Search Results

Search found 4985 results on 200 pages for 'moving'.

Page 105/200 | < Previous Page | 101 102 103 104 105 106 107 108 109 110 111 112  | Next Page >

  • Best of OTN - Week of May 25th

    - by CassandraClark-OTN
    Architect Community Podcast: Going Mobile - Developing Enterprise Mobile Apps This four-part OTN ArchBeat Podcast series is devoted to a discussion about bringing mobility to the enterprise, and how architects and developers can take advantage of the opportunities in the evolution of mobile application development. Video: Data Modeling and Moving Meditation with Kent Graziano Want to learn more about Kent's Kscope 2014 data modeling sessions and how Chi Gung can help you get a great start on your day? Check out this video interview. Video: Oracle ACE Director Stewart Bryson on OBIEE, ODI, GoldenGate In this interview Stewart talks about how OBIEE, ODI, GoldenGate and other technologies fit into his Kscope 2014 sessions, and about the sessions he plans to attend. Friday Funny from OTN Architect Community Manager Bob Rhubart:Even if you're not a person of a certain age, you need read A journey into my colon -- and yours, humorist Dave Barry's wildly funny 2008 account of his colonoscopy. Because one day you will be a person of certain age... Get involved in community conversations on the following OTN channels... OTN TechBlog The Java Source Blog The OTN Garage Blog The OTN ArchBeat Blog @oracleotn @java @OTN_Garage @OTNArchBeat @OracleDBDev OTN I Love Java OTN Garage OTN ArchBeat Oracle DB Dev OTN Java OTN ArchBeat

    Read the article

  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

    Read the article

  • Only 5 days left...your vote is needed!

    - by mvaughan
         By Misha Vaughan, Oracle Applications User Experience It is a bit early for the voting season here in the U.S., but there is a very important (to me) voting window now upon us. Until Aug. 31, the public gets to vote on submissions to South by Southwest (SXSW) Interactive in Austin, Texas, in March 2013. This is a thought-leading software conference discussing the up-and-coming trends in industry. I have attended the interactive and the music portions of SXSW before, but I have never attempted a submission. This is my first year trying.  I am building on the themes from this conversation on simplicity with Jeremy Ashley for Oracle OpenWorld 2012. The SXSW session will be a chance to share best practices for moving designs that focus on simplicity successfully through an organization. Please take a moment and cast your vote.  Help me get Oracle on the roster at SXSW! There are only five days left to vote! My colleague Ultan O’Broin has also submitted, and I encourage you to vote for his sessions as well. 

    Read the article

  • What is the proper way to maintain the angle of a gun mounted on a car?

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around, the angle of the gun changes. Not what I want.

    Read the article

  • Who should write the test plan?

    - by Cheng Kiang
    Hi, I am in the in-house development team of my company, and we develop our company's web sites according to the requirements of the marketing team. Before releasing the site to them for acceptance testing, we were requested to give them a test plan to follow. However, the development team feels that since the requirements came from the requestors, they would have the best knowledge of what to test, what to lookout for, how things should behave etc and a test plan is thus not required. We are always in an argument over this, and developers find it a waste of time to write down things like:- Click on button A. Key in XYZ in the form field and click button B. You should see behaviour C. which we have to repeat for each requirement/feature requested. This is basically rephrasing what's already in the requirements document. We are moving towards using an Agile approach for managing our projects and this is also requested at the end of each iteration. Unit and integration testing aside, who should be the one to come up with the end user acceptance test plan? Should it be the reqestors or the developers? Many thanks in advance. Regards CK

    Read the article

  • Configuring WS-Security with PeopleSoft Web Services

    - by Dave Bain
    I was speaking with a customer a few days ago about PeopleSoft Web Services.  The customer created a web service but when they went to deploy it, they had so many problems configuring ws-security, they pulled the service.  They spent several days trying to get it working but never got it working so they've put it on hold until they have time to work through the issues. Having gone through the process of configuring ws-security myself, I understand the complexity.  There is no magic 'easy' button to push.  If you are not familiar with all the moving parts like policies, certificates, public and private keys, credential stores, and so on, it can be a daunting task.  PeopleBooks documentation is good but does not offer a step-by-step example to follow.  Fear not, for those that want more help, there is a place to go. PeopleSoft released a Mobile Inventory Management application over a year ago.  It is a mobile app built with Oracle Fusion Application Development Framework (ADF) that accesses PeopleSoft content through standard web services.  Part of the installation of this app is configuring ws-security for the web services used in the application.  Appendix A of the PeopleSoft FSCM91 Mobile Inventory Management Installation Guide is called Configuring WS-Security for Mobile Inventory Management.  It is a step-by-step guide to configure ws-security between a server running Oracle Web Server Management (OWSM) and PeopleSoft Integration Broker.  Your environment might be different, but the steps will be similar, and on the PeopleSoft side, Integration Broker will remain a constant. You can find the installation guide on Oracle Suport.  Sign in to https://support.us.oracle.com and search for document 1290972.1.  Read through Appendix A for more details about how to set up ws-security with PeopleSoft web services.

    Read the article

  • Collision detection, stop gravity

    - by Scott Beeson
    I just started using Gamemaker Studio and so far it seems fairly intuitive. However, I set a room to "Room is Physics World" and set gravity to 10. I then enabled physics on my player object and created a block object to match a platform on my background sprite. I set up a Collision Detection event for the player and the block objects that sets the gravity to 0 (and even sets the vspeed to 0). I also put a notification in the collision event and I don't get that either. I have my key down and key up events working well, moving the player left and right and changing the sprites appropriately, so I think I understand the event system. I must just be missing something simple with the physics. I've tried making both and neither of the objects "solid". Pretty frustrating since it looks so easy. The player starting point is directly above the block object in the grid and the player does fall through the block. I even made the block sprite solid red so I could see it (initially it was invisible, obviously).

    Read the article

  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

    Read the article

  • Emacs/Vim/Vi - do they have a place in modern software development ecosystem? [closed]

    - by Anton Gogolev
    Watching all those screencasts (and listening all those podcasts) with more-or-less famous hackers/programmers I hear that many of those use emacs/vi(m) for their daily work. Now, I myself tried using both emacs and vim, and I honestly cannot understand why would anybody use these for any kind of serious development. The most advertised feature is something along the lines of "you'll be able to work with text (meaning cutting, pasting, duplicating, moving, etc) up to ten times faster than with conventional IDEs", but I don't buy that. When has the success of a software project been defined by how fast a programmer can juggle lines in a text editor or by saving a couple of keystrokes here and there? Plugins and extensions? I bet nothing comes close to R# or IDEA in terms of refactoring support ("Rename" refactoring implemented by means of "Search and Replace" is not a refactoring IMO); others are trivial. Ubiquitous and available everywhere? So what? How often do you find yourself editing files over a 300 baud connection on an esoteric *nix installation without a VCS? So here goes: do said editors have a justified place in a modern software development ecosystem?

    Read the article

  • How can I resolve collisions at different speeds, depending on the direction?

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

    Read the article

  • How different is WPF from ASP.NET [closed]

    - by Tom
    I have been quickly moved over to a different project at work because the project needs more help. I was chosen because they are confident in my abilities and they thought I would be best fit for the next couple weeks to help finish the application out. I am a little nervous. I do tend to pick things up quickly. I was moved to a different project at the beginning of this year and now I know it like the back of my hand. Previously I was on another project. Both of these projects were an ASP.NET web application, which I believe is considered a winforms web application? The project I am moving to is a desktop WPF application. I have read that many people enjoy developing their applications with WPF. I just have never dealt/worked with WPF before. I like to consider myself pretty good at ASP.NET/C# and I do a solid job. We deal with a lot of data processing from the database and report generation. So I do get to experience C# more so than some web applications where the C# end of it is mostly just event driven and simple instructions. How different are the two? Will it be completely foreign to me? Or is it just a different way of looking at a problem and I can familiarize myself quickly? Thanks for the input.

    Read the article

  • Music Manager thst can properly synch song ratings with Android

    - by Sebastian
    I'm moving from Windows 7 to Ubuntu, and so far the experience has been a really good one :) However, there is something that I've used to do with Windows 7 that I can't find how to do in Ubuntu: From my Windows music manager programs (either MediaMonkey or Windows Media Player) I could set song ratings in a way that the ratings set from either program could be also read from the other one. Additionally, song ratings were visible and updated in my iPod Touch when I synch'ed my music (either manually or using iTunes). To sum up, it seems that MediaMonkey, WMP, and the iPod device use standard mp3 metadata tag for ratings. Now, using Ubuntu 12.04, and now with an Android device: Rhythmbox can't see the song rates, despite those ratings can be seen by MediaMonkey and MS Music Player when I boot with Win7. Is this an issue I can fix with some setting? Is there any program I can use to accomplish this? What do you recommend to sync my music with Android (4.0, Galaxy s2), also keeping the song ratings information updated between Android and my PC? Thanks!!

    Read the article

  • Boot existing ubuntu installation on uefi, GPT BTRFS

    - by user204720
    I have looked through many of the questions, and haven't found anything that quite satisfies this problem. I have an ssd hard drive that is bootable from my old computer. It is a standard BIOS, however, I built a new computer with Z87 motherboard that is a UEFI. What I'd like to do is boot from this hard drive without wiping out the hard drive. I've tried booting from legacy mode, doesn't seem to work. Part of the multitude of problems is my partitioning scheme, which is GPT. sdx1 is the btrfs system, sdx2 swap, sdx3 is bios_grub. I've tried setting the UEFI/BIOS to boot in legacy mode, I've tried turning my swap partition into a Grub EFI boot, I've tried copying the file system onto a new drive installed on the new system. However, copying the information doesn't keep the filesystem or subvolumes intact. I've also tried boot-repair which is when I overwrote the swap space. I'd really rather not start over on a new install, so any other suggested trees to bark up would be appreciated. For the record, I hate you Microsoft, and ASUS I understand complying with microsoft, but make it optional... I'm really disappointed in that I have to deal with Windows 8 when I have nothing to do with it. Something I think I could try, but would like to hear from more experienced users. Moving the sdx1 (btrfs /@/@home) partion and opening up a 100 MB partition on the beginning sectors and install efi compatible Grub2 installation. Would it work? How to move a partition?

    Read the article

  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

    Read the article

  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

    Read the article

  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

    Read the article

  • Parallelize incremental processing in Tabular #ssas #tabular

    - by Marco Russo (SQLBI)
    I recently came in a problem trying to improve the parallelism of Tabular processing. As you know, multiple tables can be processed in parallel, whereas the processing of several partitions within the same table cannot be parallelized. When you perform an incremental update by adding only new rows to existing table, what you really do is adding rows to a partition, so adding rows to many tables means adding rows to several partitions. The particular condition you have in this case is that every partition in which you add rows belongs to a different table. Adding rows implies using the ProcessAdd command; its QueryBinding parameter specifies a SQL syntax to read new rows, otherwise the original query specified for the partition will be used, and it could generate duplicated data if you don’t have a dynamic behavior on the SQL side. If you create the required XMLA code manually, you will find that the QueryBinding node that should be part of the ProcessAdd command has to be moved out from ProcessAdd in case you are using a Batch command with more than one Process command (which is the reason why you want to use a single batch: run multiple process operations in parallel!). If you use AMO (Analysis Management Objects) you will find that this combination is not supported, even if you don’t have a syntax error compiling the code, but you might obtain this error at execution time: The syntax for the 'Process' command is incorrect. The 'Bindings' keyword cannot appear under a 'Process' command if the 'Process' command is a part of a 'Batch' command and there are more than one 'Process' commands in the 'Batch' or the 'Batch' command contains any out of line related information. In this case, the 'Bindings' keyword should be a part of the 'Batch' command only. If this is happening to you, the best solution I’ve found is manipulating the XMLA code generated by AMO moving the Binding nodes in the right place. A more detailed description of the issue and the code required to send a correct XMLA batch to Analysis Services is available in my article Parallelize ProcessAdd with AMO. By the way, the same technique (and code) can be used also if you have the same problem in a Multidimensional model.

    Read the article

  • Compiz slow under proprietary nvidia driver

    - by gsedej
    Hi! I am using Ubuntu 10.10 and have problem with proprietary nvidia driver for my GeForce GTS 250. I have issue with poor Compiz performance. And there is also open-source "noueau" driver. Proprietary: I tried many versions but neither works fast on desktop. This means 30 FPS without heavy effects. Currently I am using version 270.18. Even normal desktop use feels bad (moving windows) In games (and 3D benchmark) it is really good! (Unigine Heaven works good!) Open-source "nouveau": Very fast on desktop with heavy effects (blur, ...). I have 300 FPS and more, even in Expo mode. Games were good but not as good as prop. And driver causes xorg to crash even the latest (ppa:xorg-edgers/nouveau), so I switched back to proprietary. I also have computer with Ubuntu 10.04, GeForce 8600GT and drivers around 185.x and Compiz works great there. There is similar question Nvidia proprietary driver performance in 10.10 Which version of nvidia (prop) driver is fast in Compiz in Ubuntu 10.10? How do you install a specific version of nvidia driver? Is it the case that each newer driver works slower on compiz?

    Read the article

  • Can I host a website on a different address from the webmail?

    - by Andrew
    I have what is to me an unusual situation. I have a client for whom I have built a website which I will be hosting, they have been using their domain name for their email addresses for a long period before I came along so moving their email account to my host would be problematic and building the website with their current host would also be problematic because their host is very restrictive. So to fix this I altered the A record in their existing control panel to point the domain name to my server. As a result I can see the pages that I have created at their domain and they can still access their existing webmail. However, it appears that they are now experiencing problems receiving email so I can only assume my solution was incorrect. What is the correct way to point their domain at my website but keep their webmail with the existing host? EDIT: 25/5/2012 - My client has finally responded to me after changing the MX record on their existing C-Panel. Email to their email address were being bounced back with the error 'no such recipient', so I set up the same email address in the new C-Panel and changed the MX record there to 'Remote mail exchanger' which has stopped the emails bouncing but has apparently lost them in cyperspace! Unfortunately I can't add a new record because this would require a fully qualified domain name and their domain name is of course pointed at our server!

    Read the article

  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

    Read the article

  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

    Read the article

  • Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment

    - by Annemarie Provisero
    ADVISOR WEBCAST: Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment PRODUCT FAMILY: Oracle HCM - Benefits  July 13, 2011 at 1 pm PT, 2 pm MT, 4 pm ET This session AU gives you the information to define new and maintain all Compensation Objects used in your Benefits setup. Course highlights things to consider when getting ready for Open Enrollment or when there is a need to change compensation objects. We will review creating a new or ending an old program, plan, or option. We also review what to do when you need to move from an Unrestricted program to a Restricted one. TOPICS WILL INCLUDE: Adding or Modifying Compensation Objects Ending Compensation Objects Elements and Element Links Standard and Variable Rates Dependents and Beneficiaries Moving from Oracle Standard Benefits to Oracle Advanced Benefits A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support. For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

    Read the article

  • How to go from Mainframe to the Cloud?

    - by Ruma Sanyal
    Running applications on IBM mainframes is expensive, complex, and hinders IT responsiveness. The high costs from frequent forced upgrades, long integration cycles, and complex operations infrastructures can only be alleviated by migrating away from a mainframe environment.  Further, data centers are planning for cloud enablement pinned on principles of operating at significantly lower cost, very low upfront investment, operating on commodity hardware and open, standards based systems, and decoupling of hardware, infrastructure software, and business applications. These operating principles are in direct contrast with the principles of operating businesses on mainframes. By utilizing technologies such as Oracle Tuxedo, Oracle Coherence, and Oracle GoldenGate, businesses are able to quickly and safely migrate away from their IBM mainframe environments. Further, running Oracle Tuxedo and Oracle Coherence on Oracle Exalogic, the first and only integrated cloud machine on the market, Oracle customers can not only run their applications on standards-based open systems, significantly cutting their time to market and costs, they can start their journey of cloud enabling their mainframe applications. Oracle Tuxedo re-hosting tools and techniques can provide automated migration coverage for more than 95% of mainframe application assets, at a fraction of the cost Oracle GoldenGate can migrate data from mainframe systems to open systems, eliminating risks associated with the data migration Oracle Coherence hosts transactional data in memory providing mainframe-like data performance and linear scalability Running Oracle software on top of Oracle Exalogic empowers customers to start their journey of cloud enabling their mainframe applications Join us in a series of events across the globe where you you'll learn how you can build your enterprise cloud and add tremendous value to your business. In addition, meet with Oracle experts and your peers to discuss best practices and see how successful organizations are lowering total cost of ownership and achieving rapid returns by moving to the cloud. Register for the Oracle Fusion Middleware Forum event in a city new you!

    Read the article

  • how to give action to the CCArray which contain bubbles(sprites)

    - by prakash s
    I am making bubbles shooter game in cocos2d I have taken one array in that i have inserted number of different color bubbles and i showing on my game scene also , but if give some move action to that array ,it moving down but it displaying all the bubbles at one position and automatically destroying , what is the main reason behind this please help me here is my code: -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); // [[CCActionManager sharedManager ] pauseAllActionsForTarget:target ] ; [self addChild:target]; [movableSprites addObject:target]; //[target runAction:[CCMoveTo actionWithDuration:20.0 position:ccp(0,0)]]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } } after the move at certain position i want to display all the bubbles in centre of my window

    Read the article

  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

    Read the article

< Previous Page | 101 102 103 104 105 106 107 108 109 110 111 112  | Next Page >