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  • Dual boot Ubuntu 12.10 and Linux Mint 13

    - by user101693
    I know this question has been asked so many times, but I don't know what should I do in my case with those tutorials available everywhere. This is how my current situation looks like: Right now I'm using Linux Mint 13 Xfce installed with: 500MB of /boot 2GB of swap 15GB of / The rest of my space is /home with no space left in my hard drive And I just got a Ubuntu 12.10 live CD from my friend, and I intended to install it alongside my Linux Mint. And I want to select something else in the installation process. The question is: I want to use the same /home partition for Ubuntu and Linux Mint with same user but different directory because I don't want my configuration files conflict with each other. For example my username is Budiman and I want a directory named /home/budiman-Ubuntu for Ubuntu and /home/budiman-LinuxMint for Linux Mint. How can I do that? I read it somewhere said that I can share /boot and swap with multiple Distro, is it true? How can I make another /root directory for Ubuntu since I don't have any space left in my hard drive? Can I resize the /home partition without losing my data? How can I do that if it's possible? Now I've used 10-20% of my /home partition. I really hope somebody can help me with my question, if possible with a full tutorial starting from install with something else step until completion of the process. Thanks before :)

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  • Connect players with same phone language settings

    - by Abin George
    I am working on a turn-based multiplayer game using game center. The game also use Spanish localisation. It is enabled by reading the device language settings. Now my requirement is: When i start a turn based match, my opponent should have the same language setting in his/her phone as I am having. How can I make this possible. I use the following code to connect - (void)findTurnBasedMatchWithViewcontroller:(UIViewController *)viewController forDelegate:(id)argDelegate { self.delegate = argDelegate; presentingViewController = viewController; GKMatchRequest *request = [[GKMatchRequest alloc] init]; request.minPlayers = 2; request.maxPlayers = 2; [manager setCurrentGameType:kTurnBased]; GKTurnBasedMatchmakerViewController *mmvc = [[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request]; mmvc.turnBasedMatchmakerDelegate = self; mmvc.showExistingMatches = NO; [presentingViewController presentViewController:mmvc animated:YES completion:^(void) { }]; }

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  • Data structures for storing finger/stylus movements in drawing application?

    - by mattja?øb
    I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL. I would like to hear what are the best methods and practices for storing strokes data. Think of the many iPad apps that allow you to draw with your finger (or a stylus) or any other similar function on a desktop app. To summarize, the data structure must: be highly responsive to the movement store precise values (close in space / time) usable for rendering the strokes with complex textures (textures based on the dynamic of the stroke etc) exportable to a text file for saving/loading

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  • Rotate an image and get back to its original position - opengles glkit

    - by Manoj
    I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, 0); _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(rotation), 1,0,0); I need to move it in x axis for certain amount and getting back to its original position from where it started. How should i do it?

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  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

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  • What's the difference between AppMobi and PhoneGap?

    - by Ajmal
    I am new to the cross platform application development. I came across the very similar cross platform frameworks AppMobi and PhoneGaP. I found the basic difference between appmobi and phonegap is appMobi offers a complete cloud-based development system that includes a the XDK development tool. ie It's possible to develop Apple apps without owning a Mac using appMobi. I want to know Is there any differences between apk/ipa created using Appmobi and apk/ipa created using PhoneGap? Is there any difference in native features that can be used ? Also other differences between these two.

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  • Best strategy for supporting multiple server communication from iPhone/android app?

    - by tipycalFlow
    I'm making an app that will be used in multiple hospitals in the US. As per HIPAA compliance requirement, every hospital will have its own server that complies with these requirements of ensuring patient data security, etc. Now the task is that the app should communicate with a particular server based on the login info. An additional requirement is that new hospitals(servers) are likely to be added along the way, even after the app is available on the market. So basically, according to some login credentials, the app should communicate with the server of the hospital assigned to that person. One pretty crude way is to set up our own server which links the hospitals with the login info and accordingly, provides a base-url for data exchange. Is there a more efficient way to handle this?

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  • Managing large downloadable content on mobile devices

    - by larromba
    This is a general question of how to best manage large downloadable content on mobile devices. Lets consider a situation whereby a mobile app needs to download a number of very large content items, like HD videos, that are over 500MB but under 2GB. Now, lets assume this content delivery system should be scalable. Would it be a fair assumption that: A reputable cloud service would be needed - if so, what is a reliable and cost effective cloud service for mobile devices based on anyone's experience? Large content downloads should only be attempted over a wifi connection, so the end user doesn't incur large costs, e.g. when travelling. Downloads should carry on in the background if possible, as the user won't want to wait in an app for long periods. If the downloads don't finish, or the OS quits the app, all downloads should carry on when the app is next activated? Are there any other pitfalls anyone may have experienced when managing large content on mobile devices? Thanks.

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  • UTF-8 locale portability (and ssh)

    - by kine
    I spend a lot of my time sshed into various machines, all of which are different (some are embedded, some run Linux, some run BSD, &c.). On my own local machines, however, i use OS X, which of course has a userland based on FreeBSD. My locale on those machines is set to en_GB.UTF-8, which is one of the available options: % echo `sw_vers` ProductName: Mac OS X ProductVersion: 10.8.2 BuildVersion: 12C60 % locale -a | grep -i 'en_gb.utf' en_GB.UTF-8 Several of the more-capable Linux systems i use appear to have an equivalent option, but i note that on Linux the name is slightly different: % lsb_release -d Description: Debian GNU/Linux 6.0.3 (squeeze) % locale -a | grep -i 'en_gb.utf' en_GB.utf8 This makes me wonder: When i ssh into a Linux machine from my Mac, and it forwards all of my LC_* variables with that 'UTF-8' suffix, does that Linux machine even understand what is being asked of it? Or is it just falling back to some other locale? In either case, what is the mechanism behind its behaviour, and is it dependent on any particular set-up (e.g., will i see the same behaviour on a BusyBox-based system as on a GNU-based one)?

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  • What is the the best way to become an iPhone developer?

    - by Noah89
    I have no experience as a programmer but I'd like to become a iPhone developer. Some people tell me to learn java because it is a Object Oriented Language. Other people tell me to go with C++. However, everyone advises me to actually learn any language and learn what programming is all about before I actually develop for iPhone. Please, let me know what would be the best choice and what books would be good for a total beginner and any website that offers any good tutorials. Thanks in advance for all the feedback.

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  • Do you prefer building your interfaces in IB or programmatically? and why?

    - by LolaRun
    I've been using Xcode and building iPhone apps for two months, but I'm finding it really hard to grasp good application design. I always face problems—like you can't put your tabbarcontroller in another custom viewcontroller, for example—that 'sometimes', of course, would work if you did the creation of the views/viewcontrollers programmatically. So I don't know if I should start writing the creation of my objects or use Interface Builder. What are your experiences?

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  • Designing object oriented programming

    - by Pota Onasys
    Basically, I want to make api calls using an SDK I am writing. I have the following classes: Car CarData (stores input values needed to create a car like model, make, etc) Basically to create a car I do the following: [Car carWithData: cardata onSuccess: successHandler onError: errorHandler] that basically is a factory method that creates instance of Car after making an API call request and populating the new Car class with the response and passes that instance to the successHandler. So "Car" has the above static method to create that car, but also has non-static methods to edit, delete cars (which would make edit, delete API calls to the server) So when the Car create static method passes a new car to the successHandler by doing the following: successHandler([[Car alloc] initWithDictionary: dictionary) The success handler can go ahead and use that new car to do the following: [car update: cardata] [car delete] considering the new car object now has an ID for each car that it can pass to the update and delete API calls. My questions: Do I need a cardata object to store user inputs or can I store them in the car object that would also later store the response from all of the api calls? How can I improve this model? With regards to CarData, note that there might be different inputs for the different API calls. So create function might need to know model, make, etc, but find function might need to know the number of items to find, the limit, the start id, etc.

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  • Approaches for a clickable map of nations (such as a Risk game) with Spritekit

    - by Vukovitch
    I would like to create a political map where each country is clickable by tapping but I'm not sure the best way to determine which nation was selected. Imagine Risk where each country can be individually clicked to bring up additional information. My current approach is to make a sprite for each nation where every image is the size of the screen The images are mostly transparent except for the country, that way when all of the images are displayed the countries are in the correct place relative to one another. To determine if a click occurs on an individual country I look to see if the tapped location is a non transparent pixel and check that the sprite's name is one of the countries. Additionally the nation needs to glow or something when tapped as an indicator, however my current solution is yet another sprite that is displayed. This seems like a terrible approach and I was wondering what other solutions might achieve the same results. I'm pretty new to SpriteKit so I'm not entirely sure. The other idea I had was creating a single texture where each country is a different shade of gray, then when I get the tap location I do a lookup on the color at that location and get the corresponding country. However, I'm not sure how to create a hilight or glowing country effect with that method.

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  • Exporting spritesheet for Cocos2d

    - by Terko
    I would like to know how people usually save the animations in order to load them easily in Cocos2d with as few hard-code as possible. E.G. The solution I thought of is to have one plist file containing information about each frame, and the second plist to contain information about each of the animation(name of the animation, which frames to play, and the delay probably). If this is the correct solution, how can I generate such plist files for spritesheet automatically?

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Touching a CGRect

    - by Coder404
    In my cocos2d app I am trying to determine when a CCSprite is touched Here is what I have: -(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{ NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), 27, 40); CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; if (CGRectContainsPoint(targetRect, touchLocation)) { NSLog(@"Moo cheese!"); } } return YES; } For some reason it does not work. Can someone help me?

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  • Apple WWDC : la Beta d'iOS 6 disponible en téléchargement pour les développeurs, plus de 200 nouvelles fonctionnalités

    Apple WWDC : la Beta d'iOS 6 disponible en téléchargement Pour les développeurs, plus de 200 nouvelles fonctionnalités Apple vient de présenter iOS 6 à la keynote d'ouverture de la WWDC, sa conférence annuelle pour développeurs. En Beta, cette nouvelle itération du système d'exploitation mobile est téléchargeable gratuitement à la condition d'avoir un compte iOS Developer et d'y associer l'appareil hôte. Retour sur les nouveautés présentées par Scott Forstall, vice président senior du software pour iPhone : iOS 6 est notamment marquée par une rupture avec Google pour tout ce qui est cartographie. Apple coupe le cordon avec Google Maps en faveur de sa propre applicat...

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  • after upgrade from 10.04 to 12.04 cannot boot with linux 3.2.0-24-generic-pae

    - by Ricardo
    After upgrade from 10.04 to 12.04, I cannot boot with linux 3.2.0-24-generic-pae: process gets frozen in a xubuntu initialization screen (I had qimo installed). If I try the recovery mode (with the same Linux version), booting freezes after this message: Begin: Mounting root file system. If in grub menu I choose Previous Linux versions, I can boot using Linux 2.6.32-41-generic-pae. But once logged in, some things don't seem to work (apt-get update fails, update manager fails, HID menu does not provide suggestions...) (to be honest, I have no idea whether this is part of the bigger issue) Reading in Ask Ubuntu through apparently similar problems, I decided to follow some advices: got boot-repair and run it. The problem remains & I got this report. I also run as root in terminal $ sudo update-initramfs -u and this is what I got: update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic-pae cryptsetup: WARNING: failed to detect canonical device of /dev/sda1 cryptsetup: WARNING: could not determine root device from /etc/fstab /tmp/mkinitramfs_EIDlHy/scripts/classmate-bottom/45xconfig: 9: .: Can't open /scripts/casper-functions What else? My pc is Intel® Core™ i7 CPU 870 @ 2.93GHz × 8, graphs is GeForce 8400 GS/PCIe/SSE2, memory is 7,8 GiB. I have two questions: Is this a bug in the newest kernel I should report? Is there anything I can do appart from a fresh install?

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  • What is the the best way to become an iPhone developer?

    - by Noah89
    I have no experience as a programmer but I'd like to become a iPhone developer. Some people tell me to learn java because it is a Object Oriented Language. Other people tell me to go with C++. However, everyone advises me to actually learn any language and learn what programming is all about before I actually develop for iPhone. Please, let me know what would be the best choice and what books would be good for a total beginner and any website that offers any good tutorials.

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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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  • Adding gesture recognizer (or dragging) to CCSprite

    - by user339946
    I'm trying to allow a CCSprite to be dragged across the screen. I've succeeded so far by doing it on a Layer level (from this tutorial). However, this only allows ONE sprite to be dragged at a time as the method implementation can only identify a single sprite to move at a time. I'd like to be able to perhaps add a gesture recognizer or somehow implement ccTouchesBegan/Moved in my own little CCSprite subclass. However, from what I understand, you can't just add gesture recognizers to CCSprites. ccTouchMoved are also not available on CCSprites?? Really confused as to how to implement touches on Cocos2D. What is the easiest way to add some position translation code to a CCSprite so it can be dragged around? Thanks!

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  • Oracle Linux Partner Pavilion Spotlight III

    - by Ted Davis
    Three days until Oracle OpenWorld 2012 begins. The anticipation and excitement are building. In today's spotlight we are presenting an additional three partners exhibiting in the Oracle Linux Partner Pavilion at Oracle OpenWorld ( Booth #1033). Fujitsu will showcase a Gold tower system representing the one-millionth PRIMERGY server shipped, highlighting Fujitsu’s position as the #4 server vendor worldwide. Fujitsu’s broad range of server platforms is reshaping the data center with virtualization and cloud services, including those based on Oracle Linux and Oracle VM. BeyondTrust, the leader in providing context aware security intelligence, will be showcasing its threat management and policy enablement solutions for addressing IT security risks and simplifying compliance. BeyondTrust will discuss how to reduce security risks, close security gaps and improve visibility across your server and database infrastructure. Please stop by to see live demonstrations of BeyondTrust’s award winning vulnerability management and privilege identity management solutions supported on Oracle Linux. Virtualized infrastructure with Oracle VM and NetApp storage and data management solutions provides an integrated and seamless end user experience. Designed for maximum efficiency to allow for native NetApp deduplication and backup/recovery/cloning of VM’s or templates. Whether you are provisioning one or multiple server pools or dynamically re-provisioning storage for your virtual machines to meet business demands, with Oracle and NetApp, you have one single point-and-click console to rapidly and easily deploy a virtualized agile data infrastructure in minutes. So there you have it!  The third install of our Partner Spolight. Check out Part I and Part II of our Partner Spotlights from previous days if you've missed them. Remember to visit the Oracle Linux team at Oracle OpenWorld.

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  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

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  • Policies for deciding which mobile devices/OS versions to support? [on hold]

    - by bobfet1
    When developing for mobile devices, what are some strategies to go about determining which mobile devices and OS versions to support? Do some teams set a certain policy in place, like "support devices used by more than 2% of users" or "support OS versions with over 10% of users?" For example, a reoccurring challenge I am running into is the decision whether to support only new OS versions like iOS7 or KitKat, or continue support for older versions. It would be helpful to know how others approach this decision.

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  • Xamarin 3 disponible en téléchargement, permet la construction d'UIs natives iOS, Android et Windows depuis une seule base de code commune en C#

    Xamarin 3 disponible en téléchargement, permet la construction d'UIs natives iOS, Android et Windows depuis une seule base de code commune en C# La troisième mouture de l'environnement de développement mobile multiplateformes Xamarin est désormais disponible. Parmi les nouveautés qui accompagnent cette version figure l'arrivée de Xamarin Designer pour iOS, un puissant outil de conception visuel pour la plateforme iOS qui permettra aux développeurs de mettre rapidement sur pied des interfaces...

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