system, right? That's it. Not too much bad news and really not that bad. AK8 does not support the 7x10 series, and you may need new Thebe2 cards in your older systems if you want to add on newer DE2 trays. I think we can all agree that there are worse things out there. Like our Congress.   Next up.... More good news and cool AK8 tricks. Such as virtual NICS. 

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  • Thoughts on type aliases/synonyms?

    - by Rei Miyasaka
    I'm going to try my best to frame this question in a way that doesn't result in a language war or list, because I think there could be a good, technical answer to this question. Different languages support type aliases to varying degrees. C# allows type aliases to be declared at the beginning of each code file, and they're valid only throughout that file. Languages like ML/Haskell use type aliases probably as much as they use type definitions. C/C++ are sort of a Wild West, with typedef and #define often being used seemingly interchangeably to alias types. The upsides of type aliasing don't invoke too much dispute: It makes it convenient to define composite types that are described naturally by the language, e.g. type Coordinate = float * float or type String = [Char]. Long names can be shortened: using DSBA = System.Diagnostics.DebuggerStepBoundaryAttribute. In languages like ML or Haskell, where function parameters often don't have names, type aliases provide a semblance of self-documentation. The downside is a bit more iffy: aliases can proliferate, making it difficult to read and understand code or to learn a platform. The Win32 API is a good example, with its DWORD = int and its HINSTANCE = HANDLE = void* and its LPHANDLE = HANDLE FAR* and such. In all of these cases it hardly makes any sense to distinguish between a HANDLE and a void pointer or a DWORD and an integer etc.. Setting aside the philosophical debate of whether a king should give complete freedom to their subjects and let them be responsible for themselves or whether they should have all of their questionable actions intervened, could there be a happy medium that would allow the benefits of type aliasing while mitigating the risk of its abuse? As an example, the issue of long names can be solved by good autocomplete features. Visual Studio 2010 for instance will alllow you to type DSBA in order to refer Intellisense to System.Diagnostics.DebuggerStepBoundaryAttribute. Could there be other features that would provide the other benefits of type aliasing more safely?

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  • Corticon provides Business Rules Engines for Silverlight, WCF and .NET developers

    Now Corticon Business Rules Engines and Business Rules Management Systems users can enjoy support for the Windows 7 operating system, and for Silverlight and Windows Communication Foundation developers. The new Corticon 4.3 provides numerous performance, usability, and integration enhancements and provides the industry-first cloud deployment option for a business rules engine. span.fullpost {display:none;}

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  • RoboForm Enterprise v7 Reviewed

    With an established pedigree in the consumer market, RoboForm is making the move to the enterprise with some good and bad results. eSecurityPlanet's thorough review says Siber Systems has delivered enough to warrant business consideration.

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  • RoboForm Enterprise v7 Reviewed

    With an established pedigree in the consumer market, RoboForm is making the move to the enterprise with some good and bad results. eSecurityPlanet's thorough review says Siber Systems has delivered enough to warrant business consideration.

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  • Oracle OpenWorld 2012 konferencia 9 nap múlva kezdodik, 09.30.-10.04.

    - by user645740
    San Franciscoban nemsokára elkezdodik a 2012. évi Oracle OpenWorld konferencia:http://www.oracle.com/openworld/. Rengeteg érdekes keynote, eloadás, demó, stb található a programban. Oracle OpenWorld keynote eloadások: http://www.oracle.com/openworld/keynotes/ Az Oracle OpenWorld-ön gyakran fontos bejelentések is elhangzanak, kíváncsian várom az idei újdonságokat! Továbbra is kulcsszavak: Cloud - felho Hardware and Software, Engineered to Work Together Engineered Systems A komplexitás csökkentése Business Analytics (üzleti intelligencia és barátai nagyobb keretben) Fusion Applications

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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • JavaScript 3D space ship rotation

    - by user36202
    I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, operating a hovercraft, or looking around in the first-person. However, in space there is no up or down. I want to control the ship's roll, pitch, and yaw. To do that, some people would use a local coordinate system or a permenant matrix or quaternion or whatever to represent the ship's angle. However, since I am not most people and am using a library that deals exclusively in euler angles, I will be using relative angles to represent how to rotate the ship in space and getting the resulting non-relative euler angles. For you math nerds, that means I need to convert 3 euler angles (with Y being the vertical axis, X representing the pitch, and Z representing a roll which is unaffected by the other angles, left-handed system) into a 3x3 orientation matrix, do something fancy with the matrix, and convert it back into the 3 euler angles. Euler to matrix to euler. Somebody has posted something similar to this on SO (http://stackoverflow.com/questions/1217775/rotating-a-spaceship-model-for-a-space-simulator-game) but he ended up just working with a matrix. This will not do for me. Also, I am using JavaScript, not C++. What I want essentially are the functions do_roll, do_pitch, and do_yaw which only take in and put out euler angles. Many thanks.

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  • A starting point for Use Cases and User Stories

    - by Mike Benkovich
    Originally posted on: http://geekswithblogs.net/benko/archive/2013/07/23/a-starting-point-for-use-cases-and-user-stories.aspxSoftware is a challenging business and is rife with opportunities to go wrong. Over the years a number of methodologies have evolved to help make sure that things go right. In an effort to contribute to this I’ve created a list of user stories that I think should be included and sometimes are just assumed. Note this is a work in progress, so I’m looking for your feedback. I’m curious what you would add or change in my list. · As a DBA I am working with a Normalized data model that reflects an agreed upon logical model for the system · As a DBA I am using consistent names for my fields which match the naming standards of my organization · As a DBA my model supports simple CRUD operations against all the entities · As an Application Architect the UI has been validated against the Business requirements and a complete set of user story’s have been created · As an Application Architect the database model has been validated against the UI · As an Application Architect we have a logical business model that describes all the known and/or expected usage of the system during the software’s expected lifecycle · As an Application Architect we have a Deployment diagram that describes how the application components will be deployed · As an Application Architect we have a navigation diagram that describes the typical application flow · As an Application Architect we have identified points of interaction which describes how the UI interacts with the services and the data storage · As an Application Architect we have identified external systems which may now or in the future use the data of this application and have adapted the logical model to include these interactions · As an Application Architect we have identified existing systems and tools that can be extended and/or reused to help this application achieve it’s business goals · As a Project Manager all team members understand the goals of each release and iteration as they are planned · As a Project Manager all team members understand their role and the roles of others · As a Project Manager we have support of the business to do the right thing even if it is not the expedient thing · As a Test/QA Analyst we have created a simulation environment for testing the system which does not use sensitive data and accurately reflects the scenarios of all the data that will be supported by the system · As a Test/QA Analyst we have identified the matrix of supported clients used to access the system including the likely browsers, mobile devices and other interfaces to work with the application · As a Test/QA Analyst we have created exit criteria for each user story that match the requirements of the business story that was used to create them · As a Test/QA Analyst we have access to a Test environment that is isolated from production and staging environments · As a Test/QA Analyst there we have a way to reset the environment so we can rerun tests when a new version of the software becomes available · As a Test/QA Analyst I am able to automate portions of the test process Thoughts? -mike

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