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  • Why We Do What We Do. (Part 3 of 5 Part Series on JDE 5G Postponed)

    - by Kem Butller-Oracle
    By Lyle Ekdahl - Oracle JD Edwards Sr. VP General Manager  In the closing of part two of this 5 part blog series, I stated that in the next installment I would explore the expected results of the digital overdrive era and the impact it will have on our economy. While I have full intentions of writing on that topic, I am inspired today to write about something that is top of mind. It’s top of mind because it has come up several times recently conversations with my Oracle’s JD Edwards team members, with customers and our partners, plus I feel passionately about why I do what I do…. It is not what we do but why we do that thing that we do Do you know what you do? For the most part, I bet you could tell me what you do even if your work has changed over the years.  My real question is, “Do you get excited about what you do, and are you fulfilled? Does your work deliver a sense of purpose, a cause to work for, and something to believe in?”  Alright, I guess that was not a single question. So let me just ask, “Why?” Why are you here, right now? Why do you get up in the morning? Why do you go to work? Of course, I can’t answer those questions for you but I can share with you my POV.   For starters, there are several things that drive me. As many of you know by now, I have a somewhat competitive nature but it is not solely the thrill of winning that actually fuels me. Now don’t get me wrong, I do like winning occasionally. However winning is only a potential result of competing and is clearly not guaranteed. So why compete? Why compete in business, and particularly why in this Enterprise Software business?  Here’s why! I am fascinated by creative and building processes. It is about making or producing things, causing something to come into existence. With the right skill, imagination and determination, whether it’s art or invention; the result can deliver value and inspire. In both avocation and vocation I always gravitate towards the create/build processes.  I believe one of the skills necessary for the create/build process is not just the aptitude but also, and especially, the desire and attitude that drives one to gain a deeper understanding. The more I learn about our customers, the more I seek to understand what makes the successful and what difficult issues cause them to struggle. I like to look for the complex, non-commodity process problems where streamlined design and modern technology can provide an easy and simple solution. It is especially gratifying to see our customers use our software to increase their own ability to deliver value to the market. What an incredible network effect! I know many of you share this customer obsession as well as the create/build addiction focused on simple and elegant design. This is what I believe is at the root of our common culture.  Are JD Edwards customers on a whole different than other ERP solutions’ customers? I would argue that for the most part, yes, they are. They selected our software, and our software is different. Why? Because I believe that the create/build process will generally result in solutions that reflect who built it and their culture. And a culture of people focused on why they create/build will attract different customers than one that is based on what is built or how the solution is delivered. In the past I have referred to this idea as character of the customer, and it transcends industry, size and run rate. Now some would argue that JD Edwards has some customers who are characters. But that is for a different post. As I have told you before, the JD Edwards culture is unique, and its resulting economy is valuable and deserving of our best efforts. 

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

    - by TravisG
    Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that data. Essentially, in somewhat pseudo-code: Entity { id; map<id_type, Attribute> attributes; } System { update(); vector<Entity> entities; } A system that just moves along all entities at a constant rate might be MovementSystem extends System { update() { for each entity in entities position = entity.attributes["position"]; position += vec3(1,1,1); } } Essentially, I'm trying to parallelise update() as efficiently as possible. This can be done by running entire systems in parallel, or by giving each update() of one system a couple of components so different threads can execute the update of the same system, but for a different subset of entities registered with that system. Problem In reality, these systems sometimes require that entities interact(/read/write data from/to) each other, sometimes within the same system (e.g. an AI system that reads state from other entities surrounding the current processed entity), but sometimes between different systems that depend on each other (i.e. a movement system that requires data from a system that processes user input). Now, when trying to parallelize the update phases of entity/component systems, the phases in which data (components/attributes) from Entities are read and used to compute something, and the phase where the modified data is written back to entities need to be separated in order to avoid data races. Otherwise the only way (not taking into account just "critical section"ing everything) to avoid them is to serialize parts of the update process that depend on other parts. This seems ugly. To me it would seem more elegant to be able to (ideally) have all processing running in parallel, where a system may read data from all entities as it wishes, but doesn't write modifications to that data back until some later point. The fact that this is even possible is based on the assumption that modification write-backs are usually very small in complexity, and don't require much performance, whereas computations are very expensive (relatively). So the overhead added by a delayed-write phase might be evened out by more efficient updating of entities (by having threads work more % of the time instead of waiting). A concrete example of this might be a system that updates physics. The system needs to both read and write a lot of data to and from entities. Optimally, there would be a system in place where all available threads update a subset of all entities registered with the physics system. In the case of the physics system this isn't trivially possible because of race conditions. So without a workaround, we would have to find other systems to run in parallel (which don't modify the same data as the physics system), other wise the remaining threads are waiting and wasting time. However, that has disadvantages Practically, the L3 cache is pretty much always better utilized when updating a large system with multiple threads, as opposed to multiple systems at once, which all act on different sets of data. Finding and assembling other systems to run in parallel can be extremely time consuming to design well enough to optimize performance. Sometimes, it might even not be possible at all because a system just depends on data that is touched by all other systems. Solution? In my thinking, a possible solution would be a system where reading/updating and writing of data is separated, so that in one expensive phase, systems only read data and compute what they need to compute, and then in a separate, performance-wise cheap, write phase, attributes of entities that needed to be modified are finally written back to the entities. The Question How might such a system be implemented to achieve optimal performance, as well as making programmer life easier? What are the implementation details of such a system and what might have to be changed in the existing EC-architecture to accommodate this solution?

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • How do I configure WakeOnUSB properly?

    - by wishi
    How do I configure Wake-On-USB properly on a 10.04 or 10.10 Ubuntu (2.6.36 and higher if needed)? (Wake-on-USB is when the computer is asleep and for example a USB Keyboard event wakes up the machine!) The notebook is an Acer Aspire Timeline X 1830T. I don't know in which way the Linux Kernel supports the controllers. There are different ways to approach this, for example /proc/acpi/wakeup... or UDEV... or something with HAL? /proc/acpi/wakeup shows every device in S4, but I need S3. Device S-state Status Sysfs node P0P2 S4 *disabled PEGP S4 *disabled P0P1 S0 *disabled pci:0000:00:1e.0 EHC1 S4 *disabled pci:0000:00:1d.0 USB1 S4 *enabled USB2 S4 *disabled USB3 S4 *disabled USB4 S4 *disabled EHC2 S4 *disabled pci:0000:00:1a.0 USB5 S4 *disabled USB6 S4 *disabled USB7 S4 *disabled HDEF S0 *disabled pci:0000:00:1b.0 RP01 S5 *disabled pci:0000:00:1c.0 PXSX S5 *disabled pci:0000:01:00.0 RP02 S0 *disabled pci:0000:00:1c.1 PXSX S5 *disabled pci:0000:02:00.0 RP03 S0 *disabled PXSX S5 *disabled RP04 S0 *disabled PXSX S5 *disabled RP05 S0 *disabled PXSX S5 *disabled RP07 S0 *disabled PXSX S5 *disabled RP08 S0 *disabled PXSX S5 *disabled GLAN S0 *disabled PEG3 S4 *disabled PEG5 S4 *disabled PEG6 S4 *disabled SLPB S3 *enabled S4, which is Suspend-To-Disk afaik... doesn't seem to work either if I echo USB1 into the wakeup table. It just sets an S4 flag. can I get the USB ports in S3? I want to make the machine wakeup from Suspend-To-Ram (S3, ACPI standard) in case a key on my external keyboard is pressed. It only wakes up if a key on the internal Laptop keyboard is pressed... from Suspend To Ram. It seems if I plug in a USB mouse, that the USB port isn't even powered. I have no BIOS option to change this. Further specific information regarding the device: usb-devices T: Bus=01 Lev=02 Prnt=02 Port=01 Cnt=01 Dev#= 13 Spd=1.5 MxCh= 0 D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS= 8 #Cfgs= 1 P: Vendor=04d9 ProdID=1603 Rev=03.10 S: Manufacturer= S: Product=USB Keyboard C: #Ifs= 2 Cfg#= 1 Atr=a0 MxPwr=100mA I: If#= 0 Alt= 0 #EPs= 1 Cls=03(HID ) Sub=01 Prot=01 Driver=usbhid I: If#= 1 Alt= 0 #EPs= 1 Cls=03(HID ) Sub=00 Prot=00 Driver=usbhid root@underwater-laptop:/# lsusb [...] Bus 001 Device 013: ID 04d9:1603 Holtek Semiconductor, Inc. Bus 001 Device 004: ID 0bda:0138 Realtek Semiconductor Corp. Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub [...] If this doesn't work I have to properly explain why :( - but I think it is very hard to research this kernel internal. Any hints for good information here? I hope it's possible... I'm just looking for any solution. edit: this, waking up on USB, works on Windows! Thanks a lot, Marius

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • Five Fake Sounds Engineered to Make Your Feel Better [Science]

    - by Jason Fitzpatrick
    As objects in our environment (like cars, ATMs, and phones) have grown lighter and quieter scientists have been carefully engineering their sounds so that they continue to sound like we expect them to. Read on to see how. At the design blog Humans Invent they share five interesting ways that the world around us is being engineered so it sounds the way we expect it to. They start with the example of the car door. Years ago cars were almost entirely steel, the doors were weighty, and when you slammed them it sounded like one big hunk of steel locking into another big hunk of steel (which, in fact, it was). Newer cars are lighter but people still crave that substantial clunk. Humans Invent highlights the effect of consumer desire: A car door is essentially a hollow shell with parts placed inside it. Without careful design the door frame amplifies the rattling of mechanisms inside. Car companies know that if buyers don’t get a satisfying thud when they close the door, it dents their confidence in the entire vehicle. To produce the ideal clunk, car doors are designed to minimise the amount of high frequencies produced (we associate them with fragility and weakness) and emphasise low, bass-heavy frequencies that suggest solidity. The effect is achieved in a range of different ways – car companies have piled up hundreds of patents on the subject – but usually involves some form of dampener fitted in the door cavity. Locking mechanisms are also tailored to produce the right sort of click and the way seals make contact is precisely controlled. On average it takes 1.8 seconds to close a car door but in that time you’re witnessing a strange kind of symphony composed by engineers and designers whose goal is to reassure you that its rock solid. They mention lock mechanisms, something you may never have thought about. A friend of mine had a Ford Focus some years ago and that particular model had electric locks that, instead of giving a satisfying thunk or solid click, made this horrible gates-of-the-prison-buzzing sound that was completely unnerving. Hit up the link below to see how sounds are engineered for car doors, electric motors, ATM machines, and more. 5 Fake Sounds Designed to Help Humans [Humans Invent via Boing Boing] How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • Mastering snow and Java development at jDays in Gothenburg

    - by JavaCecilia
    Last weekend, I took the train from Stockholm to Gothenburg to attend and present at the new Java developer conference jDays. It was professionally arranged in the Swedish exhibition hall close to the amusement park Liseberg and we got a great deal out of the top-level presenters and hallway discussions. Understanding and Improving Your Java Process Our main purpose was to spread information on JVM and our monitoring tools for Java processes, so I held a crash course in the most important terms and concepts if you want to affect the performance of your Java process. From the beginning - the JVM specification to interpretation of heap usage graphs. For correct analysis, you also need to understand something about process memory - you need space for the Java heap (-Xms for initial size and -Xmx for max heap size), but the process memory also contain the thread stacks (to a size of -Xss), JVM internal data structures used for keeping track of Java objects on the heap, method compilation/optimization, native libraries, etc. If you get long pause times, make sure to monitor your application, see the allocation rate and frequency of pause times.My colleague Klara Ward then held a presentation on the Java Mission Control product, the profiling and diagnostics tools suite for HotSpot, coming soon. The room was packed and very appreciated, Klara demonstrated four different scenarios, e.g. how to diagnose and fix latencies due to lock contention for logging.My German colleague, OpenJDK ambassador Dalibor Topic travelled to Sweden to do the second keynote on "Make the Future Java". He let us in on the coming features and roadmaps of Java, now delivering major versions on a two-year schedule (Java 7 2011, Java 8 2013, etc). Also letting us in on where to download early versions of 8, to report problems early on. Software Development in teams Being a scout leader, I'm drilled in different team building and workshop techniques, creating strong groups - of course, I had to attend Henrik Berglund's session on building successful teams. He spoke about the importance of clear goals, autonomy and agreed processes. Thomas Sundberg ended the conference by doing live remote pair programming with Alex in Rumania and a concrete tips for people wanting to try it out (for local collaboration, remember to wash and change clothes). Memory Master Keynote The conference keynote was delivered by the Swedish memory master Mattias Ribbing, showing off by remembering the order of a deck of cards he'd seen once. He made it interactive by forcing the audience to learn a memory mastering technique of remembering ten ordered things by heart, asking us to shout out the order backwards and we made it! I desperately need this - bought the book, will get back on the subject. Continuous Delivery The most impressive presenter was Axel Fontaine on Continuous Delivery. Very well prepared slides with key images of his message and moved about the stage like a rock star. The topic is of course highly interesting, how to create an infrastructure enabling immediate feedback to developers and ability to release your product several times per day. Tomek Kaczanowski delivered a funny and useful presentation on good and bad tests, providing comic relief with poorly written tests and the useful rules of thumb how to rewrite them. To conclude, we had a great time and hope to see you at jDays next year :)

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • What's wrong with my wireless?

    - by dazzle
    I am having issues with my wireless connection. My connection is constantly disconnecting, then attempting to reconnect, reconnecting momentarily, then disconnecting etc. on times scales that range from seconds to minutes. In the meantime, needless to say I'm having significant packet loss. I'm running Ubuntu 14.04 64bit, updated and upgraded to today. Here is my card and driver: delta@sager:~$ lspci -vq | grep -i wireless -B 1 -A 5 04:00.0 Network controller: Intel Corporation Wireless 7260 (rev 73) Subsystem: Intel Corporation Dual Band Wireless-AC 7260 Flags: bus master, fast devsel, latency 0, IRQ 47 Memory at f7d00000 (64-bit, non-prefetchable) [size=8K] Capabilities: Kernel driver in use: iwlwifi Here is my kernel: delta@sager:~$ uname -r 3.13.0-34-generic None of the other machines on my home network are having these issues. Windows Vista is networking without issue for goodness sake ;-) Here is a small clipping from the output of dmesg. As you can see, I am getting a cfg80211 message of some sort over and over again (FYI, I've replaced my MAC address with a series of dashes, so anytime there is a ---------------, that was where the MAC address was: [ 1881.739161] wlan1: authenticate with --------------- [ 1881.741561] wlan1: send auth to --------------- (try 1/3) [ 1881.743440] wlan1: authenticated [ 1881.746027] wlan1: associate with --------------- (try 1/3) [ 1881.749244] wlan1: RX AssocResp from --------------- (capab=0x411 status=0 aid=4) [ 1881.754727] wlan1: associated [ 1881.754827] cfg80211: Calling CRDA for country: US [ 1881.761552] cfg80211: Regulatory domain changed to country: US [ 1881.761559] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 1881.761564] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2700 mBm) [ 1881.761568] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 1700 mBm) [ 1881.761571] cfg80211: (5250000 KHz - 5330000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1881.761574] cfg80211: (5490000 KHz - 5600000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1881.761577] cfg80211: (5650000 KHz - 5710000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1881.761580] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 3000 mBm) [ 1881.761584] cfg80211: (57240000 KHz - 63720000 KHz @ 2160000 KHz), (N/A, 4000 mBm) [ 1882.391038] cfg80211: Calling CRDA to update world regulatory domain [ 1882.396254] cfg80211: World regulatory domain updated: [ 1882.396260] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 1882.396265] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1882.396268] cfg80211: (2457000 KHz - 2482000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1882.396271] cfg80211: (2474000 KHz - 2494000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 1882.396274] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1882.396277] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1886.148252] wlan1: authenticate with --------------- [ 1886.150005] wlan1: send auth to --------------- (try 1/3) [ 1886.151807] wlan1: authenticated [ 1886.154847] wlan1: associate with --------------- (try 1/3) [ 1886.158147] wlan1: RX AssocResp from --------------- (capab=0x411 status=0 aid=4) [ 1886.163464] wlan1: associated [ 1886.163520] wlan1: Limiting TX power to 30 (30 - 0) dBm as advertised by --------------- [ 1886.163588] cfg80211: Calling CRDA for country: US [ 1886.170500] cfg80211: Regulatory domain changed to country: US [ 1886.170508] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 1886.170513] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2700 mBm) [ 1886.170517] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 1700 mBm) [ 1886.170520] cfg80211: (5250000 KHz - 5330000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1886.170523] cfg80211: (5490000 KHz - 5600000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1886.170526] cfg80211: (5650000 KHz - 5710000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1886.170529] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 3000 mBm) [ 1886.170533] cfg80211: (57240000 KHz - 63720000 KHz @ 2160000 KHz), (N/A, 4000 mBm) [ 1887.200197] cfg80211: Calling CRDA to update world regulatory domain [ 1887.203655] cfg80211: World regulatory domain updated: [ 1887.203659] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 1887.203662] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1887.203664] cfg80211: (2457000 KHz - 2482000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1887.203666] cfg80211: (2474000 KHz - 2494000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 1887.203668] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 1887.203670] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) I've poked around on AskUbuntu, and have not found any adequate solutions; have also found similar threads that were left unanswered. Any advice/experience/threads I might be able to pull on would be greatly appreciated. In your opinion, is this a kernel issue, hardware issue, etc.? Thanks in advance. EDIT: chili, here's the output of iwconfig: delta@sager:~$ iwconfig wlan1 IEEE 802.11abg ESSID:"LANbeforetime" Mode:Managed Frequency:2.412 GHz Access Point: ----------- Bit Rate=48 Mb/s Tx-Power=16 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=44/70 Signal level=-66 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:80 Missed beacon:0 eth0 no wireless extensions. lo no wireless extensions.

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  • 1000baseT/Full Supported and Advertised but not working!

    - by user11973
    Hello, i'm using a AT3IONT-I motherboard with integrated card. If I ethtool it to 1000 full duplex it wont work! Here is sudo ethtool eth0: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Advertised pause frame use: Symmetric Receive-only Advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 0 Transceiver: internal Auto-negotiation: on MDI-X: Unknown Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000033 (51) Link detected: yes here is sudo lshw -C network: *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: 03 serial: bc:ae:c5:8b:7d:33 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8168 driverversion=8.021.00-NAPI duplex=full ip=192.168.0.2 latency=0 link=yes multicast=yes port=twisted pair speed=100MB/s resources: irq:42 ioport:e800(size=256) memory:f8fff000-f8ffffff memory:f8ff8000-f8ffbfff memory:fbff0000-fbffffff And lspci -nn: 00:00.0 Host bridge [0600]: nVidia Corporation MCP79 Host Bridge [10de:0a82] (rev b1) 00:00.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a88] (rev b1) 00:03.0 ISA bridge [0601]: nVidia Corporation MCP79 LPC Bridge [10de:0aad] (rev b3) 00:03.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0aa4] (rev b1) 00:03.2 SMBus [0c05]: nVidia Corporation MCP79 SMBus [10de:0aa2] (rev b1) 00:03.3 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a89] (rev b1) 00:03.5 Co-processor [0b40]: nVidia Corporation MCP79 Co-processor [10de:0aa3] (rev b1) 00:04.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa5] (rev b1) 00:04.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa6] (rev b1) 00:06.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa7] (rev b1) 00:06.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa9] (rev b1) 00:08.0 Audio device [0403]: nVidia Corporation MCP79 High Definition Audio [10de:0ac0] (rev b1) 00:09.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Bridge [10de:0aab] (rev b1) 00:0b.0 RAID bus controller [0104]: nVidia Corporation MCP79 RAID Controller [10de:0abc] (rev b1) 00:0c.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac4] (rev b1) 00:10.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0aa0] (rev b1) 00:15.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac6] (rev b1) 03:00.0 VGA compatible controller [0300]: nVidia Corporation ION VGA [10de:087d] (rev b1) 04:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 03) If i use Code: sudo ethtool -s eth0 speed 1000 duplex full autoneg off then in ethtool speed is Unknown and it doesn't work; if I set it via pre-up it wont work either... Please help!! Thanks!

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • The Three-Legged Milk Stool - Why Oracle Fusion Incentive Compensation makes the difference!

    - by Richard Lefebvre
    During the London Olympics, we were exposed to dozens of athletes who worked with sports psychologists to maximize their performance. Executives often hire business psychologists to coach their teams to excellence. In the same vein, Fusion Incentive Compensation can be used to get people to change their sales behavior so we can make our numbers. But what about using incentive compensation solutions in a non-sales scenario to drive change? Recently, I was working an opportunity where a company was having a low user adoption rate for Salesforce.com, which was causing problems for them. I suggested they use Fusion Incentive Comp to change the reps' behavior. We tossed around the idea of tracking user adoption by creating a variable bonus for reps based on how well they forecasted revenues in the new system. Another thought was to reward the reps for how often they logged into the system or for the percentage of leads that became opportunities and turned into revenue. A new twist on a great product. Fusion CRM's Sweet Spot I'm excited about the sales performance management (SPM) tools in Fusion CRM. This trio of Incentive Compensation, Territory Management, and Quota Management sets us apart from the competition because Oracle is the only vendor that provides all three of these capabilities on a single tech stack, in a single application, and with a single look and feel. The niche vendors offer standalone territory or incentive compensation solutions, but then the customer has to custom build the other tools and can end up with a Frankenstein-type environment. On average, companies overpay sales commissions by three to eight percent. You calculate that number for a company the size of Oracle for one quarter and it makes a pretty air-tight financial case for using SPM tools to figure accurate commissions. Plus when sales reps get the right compensation, they can be out selling rather than spending precious time figuring out what they didn't get paid or looking for another job. And one more thing ... Oracle knows incentive comp. We have been a Gartner Market Scope leader in this space for the last five years. Our solution gets high marks because of its scalability and because of its interoperability with other technologies. And now that we're leading with Fusion, our incentive compensation offering includes the innovations that the Fusion team built, plus enhancements from the E-Business Suite Incentive Comp team. It's a case of making a good thing even better. (See product video.) The "Wedge" Apps In a number of accounts that I'm working on, there is a non-Oracle CRM system of record. That gives me the perfect opportunity to introduce the benefits of our SPM tools and to get the customer using Fusion. Then the door is wide open for the company to uptake more of Fusion CRM, especially since all the integrations they need are out of the box. I really believe that implementing this wedge of SPM tools is the ticket to taking market share away from other vendors. It allows us to insert ourselves in an environment where no other CRM solution in the market has the extending capabilities of Fusion. Not Just Your Usual Suspects Usually the stakeholders that I talk to for Territory Management are tightly aligned with the sales management team. When I sell the quota planning tool, I'm talking to finance people on the ERP side of the house who are measuring quotas and forecasting revenue. And then Incentive Comp is of most interest to the sales operations people, and generally these people roll up to either HR or the payroll department. I think of our Fusion SPM tools as a three-legged stool straddling an organization's Sales, Finance, and HR departments. So when you're prospecting for opportunities -- yes, people with a CRM perspective will be very interested -- but don't limit yourselves to that constituency. You might find stakeholders in accounting, revenue planning, or HR compensation teams. You just might discover, as I did at United Airlines, that the HR organization is spearheading the CRM project because incentive compensation is what they need ... and they're the ones with the budget. Jason Loh Global Solutions Manager, Fusion CRM Sales Planning Oracle Corporation

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  • Real-Time Multi-User Gaming Platform

    - by Victor Engel
    I asked this question at Stack Overflow but was told it's more appropriate here, so I'm posting it again here. I'm considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I've thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase. In the field game of darebase, there are two or more bases. To start, there is one team on each base. The game is a fancy game of tag. When two people meet out in the field, the person who left his base most recently timewise captures the other person. They then return to that person's base. Play continues until everyone is part of the same team. So, analogizing this to an online computer game, let's suppose there are an indefinite number of bases. When a person starts up the game, he has a team that is located at, for example, his current GPS coordinates. It could be a virtual world, but for sake of argument, let's suppose the virtual world corresponds to the player's actual GPS coordinates. The game software then consults the database to see where the closest other base is that is online, and the two teams play their game of virtual tag. Note that the user of the other base could have a different base than the one run by the current user as the closest base to him, in which case, he would be in two simultaneous battles, one with each base. When they go offline, the state of their players is saved on a server somewhere. Game logic calls for the players to have some automaton-logic of some sort, so they can fend for themselves in a limited way using basic rules, until their user goes online again. The user doesn't control the players' movements directly, but issues general directives that influence the players' movement logic. I think this analogy is good enough to frame my question. What sort of platforms are available to develop this sort of game? I've been looking at smartfoxserver, but I'm not convinced yet that it is the best option or even that it will work at all. One possibility, of course, would be to roll out my own web server, but I'd rather not do that if there is an existing service out there already that I could tap into. I will be developing for iOS devices at first. So any suggestions would be greatly appreciated. I think I need to establish the architecture first before proceeding with this project. Note that darbase is not the game I intend to implement, but, upon reflection, that might not be a bad idea either.

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  • Fast Data - Big Data's achilles heel

    - by thegreeneman
    At OOW 2013 in Mark Hurd and Thomas Kurian's keynote, they discussed Oracle's Fast Data software solution stack and discussed a number of customers deploying Oracle's Big Data / Fast Data solutions and in particular Oracle's NoSQL Database.  Since that time, there have been a large number of request seeking clarification on how the Fast Data software stack works together to deliver on the promise of real-time Big Data solutions.   Fast Data is a software solution stack that deals with one aspect of Big Data, high velocity.   The software in the Fast Data solution stack involves 3 key pieces and their integration:  Oracle Event Processing, Oracle Coherence, Oracle NoSQL Database.   All three of these technologies address a high throughput, low latency data management requirement.   Oracle Event Processing enables continuous query to filter the Big Data fire hose, enable intelligent chained events to real-time service invocation and augments the data stream to provide Big Data enrichment. Extended SQL syntax allows the definition of sliding windows of time to allow SQL statements to look for triggers on events like breach of weighted moving average on a real-time data stream.    Oracle Coherence is a distributed, grid caching solution which is used to provide very low latency access to cached data when the data is too big to fit into a single process, so it is spread around in a grid architecture to provide memory latency speed access.  It also has some special capabilities to deploy remote behavioral execution for "near data" processing.   The Oracle NoSQL Database is designed to ingest simple key-value data at a controlled throughput rate while providing data redundancy in a cluster to facilitate highly concurrent low latency reads.  For example, when large sensor networks are generating data that need to be captured while analysts are simultaneously extracting the data using range based queries for upstream analytics.  Another example might be storing cookies from user web sessions for ultra low latency user profile management, also leveraging that data using holistic MapReduce operations with your Hadoop cluster to do segmented site analysis.  Understand how NoSQL plays a critical role in Big Data capture and enrichment while simultaneously providing a low latency and scalable data management infrastructure thru clustered, always on, parallel processing in a shared nothing architecture. Learn how easily a NoSQL cluster can be deployed to provide essential services in industry specific Fast Data solutions. See these technologies work together in a demonstration highlighting the salient features of these Fast Data enabling technologies in a location based personalization service. The question then becomes how do these things work together to deliver an end to end Fast Data solution.  The answer is that while different applications will exhibit unique requirements that may drive the need for one or the other of these technologies, often when it comes to Big Data you may need to use them together.   You may have the need for the memory latencies of the Coherence cache, but just have too much data to cache, so you use a combination of Coherence and Oracle NoSQL to handle extreme speed cache overflow and retrieval.   Here is a great reference to how these two technologies are integrated and work together.  Coherence & Oracle NoSQL Database.   On the stream processing side, it is similar as with the Coherence case.  As your sliding windows get larger, holding all the data in the stream can become difficult and out of band data may need to be offloaded into persistent storage.  OEP needs an extreme speed database like Oracle NoSQL Database to help it continue to perform for the real time loop while dealing with persistent spill in the data stream.  Here is a great resource to learn more about how OEP and Oracle NoSQL Database are integrated and work together.  OEP & Oracle NoSQL Database.

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Comparing Apples and Pairs

    - by Tony Davis
    A recent study, High Costs and Negative Value of Pair Programming, by Capers Jones, pulls no punches in its assessment of the costs-to- benefits ratio of pair programming, two programmers working together, at a single computer, rather than separately. He implies that pair programming is a method rushed into production on a wave of enthusiasm for Agile or Extreme Programming, without any real regard for its effectiveness. Despite admitting that his data represented a far from complete study of the economics of pair programming, his conclusions were stark: it was 2.5 times more expensive, resulted in a 15% drop in productivity, and offered no significant quality benefits. The author provides a more scientific analysis than Jon Evans’ Pair Programming Considered Harmful, but the theme is the same. In terms of upfront-coding costs, pair programming is surely more expensive. The claim of productivity loss is dubious and contested by other studies. The third claim, though, did surprise me. The author’s data suggests that if both the pair and the individual programmers employ static code analysis and testing, then there is no measurable difference in the resulting code quality, in terms of defects per function point. In other words, pair programming incurs a massive extra cost for no tangible return in investment. There were, inevitably, many criticisms of his data and his conclusions, a few of which are persuasive. Firstly, that the driver/observer model of pair programming, on which the study bases its findings, is far from the most effective. For example, many find Ping-Pong pairing, based on use of test-driven development, far more productive. Secondly, that it doesn’t distinguish between “expert” and “novice” pair programmers– that is, independently of other programming skills, how skilled was an individual at pair programming. Thirdly, that his measure of quality is too narrow. This point rings true, certainly at Red Gate, where developers don’t pair program all the time, but use the method in short bursts, while tackling a tricky problem and needing a fresh perspective on the best approach, or more in-depth knowledge in a particular domain. All of them argue that pair programming, and collective code ownership, offers significant rewards, if not in terms of immediate “bug reduction”, then in removing the likelihood of single points of failure, and improving the overall quality and longer-term adaptability/maintainability of the design. There is also a massive learning benefit for both participants. One developer told me how he once worked in the same team over consecutive summers, the first time with no pair programming and the second time pair-programming two-thirds of the time, and described the increased rate of learning the second time as “phenomenal”. There are a great many theories on how we should develop software (Scrum, XP, Lean, etc.), but woefully little scientific research in their effectiveness. For a group that spends so much time crunching other people’s data, I wonder if developers spend enough time crunching data about themselves. Capers Jones’ data may be incomplete, but should cause a pause for thought, especially for any large IT departments, supporting commerce and industry, who are considering pair programming. It certainly shouldn’t discourage teams from exploring new ways of developing software, as long as they also think about how to gather hard data to gauge their effectiveness.

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  • Unable to ping inside or outside network with default gateway 0.0.0.0

    - by agentroadkill
    I've been around here before and I could usually piece together everything to more or less get myself up and running, but this time I'm truly stumped. I'm trying to connect my new 14.04 install to a network, and I'm forced to be behind my college's router. Now I've tested the vary cable that is right now plugged into my Ubuntu box on a Windows, Mac OS X, and even my friend's Ubuntu 14.04 box, and they all connect no problem. I've been trying to track this down for about two days, but every time I get close to it, the bug jumps to some other piece of my connection. Anyway, as it sits ifconfig -a gives: eth2 Lninkencap:Ethernet HWaddr:00:1f:bc:08:31:1d inet addr:10.32.51.51 Bcast:10.32.51.155 Mask: 255.255.255.0 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 RX bytes:0 TX bytes:0 as well as the local loopback, but I'm assuming that is not an issue here. sudo dhclient -v eth2 returns: Listening on LPF/<hardware address of my integrated NIC, above> Sending on <same> Sending on Socket/fallback DHCPREQUEST of 10.32.51.51 on eth2 to 255.255.255.255 port 67 (xid=0x6f4a66ba) <two more lines of same> DHCPDISCOVER on eth2 to 255.255.255.255 port 67 interval 3 (xid=0x156f9fb4) <many more of above with varying intervals> No DHCPOFFERS received. Trying recorded lease 10.32.51.51 RTNETLINK answers: File exists bound: renewal in <large number> seconds If I then try ping 8.8.8.8, I get: connect: Network is unreachable /etc/resolv.conf only contains the two lines telling you not to edit it, while /etc/network/interfaces only has the loopback interface block in it. I've tried commenting out the "option rfc3442" line in /etc/dhcp/dhclient.conf which seemed to fix this issue for many people, as well as adding the line send vendor-class-indentifier "MSFT5.0" to dhclient.conf as well to tell the router I'm a windows box, in case they don't like Linux. Finally, route -n reveals: Destination Gateway Genmask Flags Metric Ref Use Iface 10.32.51.0 0.0.0.0 255.255.255.0 U 0 0 0 eth2 I would like to apologize in advance for the doubtless butchered text alignment, but I'm obviously typing this all by hand, reading from the terminal as I type commands. I'm hoping this is an interesting problem, and not something I blithely stumbled past in my (apparent) over-confidence. TIA! Quick addendum before posting: The activity light on the ethernet port are lit and one blinks during boot, but they rarely (and seemingly randomly) do so afterwards (both are dark) even while running dhclient in the foreground. When I had the Ubuntu box tethered to my MacBook earlier, I got what looked like a normal power/uplink blinking pattern, but was unable to ping one from the other.

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  • Proving What You are Worth

    - by Ted Henson
    Here is a challenge for everyone. Just about everyone has been asked to provide or calculate the Return on Investment (ROI), so I will assume everyone has a method they use. The problem with stopping once you have an ROI is that those in the C-Suite probably do not care about the ROI as much as Return on Equity (ROE). Shareholders are mostly concerned with their return on the money the invested. Warren Buffett looks at ROE when deciding whether to make a deal or not. This article will outline how you can add more meaning to your ROI and show how you can potentially enhance the ROE of the company.   First I want to start with a base definition I am using for ROI and ROE. Return on investment (ROI) and return on equity (ROE) are ways to measure management effectiveness, parts of a system of measures that also includes profit margins for profitability, price-to-earnings ratio for valuation, and various debt-to-equity ratios for financial strength. Without a set of evaluation metrics, a company's financial performance cannot be fully examined by investors. ROI and ROE calculate the rate of return on a specific investment and the equity capital respectively, assessing how efficient financial resources have been used. Typically, the best way to improve financial efficiency is to reduce production cost, so that will be the focus. Now that the challenge has been made and items have been defined, let’s go deeper. Most research about implementation stops short at system start-up and seldom addresses post-implementation issues. However, we know implementation is a continuous improvement effort, and continued efforts after system start-up will influence the ultimate success of a system.   Most UPK ROI’s I have seen only include the cost savings in developing the training material. Some will also include savings based on reduced Help Desk calls. Using just those values you get a good ROI. To get an ROE you need to go a little deeper. Typically, the best way to improve financial efficiency is to reduce production cost, which is the purpose of implementing/upgrading an enterprise application. Let’s assume the new system is up and running and all users have been properly trained and are comfortable using the system. You provide senior management with your ROI that justifies the original cost. What you want to do now is develop a good base value to a measure the current efficiency. Using usage tracking you can look for various patterns. For example, you may find that users that are accessing UPK assistance are processing a procedure, such as entering an order, 5 minutes faster than those that don’t.  You do some research and discover each minute saved in processing a claim saves the company one dollar. That translates to the company saving five dollars on every transaction. Assuming 100,000 transactions are performed a year, and all users improve their performance, the company will be saving $500,000 a year. That $500,000 can be re-invested, used to reduce debt or paid to the shareholders.   With continued refinement during the life cycle, you should be able to find ways to reduce cost. These are the type of numbers and productivity gains that senior management and shareholders want to see. Being able to quantify savings and increase productivity may also help when seeking a raise or promotion.

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

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  • Oracle PeopleSoft PeopleTools 8.53 Release Value Proposition (RVP) published

    - by Greg Kelly
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The Oracle PeopleSoft PeopleTools 8.53 Release Value Proposition (RVP) can be found at: https://supporthtml.oracle.com/epmos/faces/ui/km/DocumentDisplay.jspx?id=1473194.1 The PeopleSoft PeopleTools 8.53 release continues Oracle’s commitment to protect and extend the value of your PeopleSoft implementation, provide additional technology options and enhancements that reduce ongoing operating costs and provide the applications user a dramatically improved experience. Across the PeopleSoft product development organization we have defined three design principles: Simplicity, Productivity and Total Cost of Ownership. These development principles have directly influenced the PeopleTools product direction during the past few releases. The scope for the PeopleTools 8.53 release again builds additional functionality into the product as a result of direct customer input, industry analysis and internal feature design. New features, bug fixes and new certifications found in PeopleTools 8.53 combine to offer customers improved application user experience, page interaction, and cost-effectiveness. Key PeopleTools 8.53 features include: · PeopleSoft Styles and User Interaction Model · PeopleSoft Data Migration Workbench · PeopleSoft Update Manager · Secure by Default Initiative Be sure to check out the PeopleSoft Update Manager. Many other things are also happening in this time frame. · See the posting on the PeopleSoft Interaction Hub https://blogs.oracle.com/peopletools/entry/introducing_the_peoplesoft_interaction_hub · The application 9.2 RVPs will also be published over the next few months · If you haven't seen it, check out John Webb's posting on the PeopleSoft Information Portal https://blogs.oracle.com/peoplesoft/entry/peoplesoft_information_find_it_quickly

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  • How do I get 5.1 surround sound working on an Acer Aspire 5738ZG?

    - by kbargais_LV
    I got a problem with sound. I tried everything but no results. :( I got 3 sound ports. my daemon: # This file is part of PulseAudio. # # PulseAudio is free software; you can redistribute it and/or modify # it under the terms of the GNU Lesser General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # PulseAudio is distributed in the hope that it will be useful, but # WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # General Public License for more details. # # You should have received a copy of the GNU Lesser General Public License # along with PulseAudio; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 # USA. ## Configuration file for the PulseAudio daemon. See pulse-daemon.conf(5) for ## more information. Default values are commented out. Use either ; or # for ## commenting. ; daemonize = no ; fail = yes ; allow-module-loading = yes ; allow-exit = yes ; use-pid-file = yes ; system-instance = no ; local-server-type = user ; enable-shm = yes ; shm-size-bytes = 0 # setting this 0 will use the system-default, usually 64 MiB ; lock-memory = no ; cpu-limit = no ; high-priority = yes ; nice-level = -11 ; realtime-scheduling = yes ; realtime-priority = 5 ; exit-idle-time = 20 ; scache-idle-time = 20 ; dl-search-path = (depends on architecture) ; load-default-script-file = yes ; default-script-file = /etc/pulse/default.pa ; log-target = auto ; log-level = notice ; log-meta = no ; log-time = no ; log-backtrace = 0 resample-method = speex-float-1 ; enable-remixing = yes ; enable-lfe-remixing = no flat-volumes = no ; rlimit-fsize = -1 ; rlimit-data = -1 ; rlimit-stack = -1 ; rlimit-core = -1 ; rlimit-as = -1 ; rlimit-rss = -1 ; rlimit-nproc = -1 ; rlimit-nofile = 256 ; rlimit-memlock = -1 ; rlimit-locks = -1 ; rlimit-sigpending = -1 ; rlimit-msgqueue = -1 ; rlimit-nice = 31 ; rlimit-rtprio = 9 ; rlimit-rttime = 1000000 ; default-sample-format = s16le ; default-sample-rate = 44100 ; default-sample-channels = 6 ; default-channel-map = front-left,front-right default-fragments = 8 default-fragment-size-msec = 10 ; enable-deferred-volume = yes ; deferred-volume-safety-margin-usec = 8000 ; deferred-volume-extra-delay-usec = 0

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