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  • Desktop Fun: Merry Christmas Wallpaper Collection [Bonus Edition]

    - by Asian Angel
    Are you ready for all of the gifts, assorted goodies, and great food that are a part of Christmas? As part of the build-up to the festivities, we have a larger than normal set of wallpapers to help add those final bits of holiday cheer and decoration to your desktops. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. For more Christmas desktop goodness be sure to check out our Merry Christmas icon packs & fonts collections (links at bottom)! Note: You can download an additional wallpaper of Rudolph by himself here. Note: There are two wallpapers from “Frosty Returns” available here and here. Note: The Garfield image will need to be slightly sharpened in a photo program and placed on a background to increase the height. Desktop Fun: Merry Christmas Icon Packs Desktop Fun: Merry Christmas Fonts Looking for more Merry Christmas wallpapers? Browse through our 2009 collection here: Awesome Holiday Themed Desktop Wallpapers For more wallpapers be certain to see our great collections in the Desktop Fun section. Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation

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  • Safari Mobile Multi-Line <Select> aka GWT Multi-Line ListBox

    - by McTrafik
    Hi guys. Working on a webapp here that must run on the iPad (so, Safari Mobile). I have this code that works fine in just about anything except iPad: <select class="gwt-ListBox" size="12" multiple="multiple"> <option value="Bleeding Eyelashes">Bleeding Eyelashes</option> <option value="Smelly Pupils">Smelly Pupils</option> <option value="Bushy Eyebrows">Bushy Eyebrows</option> <option value="Green Vessels">Green Vessels</option> <option value="Sucky Noses">Sucky Noses</option> </select> What it's supposed to look like is a box with 12 lines ans 5 of them filled up. It works fine in FF, IE, Chrome, Safari Win. But, when I open it on iPad, it's just a single line! Styling it with CSS doesn't work. It just makes the single line bigger if I set the height. Is there a way to make it behave the same way as in normal browsers, or do I nave to make a custom component? Thanks.

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  • Oracle SQL Developer version 3.2.2 Released

    - by thatjeffsmith
    This is another maintenance release, but I don’t want to minimize the work done in either the 3.2.1 or the 3.2.2 editions. The two releases include more than 400 bug fixes. Version 3.2 should be rocking and rolling and good to go while we work on the next major release! You can find the downloads and bug fixes in the normal places: Download 3.2.2 Bug fixes Connection Names If you downloaded and used version 3.2.1 and noticed some of your connection names were no longer valid due to ‘special’ characters, we’ve loosed our restrictions a bit for 3.2.2. You can now go back to using spaces and hyphens in your connection names. periods, spaces, hyphens should now all work More Copy & Paste Stuff While fixing a bug, the developer decided to also enhance the feature while he was in the code. I love seeing this happen organically. No one is sitting over their shoulder with the red magic marker. No, I’m too far away to do that except on very special days So here’s a ‘trick’ – if you want to copy cells from your grids, just drag the selected cells to the worksheet/editor. You’ll get a comma delimited list – very handy! Select cells, drag and drop up to the worksheet – Voila! Comma separated values

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  • NRF Online Merchandising Workshop: Where Online Retailers Are Focusing for Holiday and Beyond

    - by Rose Spicer-Oracle
    0 0 1 1204 6863 Oracle Corporation 57 16 8051 14.0 Normal 0 false false false EN-US JA X-NONE /* 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-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:Cambria; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} Last month we attended the NRF Online Merchandising Workshop in LA, and it was a great opportunity to catch up with our customers, meet new retailers, and hear some great presentations from VF Corporation, Zazzle, Julep Beauty, Backcountry, eBags and more. The one-on-one conversations with Merchants and the keynote presentations carry the same themes across companies of all sizes and across verticals. With only 125 days left (and counting) until Black Friday, these conversations provided some great insight in to what’s top of mind for retailers during the most stressful time of their year, and a sneak peek in to what they will deliver this holiday season.  Some of the most popular topics were: When to start promoting for holiday: seems like a funny conversation to have in July, but a number of retailers said they already had their holiday shopping gift guides live on their site, and it was attracting a significant portion of their onsite traffic. When it comes to timing, most retailers were questioning when to begin their holiday promotions -- carefully balancing when to release pricing and specials, and knowing that customers are holding out for last-minute deals and price drops. Many retailers noted the frustrations around transparent pricing by Amazon and a few other mega-retailers last year, publishing their “lowest prices of the season” as early as October – ensuring shoppers that those prices were the best they could get all season long. Many retailers felt their hands were forced to drop prices. Others kept their set pricing with negative customer reaction, causing some to miss their holiday goals. The pressure is on, and most retailers identified November 1 as their target start date for the holiday promotions blitz. Some are even waiting for the big guys to release their “lowest prices of the season” guides and will then follow suit.      Attribution is tough – and a huge focus: understanding the path to conversion is a tough nut to crack, especially in the new omnichannel world where consumers use multiple touchpoints to make a single purchase, and internal management wants to know hard data. This has lead many retailers to invest in attribution; carefully tracking their online marketing efforts to determine what gets “credit” for the sale, instead of giving credit to the “last click.” Retailers noted that it is very difficult to determine the numbers when online and offline worlds collide – like when a shopper uses digital channels for research and then makes a purchase in a store. As one of the presenters from The North Face mentioned in her keynote, a key to enabling better customer service and satisfaction when it comes to converged online and offline sales is training the in-store staff, and creating a culture where it eventually “doesn’t matter what group gets the credit” if they all add to the sale. No doubt, the area of attribution will be a big area of retail investment in the coming years.      How to plan for the converged world: planning to ensure inventory gets where it needs to be was another concern. In conversations with retailers, we advised them to analyze customer patterns: where shoppers purchase items, where the items were sourced from and even where items are returned. This analysis is very valuable in determining inventory plans. From there, retailers can more accurately plan and allocate inventory to support both the online and offline customer behavior. As we head into the holiday season, the need for accurate enterprise-wide inventory visibility, and providing that information to associates, is even more critical to the brand-wide customer experience.       Improving the search / navigation / usability of the site(s): Aside from some of the big ideas and standard holiday pricing pressure, most conversations we had centered around continuing to improve the basics of the site. Reinvesting in search and navigation came up time and time again (FitForCommerce blogged about what a big topic it was at the event as well). Obviously getting shoppers on their path quickly and allowing them to find what they need fast is critical, but it was definitely interesting to hear just how much effort is still going in to honing the search and navigation experience. Adding new elements to search and navigation like typeahed, inventive navigation refinements, and new navigation categories like gift guides, specialized boutiques and flash sales were top of mind, in addition to searchandising and making search-driven product recommendations. (Oracle can help!)       Reducing cart abandonment: always a hot topic that is top of mind for every online retailer. Getting shoppers to the cart is often less then half the battle; getting them to click “buy” and complete the transaction is much more difficult. While retailers carefully study the checkout process and where shoppers tend to bounce, they know that how they design their checkout page is critical. We’re all online shoppers in our personal lives and we know how frustrating it can be when total prices are not transparent (i.e. shipping, processing, taxes is not included until the very last possible screen before clicking that buy button). Online retailers are struggling with where in the checkout process to surface the total price to be charged to reduce cart abandonment, while not showing the total figure too early in the process that it keeps shoppers from getting to checkout altogether. Recent research shows that providing total pricing prior to the checkout process dramatically reduces cart abandonment – as it serves as a filter to those shopping within a specific price band. Much of the cart abandonment discussion leads us to…       The free shipping / free returns question: it’s no secret that because of Amazon and programs like Prime, consumers expect free shipping, much to the chagrin of the smaller retailer. The reality is that if you’re not a mega-retailer, shipping is an expensive part of doing business that doesn’t allow most retailers to keep their prices low and offer free shipping. This has many retailers venturing out on the “free returns” path, especially in apparel. A number of retailers we spoke with are testing a flat rate shipping fee with free returns to see if they can crack the price threshold where shoppers are willing to pay for shipping with an added service. But, free shipping remains king.      Social ads and retargeting: they are working, but do they turn off consumers? That’s the big question. Every retailer we spoke with during a roundtable on the topic said that social ads and retargeting (where that pair of boots you’re been eyeing on a site magically follows you around the Internet) work and are meeting campaign goals. The larger question many retailers are asking is if this type of tactic is turning off a large number of shoppers, even if these campaigns are meeting their early goals. Retailers also mentioned that Facebook ads are working very well for them, especially when it comes to new customer acquisition, serving as a complimentary a channel to SEO when it comes to engaging new customers. While there are always new things to experiment with in retail, standard challenges are top of mind as retailers scramble to get ready for holiday. It will undoubtedly be another record-breaking online shopping season, but as retailers get more and more advanced with each Black Friday, expect some exciting things. This excitement needs to be backed by sound solutions and optimized operations. Then again, consumers are expecting more than ever, so I don’t doubt that retailers are already thinking about the possibilities of holiday 2015… and beyond. Customers who read this article, also found value in the following stories: Personalization for Retail: http://blogs.oracle.com/retail/entry/personalization_for_retailShop Direct User Experience Focus Drives Sales:https://blogs.oracle.com/retail/entry/shop_direct_user_experience_focusMaking Waves: Australian Online Retailer SurfStitch: https://blogs.oracle.com/oracleretail/entry/surf_stitchWhat’s new in Oracle Commerce v11.1 for RetailWhat the Content+Commerce Equation is Missing

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • Here’s How to Filter Anything from Twitter’s Web Interface

    - by The Geek
    As a geek, I’m not subject to the normal whims of the populace, which can be annoying when you hang out on Twitter and there’s a flood of tweets about things you don’t care about. Here’s how to filter tweets in the Twitter web interface. To accomplish this, we’re going to use a user script, which means all you Internet Explorer users are pretty much left out in the cold. You’ll probably want to resort to using a client like TweetDeck instead. Image by catspyjamasnz Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Preliminary List of Keyboard Shortcuts for Unity Now Available Bring a Touch of the Wild West to Your Desktop with the Rango Theme for Windows 7 Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic]

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  • The Debut of Oracle Database Firewall at RSA 2011

    - by Troy Kitch
    We're very proud of the coverage and headlines Oracle Database Firewall made this past week during RSA Conference 2011 in San Francisco. In case you missed our previous post, we announced the availability of this latest addition to the Oracle Defense-in-Depth database security solutions. The announcement was picked up many publications including eWeek, CRN, InformationWeek and more. Here is just some of the press on this very important security solution: "It's rare to find a new product category these days, but I think a new product from Oracle fills the bill. In the crowded enterprise security field, that's saying something." Enterprise System Journal: A New Approach to Database Security By James E. Powell "Databases and the content they store are among the most valuable IT assets - and the most targeted by hackers. In an effort to help secure databases, Oracle today is launching the new Oracle Database Firewall as an approach to defend databases against SQL injection and other database attacks." Database Journal: Oracle Debuts Database Firewall (also appeared in InternetNews.com) By Sean Michael Kerner "Oracle Database Firewall understands SQL-statement formats, and can be configured to blacklist and whitelist traffic based on source. When it detects suspicious statements within SQL traffic -- ones that might indicate SQL injection attacks, for example -- it can replace them with neutral statements that will keep the session running without allowing potentially harmful traffic through." Network World: Oracle Database Firewall defuses SQL injection attacks By Tim Green "The firewall uses "SQL grammar analysis" to prevent SQL injection attacks and other attempts to grab information. The Oracle Database Firewall features white and black lists policies, exceptions and rules that mark the time of day, IP address, application and user." ZDNet: RSA Roundup: Oracle Database Firewall By Larry Dignan "The database giant announced Oracle Database Firewall on Feb. 14 at the RSA Conference in San Francisco. The firewall application establishes a "defensive perimeter" around databases by monitoring and enforcing normal application behavior in real-time, the company said." eWEEK: Oracle Database Firewall Delivers Vendor-Agnostic Security By Fahmida Y. Rashid

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  • Why does my PowerBook display “Fixing recursive fault but reboot is needed!” and stop booting?

    - by Blacklight Shining
    I have an old PowerBook G4 that worked (more or less) fine with a previous installation of Ubuntu Desktop 12.04. A few days ago I decided to install Ubuntu Server instead, and got a copy of Ubuntu Server 12.10. The installation seemed to complete successfully, but now, whenever I try to boot the system, it simply halts at some point after I unlock the hard disk. There is a lot of text on the screen (which is normal for me during a boot, except now it's mostly errors and debug information), the last of which is this: [ 26.338228] Fixing recursive fault but reboot is needed! Pressing control command power to force a reboot yields exactly the same results. A search for the error message turned up many temporary solutions involving kernel parameters, but none of them have worked for me. I don't think I can remove the default set of parameters (which I think is quiet splash), but I can pass additional parameters on boot. I've tried booting on AC and battery power, as well as using these combinations of kernel parameters while on battery power: acpi=enable pci=noacpi pci=assign-busse acpi=ht acpi=off nomodeset nomodeset acpi=off Why am I getting this error and how can I fix it?

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  • New Release: ImageGlue 7.0 .NET

    When it comes to manipulating images dynamically there are few toolkits that can compete with ImageGlue 6 in terms of versatility and performance. With extensive support for a huge range of graphic formats including JPEG2000, Very Large TIFF Support™, and fully multi-threaded processing, ImageGlue has proved a popular choice for use in ASP and ASP.NET server environments. Now ImageGlue 7 has arrived, introducing support for 64-bit systems, improved PostScript handling, and many other enhancements. We've also used the opportunity to revise the API, to make it more friendly and familiar to .NET coders. But don't worry about rewriting legacy code - you'll find the 'string parameter' interface is still available through the WebSupergoo.ImageGlue6 namespace. So what's new in ImageGlue 7.0? Support for 64-bit systems. ImageGlue now incorporates the PostScript rendering engine as used by ABCpdf, our PDF component, which has proven to be fast, robust and accurate. This greatly improves support for importing and exporting PS, EPS, and PDF files, and also enables you to make use of powerful PostScript drawing operations for drawing to canvas. Leveraging ABCpdf's powerful vector graphics import and export functionality also makes it possible to interoperate with XPS and MS Office documents. An improved API with new classes, methods and properties, more in keeping with normal .NET development. Plus of course the usual range of bug fixes and minor enhancements. span.fullpost {display:none;}

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  • Passing multiple Vertex Attributes in GLSL 130

    - by Roy T.
    (note this question is closely related to this one however I didn't fully understand the accepted answer) To support videocards in laptops I have to rewrite my GLSL 330 shaders to GLSL 130. I'm trying to do this but somehow I don't get vertex attributes to work properly. My 330 shaders look like this: #version 330 layout(location = 0) in vec4 position; layout(location = 3) in vec4 color; smooth out vec4 theColor; void main() { gl_Position = position; theColor = color; } Now this explicit layout is not allowed in GLSL 130 so I referenced this page to see what the default layouts for some values would be. As you can see position should be the 0th vertex attribute and color should be the 3rd vertex attribute. Because this is a test case I had already configured my explicit layouts in the same way, which worked, so I now simply rewrote my shader to this and expected it to work: #version 130 smooth out vec4 theColor; void main() { gl_Position = gl_Vertex; theColor = gl_Color; } However this doesn't work, the value of gl_Color is always (1,1,1,1). So how should I pass multiple vertex attributes to my GLSL 130 shaders? For reference, this is how I set my vertex buffer object and attributes (I've just adapted this tutorial to JAVA+JOGL) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertex_buffer_id); gl.glEnableVertexAttribArray(0); gl.glEnableVertexAttribArray(3); gl.glVertexAttribPointer(0, 4 , GL3.GL_FLOAT, false, 0, 0); gl.glVertexAttribPointer(3, 4, GL3.GL_FLOAT, false, 0, 4*4*4); gl.glDrawArrays(GL3.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(0); gl.glDisableVertexAttribArray(3); EDIT I solved the problem by querying for the layout locations of position an color using glGetAttribLocation however I still don't understand why the 'hardcoded' values like gl_Color didn't work, can't I upload data in there as normal? Shouldn't they be used?

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  • LLBLGen Pro and JSON serialization

    - by FransBouma
    I accidentally removed a reply from my previous blogpost, and as this blog-engine here at weblogs.asp.net is apparently falling apart, I can't re-add it as it thought it would be wise to disable comment controls on all posts, except new ones. So I'll post the reply here as a quote and reply on it. 'Steven' asks: What would the future be for LLBLGen Pro to support JSON for serialization? Would it be worth the effort for a LLBLGenPro user to bother creating some code templates to produce additional JSON serializable classes? Or just create some basic POCO classes which could be used for exchange of client/server data and use DTO to map these back to LLBGenPro ones? If I understand the work around, it is at the expense of losing xml serialization. Well, as described in the previous post, to enable JSON serialization, you can do that with a couple of lines and some attribute assignments. However, indeed, the attributes might make the XML serialization not working, as described in the previous blogpost. This is the case if the service you're using serializes objects using the DataContract serializer: this serializer will give up to serialize the entity objects to XML as the entity objects implement IXmlSerializable and this is a no-go area for the DataContract serializer. However, if your service doesn't use a DataContract serializer, or you serialize the objects manually to Xml using an xml serializer, you're fine. When you want to switch to Xml serializing again, instead of JSON in WebApi, and you have decorated the entity classes with the data-contract attributes, you can switch off the DataContract serializer, by setting a global configuration setting: var xml = GlobalConfiguration.Configuration.Formatters.XmlFormatter; xml.UseXmlSerializer = true; This will make the WebApi use the XmlSerializer, and run the normal IXmlSerializable interface implementation.

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  • Letöltheto az Oracle Database Firewall 5.0

    - by Lajos Sárecz
    2010 május 20-án jelentettük be, hogy megvettük az adatbázis tuzfal megoldást fejleszto Secerno céget. Azóta viszonylag keveset lehetett hallani errol a termékrol, idehaza egyedül az oszi ITBN konferencián tartott róla eloadást Stuart Sharp szuk fél órában. Ráadásul a felvásárlás óta a terméket sem lehetett megvásárolni, hiszen a merge után folyó fejlesztések még nem voltak készen. Január 11. óta azonban letötlheto az Oracle Database Firewall 5.0 telepítoje az Oracle edelivery oldaláról az Oracle Database Product Pack-en belül Linux x86 platformra. A Database Firewall az adatbázis védelem elso vonalának tekintheto. Valós idoben monitorozza az adatbázis aktivitását a hálózaton. SQL nyelvi elemzojével rendkívül pontosan képes detektálni a külso és belso támadásokat, a jogosultatlanul, támadó szándékkal végrehajtott tranzakciókat. Az SQL nyelvi elemzojének kifinomultsága lehetové teszi a szurés közel 100%-os pontosságát és megbízhatóságát, ami azért rendkívül fontos, mert nem elég minden támadó tranzakciót kiszurni, de fontos hogy a normál üzletmenetnek megfelelo tranzakciók közül egyet se szurjön, hiszen az is komoly üzleti károkat okozhat. Az adatbázis tuzfalról több részletet tudhat meg mindenki, aki regisztrál és ellátogat a január 27-i Oracle Security Summit rendezvényünkre, ahol a tervek szerint ismét Stuart Sharp tart majd eloadást, viszont ezúttal 1 órában sokkal több részletet tud megosztani a magyar ügyfelekkel és partnerekkel. A Database Firewall eloadást megelozoen egyébként én tartok egy kb. félórás áttekintést az Oracle Database biztonsági megoldásairól.

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  • Idea for a physics–computer science joint curriculum and textbook

    - by Ami
    (I apologize in advance if this question is off topic or too vague) I want to write (and have starting outlining) a physics textbook which assumes its reader is a competent computer programmer. Normal physics textbooks teach physical formulas and give problems that are solved with pen, paper and calculator. I want to provide a book that emphasizes computational physics, how computers can model physical systems and gives problems of the kind: write a program that can solve a set of physics problems based on user input. Third party open source libraries would be used to handle most of the computation and I want to use a high-level language like Java or C#. Besides the fact I'd enjoy working on this, I think a physics-computer science joint curriculum should be offered in schools and this is part of a large agenda to make this happen. I think physics students (like myself) should be learning how to use and leverage computers to solve abstract problems and sets of problems. I think programming languages should be thought of as a useful medium for engaging in many areas of inquiry. Is this an idea worth pursuing? Is the merger of these two subjects in the form of an undergraduate college curriculum feasible? Are there any specific tools I should be leveraging or pitfalls I should be aware of? Has anyone heard of college courses or otherwise that assume this methodology? Are there any books/textbooks out there like the one I'm describing (for physics or any other subject)?

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  • Inside the Concurrent Collections: ConcurrentBag

    - by Simon Cooper
    Unlike the other concurrent collections, ConcurrentBag does not really have a non-concurrent analogy. As stated in the MSDN documentation, ConcurrentBag is optimised for the situation where the same thread is both producing and consuming items from the collection. We'll see how this is the case as we take a closer look. Again, I recommend you have ConcurrentBag open in a decompiler for reference. Thread Statics ConcurrentBag makes heavy use of thread statics - static variables marked with ThreadStaticAttribute. This is a special attribute that instructs the CLR to scope any values assigned to or read from the variable to the executing thread, not globally within the AppDomain. This means that if two different threads assign two different values to the same thread static variable, one value will not overwrite the other, and each thread will see the value they assigned to the variable, separately to any other thread. This is a very useful function that allows for ConcurrentBag's concurrency properties. You can think of a thread static variable: [ThreadStatic] private static int m_Value; as doing the same as: private static Dictionary<Thread, int> m_Values; where the executing thread's identity is used to automatically set and retrieve the corresponding value in the dictionary. In .NET 4, this usage of ThreadStaticAttribute is encapsulated in the ThreadLocal class. Lists of lists ConcurrentBag, at its core, operates as a linked list of linked lists: Each outer list node is an instance of ThreadLocalList, and each inner list node is an instance of Node. Each outer ThreadLocalList is owned by a particular thread, accessible through the thread local m_locals variable: private ThreadLocal<ThreadLocalList<T>> m_locals It is important to note that, although the m_locals variable is thread-local, that only applies to accesses through that variable. The objects referenced by the thread (each instance of the ThreadLocalList object) are normal heap objects that are not specific to any thread. Thinking back to the Dictionary analogy above, if each value stored in the dictionary could be accessed by other means, then any thread could access the value belonging to other threads using that mechanism. Only reads and writes to the variable defined as thread-local are re-routed by the CLR according to the executing thread's identity. So, although m_locals is defined as thread-local, the m_headList, m_nextList and m_tailList variables aren't. This means that any thread can access all the thread local lists in the collection by doing a linear search through the outer linked list defined by these variables. Adding items So, onto the collection operations. First, adding items. This one's pretty simple. If the current thread doesn't already own an instance of ThreadLocalList, then one is created (or, if there are lists owned by threads that have stopped, it takes control of one of those). Then the item is added to the head of that thread's list. That's it. Don't worry, it'll get more complicated when we account for the other operations on the list! Taking & Peeking items This is where it gets tricky. If the current thread's list has items in it, then it peeks or removes the head item (not the tail item) from the local list and returns that. However, if the local list is empty, it has to go and steal another item from another list, belonging to a different thread. It iterates through all the thread local lists in the collection using the m_headList and m_nextList variables until it finds one that has items in it, and it steals one item from that list. Up to this point, the two threads had been operating completely independently. To steal an item from another thread's list, the stealing thread has to do it in such a way as to not step on the owning thread's toes. Recall how adding and removing items both operate on the head of the thread's linked list? That gives us an easy way out - a thread trying to steal items from another thread can pop in round the back of another thread's list using the m_tail variable, and steal an item from the back without the owning thread knowing anything about it. The owning thread can carry on completely independently, unaware that one of its items has been nicked. However, this only works when there are at least 3 items in the list, as that guarantees there will be at least one node between the owning thread performing operations on the list head and the thread stealing items from the tail - there's no chance of the two threads operating on the same node at the same time and causing a race condition. If there's less than three items in the list, then there does need to be some synchronization between the two threads. In this case, the lock on the ThreadLocalList object is used to mediate access to a thread's list when there's the possibility of contention. Thread synchronization In ConcurrentBag, this is done using several mechanisms: Operations performed by the owner thread only take out the lock when there are less than three items in the collection. With three or greater items, there won't be any conflict with a stealing thread operating on the tail of the list. If a lock isn't taken out, the owning thread sets the list's m_currentOp variable to a non-zero value for the duration of the operation. This indicates to all other threads that there is a non-locked operation currently occuring on that list. The stealing thread always takes out the lock, to prevent two threads trying to steal from the same list at the same time. After taking out the lock, the stealing thread spinwaits until m_currentOp has been set to zero before actually performing the steal. This ensures there won't be a conflict with the owning thread when the number of items in the list is on the 2-3 item borderline. If any add or remove operations are started in the meantime, and the list is below 3 items, those operations try to take out the list's lock and are blocked until the stealing thread has finished. This allows a thread to steal an item from another thread's list without corrupting it. What about synchronization in the collection as a whole? Collection synchronization Any thread that operates on the collection's global structure (accessing anything outside the thread local lists) has to take out the collection's global lock - m_globalListsLock. This single lock is sufficient when adding a new thread local list, as the items inside each thread's list are unaffected. However, what about operations (such as Count or ToArray) that need to access every item in the collection? In order to ensure a consistent view, all operations on the collection are stopped while the count or ToArray is performed. This is done by freezing the bag at the start, performing the global operation, and unfreezing at the end: The global lock is taken out, to prevent structural alterations to the collection. m_needSync is set to true. This notifies all the threads that they need to take out their list's lock irregardless of what operation they're doing. All the list locks are taken out in order. This blocks all locking operations on the lists. The freezing thread waits for all current lockless operations to finish by spinwaiting on each m_currentOp field. The global operation can then be performed while the bag is frozen, but no other operations can take place at the same time, as all other threads are blocked on a list's lock. Then, once the global operation has finished, the locks are released, m_needSync is unset, and normal concurrent operation resumes. Concurrent principles That's the essence of how ConcurrentBag operates. Each thread operates independently on its own local list, except when they have to steal items from another list. When stealing, only the stealing thread is forced to take out the lock; the owning thread only has to when there is the possibility of contention. And a global lock controls accesses to the structure of the collection outside the thread lists. Operations affecting the entire collection take out all locks in the collection to freeze the contents at a single point in time. So, what principles can we extract here? Threads operate independently Thread-static variables and ThreadLocal makes this easy. Threads operate entirely concurrently on their own structures; only when they need to grab data from another thread is there any thread contention. Minimised lock-taking Even when two threads need to operate on the same data structures (one thread stealing from another), they do so in such a way such that the probability of actually blocking on a lock is minimised; the owning thread always operates on the head of the list, and the stealing thread always operates on the tail. Management of lockless operations Any operations that don't take out a lock still have a 'hook' to force them to lock when necessary. This allows all operations on the collection to be stopped temporarily while a global snapshot is taken. Hopefully, such operations will be short-lived and infrequent. That's all the concurrent collections covered. I hope you've found it as informative and interesting as I have. Next, I'll be taking a closer look at ThreadLocal, which I came across while analyzing ConcurrentBag. As you'll see, the operation of this class deserves a much closer look.

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  • Why does Ubuntu reset brightness settings at the loading screen?

    - by leugim
    Since I first installed Ubuntu 11.10, I noticed that volume and screen brightness get reset every time Ubuntu starts. Why is this so? And what ways are there to keep brightness and volume levels after rebooting? I have found some scripts that change the screen-brightness at login. But this is not a good solution since login is slower because it seems to wait until the screen brightness is at the level specified by the script. After entering the password I see the screen brightness go down gradually. Only after this is complete (~1 or 2 seconds) does the background disappear and Unity come up. The screenbrightness is not remembered but instead redefined at login. So it gets remembered for the first part of the boot, then set to MAX and then again re-set to normal value by the script. My boot process is as follows: desired brightness: 2 (13,33%) / Max brightness: 15 (100%) Bios / brightness: OK GRUB (violet background color, white text) / brightness: OK Ubuntu loading screen with the dots / brightness: MAX (win7 loads with OK-brightness) User Login / brightness: MAX Unity starts / brightness: OK It seems to be more like a temporary patch than a actual solution. I'm looking for solutions that set the desired brightness permanently and consistently throughout the whole boot-process After updating to 12.04 the behavior is the same. I tried setpci -s 02:00.0 F4.B=XX The value of F4.B is always '0' regardless of what value I try to set it to (tried 0, ff, f, 5, etc) The solution in this answer does not have any noticeable effect: Desktop doesn't remember brightness settings after a reboot The variables at /sys/class/backlight/acpi_video0/ get changed if I use Fn+UP and Fn+DOWN Any help is appreciated. Thanks!

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  • Notify-osd notifications appear unthemed in top-left corner (ubuntu 13.10)

    - by Wehlutyk
    Problem I recently upgraded from 13.04 to 13.10, and suddenly notification bubbles don't appear themed as usual in the upper right corner, but they appear as white text on blue background in the upper-left corner. It looks like this: Unsuccesful attempts to fix it I tried reinstalling unity, notify-osd, ubuntu-desktop removed notification-daemon which was installed, none of that fixes it. In fact running ps aux | grep notify-osd shows that notify-osd isn't even running. But when I try to start it manually by running /usr/lib/x86_64-linux-gnu/notify-osd I get: ** (notify-osd:4618): WARNING **: Another instance has already registered org.freedesktop.Notifications ** (notify-osd:4618): WARNING **: Could not register instance If I understand well, the instance is registered by the /usr/share/dbus-1/services/org.freedesktop.Notifications.service file, which right now contains: [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd Renaming or deleting that file (and rebooting) has no effect whatsoever (and it is not recreated automatically). This is not a duplicate of No notifications from notify-osd on 13.10 (and by the way I purged gnome-flashback-session along with notification-daemon) Question(s) How can I debug this? How can I get notifications to come back to normal? If additional debug information is needed, I'll be happy to add it (just that I can't find any more).

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  • shared hosting: ssl domain receives all server's ssl requests, google gets it wrong

    - by pixeline
    This website is hosted on a shared server. I've recently had my hosting provider secure our website using SSL (https://domain.com instead of http://domain.com). Ever since then, all https requests sent to the server are redirected to my website. https://otherdomain.com leads to a warning, then, if you continue, to my website. Ok, my fault, i should have known SSL means 1 IP, otherwise, this thing can happen. But... Google Search results for my website's target keywords is now displaying these websites above my own, even though they have nothing even remotely related to the target keywords! already done: provide canonical url in the html page. told the problem to the server manager, who tells me it's normal but he'll look for a solution. This was one week ago, no answer since. I have no idea why Google is providing these https urls: i thought someone would have to submit them, or have them inside an html page in order for Google to actually index dummy https domains, but i see no reason why someone would do that. Any suggestion on how to solve this situation? Golive is in one week and SEO looks really bad because of that.

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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  • Nautilus crashes after Ubuntu Tweak Package Cleaner [fixed]

    - by Ka7anax
    Few days ago I started having some problems with nautilus. Basically when I'm trying to get into a folder it crashes. It's not happening all the time, but in 85% it does... Sometimes, after the crash all my desktop icons are also gone. The only thing that I think causes this is Ubuntu Tweak - I'm not sure, but the issues started after I did the Package cleaner from Ubuntu Tweaks... Any ideas? ------- EDIT 2 - IMPORTANT !!! ---------- It seems I fixed this problem doing these: 1) I uninstall this nautilus script - http://mundogeek.net/nautilus-scripts/#nautilus-send-gmail 2) I installed nautilus elementary So far is back to normal... If anything bad happens again I will come back! -------- EDIT 1 ---------- First time, after running the command (nautilus --quit; nautilus --no-desktop) 3 times all the system crashed (except the mouse, I could move the mouse). After restart I run it and obtain this: ----- Initializing nautilus-gdu extension Initializing nautilus-dropbox 0.6.7 (nautilus:2966): GConf-CRITICAL **: gconf_value_free: assertion value != NULL' failed (nautilus:2966): GConf-CRITICAL **: gconf_value_free: assertionvalue != NULL' failed Nautilus-Share-Message: Called "net usershare info" but it failed: 'net usershare' returned error 255: net usershare: cannot open usershare directory /var/lib/samba/usershares. Error No such file or directory Please ask your system administrator to enable user sharing. and then this: cristi@cris-laptop:~$ nautilus --quit; nautilus --no-desktop (nautilus:3810): Unique-DBus-WARNING **: Error while sending message: Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken.

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  • CodePlex Daily Summary for Saturday, May 12, 2012

    CodePlex Daily Summary for Saturday, May 12, 2012Popular ReleasesKanboxAPI: KanboxAPI beta: ????? Token Info List DownloadMedia Companion: Media Companion 3.502b: It has been a slow week, but this release addresses a couple of recent bugs: Movies Multi-part Movies - Existing .nfo files that differed in name from the first part, were missed and scraped again. Trailers - MC attempted to scrape info for existing trailers. TV Shows Show Scraping - shows available only in the non-default language would not show up in the main browser. The correct language can now be selected using the TV Show Selector for a single show. General Will no longer prompt for ...NewLife XCode ??????: XCode v8.5.2012.0508、XCoder v4.7.2012.0320: X????: 1,????For .Net 4.0?? XCoder????: 1,???????,????X????,?????? XCode????: 1,Insert/Update/Delete???????????????,???SQL???? 2,IEntityOperate?????? 3,????????IEntityTree 4,????????????????? 5,?????????? 6,??????????????dycom: v1.0: DYCom ????????:Silverlight, Windows phone 7.5.NETMF_for_STM32: Beta 1 Release: First public beta release.Google Book Downloader: Google Books Downloader Lite 1.0: Google Books Downloader Lite 1.0Python Tools for Visual Studio: 1.5 Alpha: We’re pleased to announce the release of Python Tools for Visual Studio 1.5 Alpha. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including: • Supports Cpython, IronPython, Jython and Pypy • Python editor with advanced member, signature intellisense and refactoring • Code navigation: “Find all refs”, goto definition, and object browser • Local and remote debugging...JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.0 RC1 Refresh 1: JayData 1.0.0 RC1 Refresh 1 JayData is a unified data access API to webSQL, indexedDB, OData, Facebook and YQL. Overview The major feature of this release is related to OData provider, FunctionImport is now generally supported. Now you can consume OData service operations (WebMethods). We extended the JaySvcUtil to generate the necessary metadata. We included many fixes, such as the Visual Studio 2010 IntelliSense optimalization (RC1 was optimized only to VS11). It's recommended to upgrade...AD Gallery: AD Gallery 1.2.7: NewsFixed a bug which caused the current thumbnail not to be highlighted Added a hook to take complete control over how descriptions are handled, take a look under Documentation for more info Added removeAllImages()51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.4.8: One Click Install from NuGet Data ChangesIncludes 42 new browser properties in both the Lite and Premium data sets. Premium Data includes many new devices including Nokia Lumia 900, BlackBerry 9220 and HTC One, the Samsung Galaxy Tab 2 range and Samsung Galaxy S III. Lite data includes devices released in January 2012. Changes to Version 2.1.4.81. The IsFirstTime method of the RedirectModule will now return the same value when called multiple times for the same request. This was prevent...Mugen Injection: Mugen Injection ver 2.2 (WinRT supported): Added NamedParameterAttribute, OptionalParameterAttribute. Added behaviors ICycleDependencyBehavior, IResolveUnregisteredTypeBehavior. Added WinRT support. Added support for NET 4.5. Added support for MVC 4.NShape - .Net Diagramming Framework for Industrial Applications: NShape 2.0.1: Changes in 2.0.1:Bugfixes: IRepository.Insert(Shape shape) and IRepository.Insert(IEnumerable<Shape> shapes) no longer insert shape connections. Several context menu items did display although the required permission was not granted Display did not reset the visible and active layers when changing the diagram NullReferenceException when pressing Del key and no shape was selected Changed Behavior: LayerCollection.Find("") no longer throws an exception. Improvements: Display does not rese...AcDown????? - Anime&Comic Downloader: AcDown????? v3.11.6: ?? ●AcDown??????????、??、??????,????1M,????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。??????AcPlay?????,??????、????????????????。 ● AcDown???????????????????????????,???,???????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDo...sb0t: sb0t 4.64: New commands added: #scribble <url> #adminscribble on #adminscribble offDocument.Editor: 2012.4: Whats new for Document.Editor 2012.4: Improved Template support Improved Options Dialog Minor Bug Fix's, improvements and speed upsJson.NET: Json.NET 4.5 Release 5: New feature - Added ItemIsReference, ItemReferenceLoopHandling, ItemTypeNameHandling, ItemConverterType to JsonPropertyAttribute New feature - Added ItemRequired to JsonObjectAttribute New feature - Added Path to JsonWriterException Change - Improved deserializer call stack memory usage Change - Moved the PDB files out of the NuGet package into a symbols package Fix - Fixed infinite loop from an input error when reading an array and error handling is enabled Fix - Fixed base objec...BlackJumboDog: Ver5.6.1: 2012.05.07 Ver5.6.1 (1)????????????????(Ver5.6.0??)??? (2)HTTP?????SSL????????????(Ver5.6.0??)??? (3)HTTP?????2G??????????????????????????? (4)HTP???? ?????????ExtAspNet: ExtAspNet v3.1.5: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-05-06 v3.1.5 -????????:grid/grid_twogrid.aspx。 +?...SharpDevelop: SharpDevelop 4.2: Please see http://community.sharpdevelop.net/forums/t/15772.aspx for the release announcement.Desktop Google Reader: 1.4.4: Taskbar icon overlay (number of unread items) can now be switched off in preferences (Windows Vista / 7 only) Maximize button now can be toggled to be fullscreen (as befor) or only normal maximize (taskbar stays visible) in preferences List of feeds is now sorted by alphabetNew Projects3D Scene Editor: A generic 3d level editor built using XNA to speed up designing and building game levels.Attribute Based Cache using Unity Interception: Unity interception handler attribute for Caching which allows to apply boiler plate caching pattern to classes, and class members directly, without configuring them in the application configuration file. Configure your choice of Cache Provider (ObjectCache, Azure included) in the Unity IoC Container and apply the attribute to the method which you want to cache AutoCompleteBox for WinRT: None yetBAC2 Bachelor's Thesis Source Code: The source code of my Bachelor's ThesisBAMabase: It's a bamabase.BBSProject: BBSProjectBrain 2 - Game Engine: Brain 2 is a Game Engine that runs on multiple platforms.cobra-winldtp: Cobra - Windows version of Linux Desktop Testing Project (WinLDTP) - http://ldtp.freedesktop.org LDTP is a GUI test automation tool works on both Windows and Linux platform Windows GUI test automation tool written in C# and test scripts can be written in Python for now. Ruby API will be added soon.CS322: C# Programski jezikDoxBotPlugin: The DoxBotPlugin is a Plug-In for Ice-Chat9 that allows a user to use Icechat9 as both a normal IRC client and to switch on bot mode in certain channels to have DoxBotPlugin act on their behalf.dycom: DYCom??(DY Communication)???????????,?????????????????.????????????????. ??????????????????????,?????????????????。Eyes Protector: PL: Program pomagajacy w ochronie oczu przed przemeczeniem zwiazanym ze zbyt dluga praca przy komputerze. EN: ---kshell: ????Linux??????Lumia: This is Lumia project.MacroDoc: MacroDoc is an engine written in C# for composing documents from reusable pieces of structure and content.Mssql: This is Sql Server project.NETMF_for_STM32: This is the Codeplex project for NETMF for STM32 (F4 Edition). Ocular - a free, open source WYSIWYG editor for HTML: Ocular is a free C# WYSIWYG HTML editor, similar to Adobe Dreamweaver. We are always looking for contributors, so please help us!PeopleCredit: Prototype web service to maintain all employee credits.Project Server workflow: This workflow creates the project site for Basic project plan EPT when workflow task is approved.(This is the correction done over the Branching workflow provided with Project Server 2010 SDK). Workflow task is created using PSWApprovalTask Content type in Project Server Workflow Task List. Quick Reminder: PL: Program pomagajacy zapisac szybkie przypomnienia podczas pracy przy komputerze. EN: ---Random Projects: My random projects...Recommendation Engine Demo: How does the Amazon recommendation works? This is about visualizing the item to item collaborations filtering mechanism using a item-to-item matrix table. The item-to-item matrix, the vectors and the calculated data values are displayed. There are n different items and the item recommendation can display up to m items. There are implemented different item-to-item neighborhood functions. A simple max count of seen neighbor items, the Cosine Similarity and the Jaccard Index. A t...SaveSeaTurtle: Sea TurtleSharpGpx: SharpGpx implements an object model for reading and writing GPX (GPS eXchange Format).SlimDo: SlimDo is a scripting language coded in C#Spring: This is Spring.Net projectSQL Server Quick Tools Pack: SQL Server Quick Tools Pack for your sql server SuLD framework: Supported Link Discovery framework (SuLD) is a tool to discover links to multiple Linked Data datasets. Finding is supported by various features like synonym module or autocomplete.TQuery.Net: .Net??????WAAP - World of warcraft Auction house Analysis Project: A project in which we try to analyse prices and auctioneers on the various World of Warcraft Auction housesxhttp.net: The Xhttp.Net framework is a dotnet implementation of the Extended Hypertext Transfer Protocol (http://www.xhttp.org), with simple service integration, full arguments support including Base64 and DateTime, single and multiple asynchronous requests, data streaming, remote API creation from XHTTP service schemas, and a runtime plugin architecture.

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  • Unable to start Apache on Ubuntu 12.10: no listening sockets available

    - by michalstanko
    I'm unable to start apache2 installed using apt-get. I'm getting the very same error on 2 separate Ubuntu 12.10 installations, one on my desktop PC, the other one running in VirtualBox: michal@michaltest:~$ sudo service apache2 start * Starting web server apache2 apache2: Could not reliably determine the server's fully qualified domain name, using 127.0.1.1 for ServerName no listening sockets available, shutting down Unable to open logs Action 'start' failed. The Apache error log may have more information. [fail] lsof says: michal@michaltest:/var/log/apache2$ sudo lsof -i :80 COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME ubuntu-ge 2074 michal 11u IPv4 23978 0t0 TCP michaltest.local:47578->mulberry.canonical.com:http (CLOSE_WAIT) firefox 25194 michal 71u IPv4 42477 0t0 TCP michaltest.local:59793->69.59.197.29:http (ESTABLISHED) firefox 25194 michal 76u IPv4 41834 0t0 TCP michaltest.local:59698->69.59.197.29:http (ESTABLISHED) gvfsd-htt 25320 michal 12u IPv4 42568 0t0 TCP michaltest.local:56203->lb260.amst.cotendo.net:http (CLOSE_WAIT) netstat says: michal@michaltest:/var/log/apache2$ sudo netstat -lnp | grep '80' unix 2 [ ACC ] STREAM LISTENING 8030 876/acpid /var/run/acpid.socket /var/log/apache2/error.log: [Thu Nov 08 11:13:30 2012] [notice] Apache/2.2.22 (Ubuntu) configured -- resuming normal operations [Thu Nov 08 11:17:32 2012] [notice] caught SIGTERM, shutting down /etc/apache2/ports.conf: NameVirtualHost *:80 Listen 80 <IfModule mod_ssl.c> Listen 443 </IfModule> <IfModule mod_gnutls.c> Listen 443 </IfModule> Thanks for your help. EDIT #1: michal@michaltest:~$ sudo netstat -ano | grep '443' tcp 54 0 10.0.2.15:58504 91.189.92.70:443 CLOSE_WAIT off (0.00/0/0)

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Easy BCD Help: Dual boot Win7 and Ubuntu 11.10 -- "Add new Entry" for Ubuntu

    - by Bradley Peterson
    I first had Ubuntu 11.10 installed on a single partition on my 750GB hard drive. I then partitioned the hard drive to 500GB (for Ubuntu) in ext4 format (what it already was from the clean install of Ubuntu)....and 250GB for Win7 in NFTS format. Then I installed Win7 onto that 250GB partition. Installation went smoothly and I was successfully booted into Win7 and setting everything up. After I was done doing all the stupid updates from Microsof, I thought I was done and I wanted to go back to Ubuntu. This is where the problem starts Of course I reboot and it goes directly to Win7. I research and find that Win7 has overwritten the Ubuntu bootloader, etc etc.. I don't fully understand it. I download EasyBCD 2.1.2 In EasyBCD, I select "Add New Entry" and select "Linux/BSD" and change the type to "GRUB 2" and name it "Ubuntu" Next, I go to "BCD Deployment" and select "Install the Windows Vista/7 bootloader to the MBR" and click "Write MBR" I reboot, select "Ubuntu" and the purple screen comes up, but NOTHING HAPPENS. If I hit Ctrl+Alt+Del, it goes to the Login menu where it acts normal for about 10-15 seconds, then freezes. It does this repeatedly every time. MY QUESTION: What's wrong here? Why can't I load Ubuntu now? Am I going to have to reinstall Ubuntu with Windows, then set up the bootloader with EasyBCD instead of Ubuntu, THEN Win7? Any and all help is appreciated! -Brad

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  • Gallio and VS2010

    - by andrewstopford
    With the launch of VS2010 this week it seems like a good time to talk about some of the work that has been going on with Gallio to integrate with VS2010. This work will be a feature of the next release, no beta yet but you are welcome to try the nightly builds (all normal risks apply etc). Just like VS08 you can use the VS Test Runner to run Gallio tests (such as MbUnit) in the same way you can MSTest. With Gallio installed the Test View window shows a Gallio (in this case MbUnit) test loaded (note the icon). If I go ahead and run this test I can see it working in the Test Results window. In VS2010 you can collect additonal data that a test can include (system data, intellitrace data etc). If I set VS to collect system data and run the test I can click the 'Test run completed' link and see that it is included. If I also right click in the Test Results window I can select "View Test Results Details" and a Gallio test results window will load up. Note that Gallio treats the collector data as attachments so you can go ahead and view the attachment data right from the report.

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  • Notes on Oracle BPM PS6 Adaptive Case Management

    - by gcolman
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} I have recently been looking at the  latest release of the BPM Case Management feature in the Oracle BPM PS6 release. I had put together some notes to help me gain a better understanding of the context of the PS6 BPM Case Management. Hopefully, this along with the other resources will enable you to gain a clear picture of the flexibility of this feature. Oracle BPM PS6 release includes Case Management capability. This initial release aims to provide: Case Management Framework Integration of Case Management with BPM & SOA suite It is best to regard the current PS6 case management feature as a case management framework. The framework provides the building blocks for creating a case management system that is fully integrated into Oracle BPM suite. As of the current PS6 release, no UI tooling exists to help manage cases or the case lifecycle. Mark Foster has written a good blog which outlines Case Management within PS6 in the following link. I wanted to provide more context on Case Management from my perspective in this blog. PS6 Case Management - High level View BPM PS6 includes “Case” as a first class component in a SOA Suite composite. The Case components (added to the SOA Composite) are created when a BPM process is assigned to a case in JDveloper. The SOA Case component is defined and configured within JDevloper, which allows us to specify the case data structures and metadata such as stakeholders, outcomes, milestones, document stores etc. "Activities" are associated with a case, and become available to be executed via the case apis. Activities are BPM processes, Human Activities or Java call outs. The PS6 release includes some additional database tables to store the case metadata and case instance data (data object, comments, etc…). These new tables are created within the SOA_INFRA schema and the documents associated with that case into a document repository that is configured with the case. One of the main features of Case Management is the control of the case logic through case events and case business rules. A PS6 Case has an associated business rule component, which can be configured to control the availability and execution of activities within the case. The business rules component is able to act upon events that the PS6 Case Management framework generates during the lifecycle of that case. Events are fired during the lifetime of the case (e.g. Case created, activity started, activity ended, note added, document uploaded.) Internal Case state The internal state of a case is represented by the diagram below. This shows the internal states and the transition paths for a Case from one state to the next Each transition in state will create an event that can be enacted upon via the Case rules engine. The internal case state lifecycle is defined as follows Defining a case A Case is created and defined as a component of a JDeveloper BPM project. When you create a Case as part of a BPM project, JDeveloper, creates the following components within the SCA composite: Case component Case component interfaces (WSDL etc) Case Rules component (Oracle Business Rules) Adds the Case Component and Case Rules Component to the BPM SOA composite Case Configuration The following section gives a high level overview of the items that can be configured for a BPM Case. Case Activities A Case is associated with a set of activities that are to be performed as part of that Case. Case activities can be: SOA Human Tasks BPM processes Custom Task (Java Class) Case activities are created from pre-existing BPM process or human tasks, which, once defined, can be configured additionally as Case activities in JDeveloper and made available within the lifecycle of a case. I've described the following configurable components of a case (very!) briefly as: Milestones Milestones are (optional) user defined logical milestones that can be achieved within a case. No activities are associates with a milestone, but milestone attainment can be programmatically set and events raised when milestones are reached Outcomes User defined status of a completed case. An event is fired when an outcome is attained. Case Data Defines the data that will be stored with a case XML schemas define the data that is stored with the case. Case Documents Defines the location of documents that are attached to a case (e.g. WebCenter Content) User Defined Events Optional user defined events that can be fired or captured to drive case processing rules Stakeholders Defines the actors who can participate in the case (roles, users, groups) Defines permissions for individual case permissions (read case, create document etc…) Business Rules Business rules are the main component controlling the flow of a Case Each case has an associated business ruleset Rules are fired on receiving Case events (or User defined events) Life cycle events Milestone events Activity events Data events Document events Comment events User event Managing the Case Managing the lifecycle of a case is achieved in two ways: Managing case logic with Business Rules Managing the case lifecycle via the Case APIs. A BPM Case can be viewed as a set of case data & documents along with the activities that can be performed within a case and also the case lifecycle state expressed as milestones and internal lifecycle state. The management of the case life is achieved though both the configuration of business rules and the “manual” interaction with a case instance through the Case APIs. Business Rules and Case Events A key component within the Case management framework is the event model. The BPM Case Management solution internally utilizes Oracle EDN (Event Delivery Network) to publish and subscribe to events generated by the Case framework. Events are generated by the Case framework on each of the processes and stages that a case instance will travel on its lifetime. The following case events are part of the BPM Case: Life cycle events Milestone events Activity events Data events Document events Comment events User event The Case business rules are configured to listen for these events, and business logic can be coded into the Case rules component to enact upon an event being received. Case API & Interaction Along with the business rules component, Cases can be managed via the Case API interfaces. These interfaces allow for the building of custom applications to integrate into case management framework. The API’s allow for updating case comments & documents, executing case activities, updating milestones etc. As there is no in built case management UI functions within the PS6 release, Cases need to be managed via a custom built UI, interacting with selected case instances, launching case activities, closing cases etc. (There is expected to be a UI component within subsequent releases) Logical Case Flow The diagram below is intended to depict a logical view of the case steps for a typical case. A UI or other service calls the Case interface to create a Case instance The case instance is created & database data inserted A lifecycle event is raised indicating a case activity (created) event The case business rules capture the event and decide on an action to take Additionally other parties can subscribe to Case events via EDN The business rules may handle the event, e.g. configured to execute a case activity on case creation event The BPM/Human Workflow/Custom activity is executed A case activity event is raised on the execute activity A case work UI or business service can inspect the case instance and call other actions to progress that case, such as: Execute activity Add Note Add document Add case data Update Milestone Raise user defined event Suspend case Resume case Close Case Summary Having had a little time to play around with the APIs and the case configuration, I really like the flexibility and power of combining Oracle Business Rules and the BPM Case Management event model. Creating something this flexible and powerful without BPM Case Management would take a lot of time and effort. This is hopefully going to save my customers a lot of time and effort! I may make amendments to this post as my understanding of Case Management increases! Take a look at the following links for official documentation etc. http://docs.oracle.com/cd/E28280_01/doc.1111/e15176/case_mgmt_bpmpd.htm https://blogs.oracle.com/bpm/entry/just_in_case 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:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";}

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