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  • AIA Artefakte im Oracle Enterprise Repository

    - by Hans Viehmann
    Das Oracle Enterprise Repository (OER) ist die zentrale Stelle zur Verwaltung von SOA Artefakten aller Art, mit dem Ziel, den gesamten Lebenszyklus dieser Artefakte zu begleiten. Es ist wesentliche Grundlage für deren Wiederverwendung, für die Ermittlung von Abhängigkeiten, wie auch für die Bestimmung des Wertes dieser Artefakte, was wiederum für den Nutzen der SOA Implementierung von Bedeutung ist. In AIA 11g wird die aktuelle Version des OER unterstützt und wird zusätzlich ergänzt durch die Project Lifecycle Workbench, in der die funktionale Spezifikation, die Aufteilung der Prozesse, oder beispielsweise die Generierung des Deployment Plans erfolgt.Für die Bereitstellung der Artefakte des Foundation Pack 11g gibt es inzwischen ein zugehöriges AIA Solution Pack für OER, mit dem die entsprechenden Strukturen, sowie die Bestandteile des Foundation Packs 11g, also EBOs, EBMs, EBSs, usw. unabhängig von einer AIA Installation direkt importiert werden können. Das Pack steht auch auf support.oracle.com bereit und kann hier heruntergeladen werden.

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  • extjs how to make a nested child using xTemplate when we don't know how deep is it?

    - by Ebo the gordon
    first, sorry if my english bad,.... in my script, variable tplData below is dynamic,... (lets say it generates from database) so, every chid, can have another child. and so on,.... now, i'm stack how to iteration it,.. var tplData = [{ name : 'Naomi White' },{ name : 'Yoko Ono' },{ name : 'John Smith', child : [{ name:'Michael (John\'s son)', child: [{ name : 'Brad (Michael\'s son,John\'s grand son)' },{ name : 'Brid (Michael\'s son,John\'s grand son)', child: [{ name:'Buddy (Brid\'s son,Michael\'s grand son)' }] },{ name : 'Brud (Michael\'s son,John\'s grand son)' }] }] }]; var myTpl = new Ext.XTemplate( '<tpl for=".">', '<div style="background-color: {color}; margin: 10px;">', '<b> Name :</b> {name}<br />', // how to make this over and over every child (while it has ) '<tpl if="typeof child !=\'undefined\'">', '<b> Child : </b>', '<tpl for="child">', '{name} <br />', '</tpl>', '</tpl>', /////////////////////////////////////// '</div>', '</tpl>' ); myTpl.compile(); myTpl.overwrite(document.body, tplData);

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  • Getting a type for a template instantiation?

    - by ebo
    I have the following situation: I have a object of type MyClass, which has a method to cast itself to it's base class. The class includes a typedef for it's base class and a method to do the downcast. template <class T, class B> class BaseClass; template <class T> class NoAccess; template <class T> class MyClass : public BaseClass<T, NoAccess<T> > { private: typedef BaseClass<T, NoAccess<T> > base; public: base &to_base(); }; I need to pass the result of a base call to a functor Operator: template <class Y> class Operator { Operator(Y &x); }; Operator<???> op(myobject.to_base()); Is there a easy way to fill the ??? provided that I do not want to use NoAccess?

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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