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  • Networking beim Vertriebsstammtisch

    - by A&C Redaktion
    Kennen Sie schon die Oracle Vertriebsstammtische? Mit dem neuen Format bieten wir unseren Partnern Networking in der reinster Form! Unsere Stammtische richten sich an alle Partner, die zuverlässige Informationen aus erster Hand möchten. Als Hersteller der weltweit umfassendsten Palette offener Unternehmenssoftware und Hardware bietet Oracle ein vollständiges Produktportfolio an. Diskutieren Sie mit uns über die gemeinsamen Chancen, die sich aus dem Ansatz „Engineered Systems“ und „Oracle on Oracle“ ergeben. Welche Synergien können wir erfolgreich gemeinsam nutzen, um den Markt zu erobern? Nehmen Sie teil und spüren Sie die Philosphie, die von den Teilnehmern unserer Partner gelebt werden soll. Im Anschluss an den fachlichen Teil laden wir Sie herzlich zum praktischen Teil des interaktiven Austausches ein! Die Teilnahme ist ausschließlich Oracle Partnern mit einer gültigen Oracle PartnerNetwork Mitgliedschaft vorbehalten und, unter Beachtung der aktuellen Teilnahmebedingungen, kostenlos. Agenda: 15:00-17:00 Alles zu den Software- und Hardware Produktneuheiten von der Oracle OpenWorld 17:00-17:30 Um 17:00 Uhr bitten wir alle Teilnehmer und Referenten, in eine Kochschule in direkter Nähe zu gehen/zu fahren - um dort den kulinarischen Part zu erleben: gemeinsam kochen, diskutieren und essen. 17:30-22:00 Der praktischen Teil dieses Vertriebsseminars findet in einer Kochlocation direkt im Anschluss statt.(Ihre Anmeldung gilt für das Vertriebsseminar und Ihre Teilnahme am praktischen Teil, dem Kochevent) Die nächsten Termine: 08.11.2012 bei Oracle in Düsseldorf mit anschließendem Abendessen19.11.2012 bei Oracle in Berlinmit anschließendem Abendessen28.11.2012 bei Oracle in Berlinmit anschließendem Abendessen

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  • 4.8M wasn't enough so we went for 5.055M tpmc with Unbreakable Enterprise Kernel r2 :-)

    - by wcoekaer
    We released a new set of benchmarks today. One is an updated tpc-c from a few months ago where we had just over 4.8M tpmc at $0.98 and we just updated it to go to 5.05M and $0.89. The other one is related to Java Middleware performance. You can find the press release here. Now, I don't want to talk about the actual relevance of the benchmark numbers, as I am not in the benchmark team. I want to talk about why these numbers and these efforts, unrelated to what they mean to your workload, matter to customers. The actual benchmark effort is a very big, long, expensive undertaking where many groups work together as a big virtual team. Having the virtual team be within a single company of course helps tremendously... We already start with a very big server setup with tons of storage, many disks, lots of ram, lots of cpu's, cores, threads, large database setups. Getting the whole setup going to start tuning, by itself, is no easy task, but then the real fun starts with tuning the system for optimal performance -and- stability. A benchmark is not just revving an engine at high rpm, it's actually hitting the circuit. The tests require long runs, require surviving availability tests, such as surviving crashes -and- recovery under load. In the TPC-C example, the x4800 system had 4TB ram, 160 threads (8 sockets, hyperthreaded, 10 cores/socket), tons of storage attached, tons of luns visible to the OS. flash storage, non flash storage... many things at high scale that all have to be perfectly synchronized. During this process, we find bugs, we fix bugs, we find performance issues, we fix performance issues, we find interesting potential features to investigate for the future, we start new development projects for future releases and all this goes back into the products. As more and more customers, for Oracle Linux, are running larger and larger, faster and faster, more mission critical, higher available databases..., these things are just absolutely critical. Unrelated to what anyone's specific opinion is about tpc-c or tpc-h or specjenterprise etc, there is a ton of effort that the customer benefits from. All this work makes Oracle Linux and/or Oracle Solaris better platforms. Whether it's faster, more stable, more scalable, more resilient. It helps. Another point that I always like to re-iterate around UEK and UEK2 : we have our kernel source git repository online. Complete changelog of the mainline kernel, and our changes, easy to pull, easy to dissect, easy to know what went in when, why and where. No need to go log into a website and manually click through pages to hopefully discover changes or patches. No need to untar 2 tar balls and run a diff.

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  • Entity system in Lua, communication with C++ and level editor. Need advice.

    - by Notbad
    Hi!, I know this is a really difficult subject. I have been reading a lot this days about Entity systems, etc... And now I'm ready to ask some questions (if you don't mind answering them) because I'm really messed. First of all, I have a 2D basic editor written in Qt, and I'm in the process of adding entitiy edition. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being able to link published events to published actions (Ex:A level activate event throws a door open action), etc... Because all of this I guess my entity system should be written in scripting, in my case Lua. In the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes en C++? If I do this en C++ won't I loose all the RTTI information I want for my editor?. In the other hand, I use box2d for physics, if I define all my components in script won't it be a lot of work to expose third party libs to lua? 2) Where should I place the messa system for my game engine? Lua? C++?. I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system, rendering system, input system, World class, etc... And for all the other things, lua. Creation/Composition of entities based on components, game logic, etc... Could anyone give any insight on how to accomplish this? And what aproach is better?. Thanks in advance, HexDump.

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  • How Byte loading/storing is implemented By the CPU?

    - by AlexDan
    I know that in 32bit machine, cpu read from memory 32bits at a time. since the registers in this case is 32bit in size too, I can understand how this works. What I don't understand is how the cpu implement load instructions of 1 byte. does it load the whole word where the single byte is located to the register, then perform some kind of "byte shifting", or does the cpu can load a single byte, in this case when does the byte masking happen, is it until the byte got loaded in the register, or it happen when byte is send through the data bus ? P.S. The cpu Im using is MIPS, the instructions Im talking about are: lb or lbu

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  • Where to start building a BaaS

    - by Wesley
    I'm building a Cloud Platform, and the next phase of design involves building an extensible BaaS back end. (see http://youtu.be/lNi-05-PyEw) The reason I think we can attempt this, is there are dozens of these kinds of extensible back end data proxy's popping up almost daily at this point, which tells me the enabling technology is there to build one from scratch in a few months. I'd like to start in the right area: What kind of Dev background should I look for? What kind of tech stack should I build on? What kind of costs can I expect in terms of man-hours, etc... I know there isn't one right answer here, but I think this is the right sub to post this in, and credit will go towards to most constructive answer.

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  • Mobile Multiplayer games and coping with high latency

    - by spaceOwl
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • How to track many in-game statistics

    - by Alex Schearer
    I am looking to track many in-game events, e.g. the score of each move, how many moves are taken, what types of moves, etc. A lot of stats can simply be tracked with a counter. In some cases I need to aggregate data in order to calculate the value (e.g. most common move). How are you tracking in-game stats for your games? How do you avoid creating a class with tens or hundreds of fields? How do you avoid littering the code with tracking invocations? How do you abstract the aggregate data so as to avoid rewriting it for each scenario?

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • Writing Game Engine from scratch with OpenGL [on hold]

    - by Wazery
    I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good articles and books on that it will be great. Thanks in advance! My Programming languages and tools are: C/C++ is it good to use only C? Python OpenGL Git GDB What I want to learn from it: Core Game Engine Rendering / Graphics Game Play/Rules Input (keyboard/mouse/controllers, etc) In Rendering/Graphics: 3D Shading Lighting Texturing

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  • Implementing movement on a grid

    - by Dvole
    I have a simple snake game, where I have other NPC snakes on the field. How do I calculate the movement of those other snakes so that they did not hit walls, and each other? So far I have it like this: I check for current coordinates and when there is a wall nearby I change direction to some other one. And so on, this way the snakes never collide the walls. But not actually colliding other snakes, how do I prevent this? I figured I could probe for the direction I'm heading and if there is anything there I would change direction too, but there is a set of situation where this won't work, for example if another snake will block off all exits later.

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  • User Experience Tablet Guide Released on UX Direct Site

    - by Madhuri Kolhatkar
    Tablet Guide available on UX Direct NOW Responding to a popular demand from our customers, Oracle Application's user experience team is happy to externalize its new design guide for creating tablet based solutions for Enterprise applications on the UX Direct website. Download and use this guide to create great and successful customer experience for your users. UX Tablet Guide for Oracle Applications This guide provides basic help for designers, developers, and project managers trying to approach tablet design and testing from an enterprise point of view. If you are embarking on a tablet application design project, start here first. In the spirit of tablet design, it is delivered in the form of an iPad interactive iBook .Use this guide and tell us what you think. We would love to see examples of your creations. Watch this space for more updates and new and innovative design tools.

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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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  • links for 2010-06-15

    - by Bob Rhubart
    You're invited : Oracle Solaris Day, June 28th, Herzliya - Openomics How open innovation and technology adoption translates to business value, with stories from our developer support work at Sun ISV Engineering (tags: ping.fm) Edwin Biemond: Enriching and Forwarding your data with the Spring Component in SOA Suite 11g PS2 Oracle ACE Edwin Biemond describes "how easy it is to use Java in the Spring Component, how you can wire this Component to other Components, Services or References adapters." (tags: oracleace soa oracle middleware) Venkatakrishnan J: Oracle BI EE 10.1.3.4.1 - Currency Conversions & FX Translations &ndash; Part 1 "As part of the BI EE setup we need to ensure that such local currency transactions are converted to a common reporting currency," says Rittman Mead's Venkatakrishnan. (tags: oracle businessintelligence) Richard Veryard: Ecosystem SOA 2 "What are the problems of large complex sociotechnical systems?" asks Rich Veryard?  "How far do SOA and enterprise architecture help to address this problem space, and what else might we need?" (tags: soa entarch) Khanderao Kand: Oracle BPM Suite .. unified engine.. "This Suite is based on unified process foundation of Oracle Business Process Management Suite 11g . It has the same engine that executes both BPEL and BPMN processes, " says Kand.  (tags: bpel soa bpm oracle) Webcast: Revealing the Secrets that will Re-Energize your Services Strategies  Oracle's Peter Heller and Robert Covington discuss how to overcome the many unforeseen technical and organizational barriers in order to meet the high expectations of dynamic business requirements in this live webcast, July 14, 2010, 9:00 AM PDT / Noon EDT (tags: entarch oracle webcast)

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • design for supporting entities with images

    - by brainydexter
    I have multiple entities like Hotels, Destination Cities etc which can contain images. The way I have my system setup right now is, I think of all the images belonging to this universal set (a table in the DB contains filePaths to all the images). When I have to add an image to an entity, I see if the entity exists in this universal set of images. If it exists, attach the reference to this image, else create a new image. E.g.: class ImageEntityHibernateDAO { public void addImageToEntity(IContainImage entity, String filePath, String title, String altText) { ImageEntity image = this.getImage(filePath); if (image == null) image = new ImageEntity(filePath, title, altText); getSession().beginTransaction(); entity.getImages().add(image); getSession().getTransaction().commit(); } } My question is: Earlier I had to write this code for each entity (and each entity would have a Set collection). So, instead of re-writing the same code, I created the following interface: public interface IContainImage { Set<ImageEntity> getImages(); } Entities which have image collections also implements IContainImage interface. Now, for any entity that needs to support adding Image functionality, all I have to invoke from the DAO looks something like this: // in DestinationDAO::addImageToDestination { imageDao.addImageToEntity(destination, imageFileName, imageTitle, imageAltText); // in HotelDAO::addImageToHotel { imageDao.addImageToEntity(hotel, imageFileName, imageTitle, imageAltText); It'd be great help if someone can provide me some critique on this design ? Are there any serious flaws that I'm not seeing right away ?

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  • Building Cloud Infrastructure? Don't Miss this Webcast with SEI

    - by Zeynep Koch
    WEBCAST: How did Oracle Linux Enable SEI to Save in Infrastructure Costs and Improve Business Response Date: Tuesday, October 30, 2012 Time: 9:00 AM PDT Using the Oracle technology stack, SEI, a leading provider of wealth management solutions, developed an innovative, global platform for its business. That platform is built on a highly integrated infrastructure, operating system, and middleware that allows the organization to scale with customer demand. In this Webcast, join SEI’s Martin Breslin as he discusses: Why and how SEI migrated from a mainframe-based infrastructure to an x86-based infrastructure on Oracle Linux Why SEI chose Oracle Linux, Oracle Enterprise Manager, and Oracle Real Application Cluster for its platform-as-a-service (PaaS) environment How Oracle Linux enabled SEI to save costs and improve response time Key success factors and lessons learned when deploying an enterprise cloud Speakers: Martin Breslin, Senior Infrastructure Architect, SEI Global Monica Kumar, Senior Director, Oracle Linux, Virtualization and MySQL Product Marketing  Register TODAY

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  • Passing data between engine layers

    - by spaceOwl
    I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the messaging layer (this could be anything that is game specific), where they are to be converted to network specific messages (which are then serialized to byte arrays). I'm looking for a way to be able to convert "game" data into "network" data, such that no strong coupling between these layers will exist. As it looks now, the Messaging layer sits between both layers (game and network) and "knows" both of them (it contains Converter objects that know how to translate between data objects of both layers back and forth). I am not sure this is the best solution. Is there a good design for passing objects between layers? I'd like to learn more about the different options.

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  • Don't Miss The OpenWorld Session: The Impact of the Upcoming Revenue Recognition and Lease Accounting Changes

    - by Theresa Hickman
    Would you like to learn more about Revenue Recognition and Leases Accounting changes from subject matter experts? Would you like to better prepare your organization for the upcoming changes? If yes, then it's not too late to register for OpenWorld 2012 and meet Christopher Smith and Ashima Jain from PwC as well as our resident accounting expert, Seamus Moran, who will be presenting at Session 9462: The Impact of the Upcoming Revenue Recognition and Lease Accounting Changes. Here are the details about this session: Date: Oct. 1, 2012  Time: 10:45-11:45 a.m Place: Moscone West Room 2005 Abstract: With the new revenue recognition rules expected to be issued this year and the lease accounting rules expected to be issued next year—both expected to be applied retroactively—businesses all around the world face many changes until the effective date of these proposed standards. In this session, learn from PricewaterhouseCoopers on the potential impact on accounting, processes, and systems and hear from Oracle about the proposed updates to Oracle E-Business Suite to assist you in assessing the impact on existing contracts, technology, and processes.

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  • Store VOD wmi data in a database directly or use CQRS?

    - by JD01
    I need to collect Video on demand bandwidth usage every few minutes (or maybe ever few seconds) and store this in a database so users can produce graphs on bandwidth usage over a period of time (few hours, days, weeks or even possibly months). So the sort of data that will be stored will be the number of users watching videos, current server bandwidth (Mb/s), multicast bit rate etc. I am wondering whether using CQRS would be a good approach with Event sourcing as I can then rebuild my objects to create different projections (I.e. different graphs/reports etc) but then again it seems like I am introducing complexity which might not be needed. Or would it be best to just put the data directly in a database (currently using PostGres) directly and query off that? Having thought about it, my table is a form of audit log anyway, so I don't think I need event sourcing at all. Any thoughts?

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  • How should I organise classes for a space simulator?

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Upcoming Customer WebCast: SOA 11g Database: Guide for Administrators

    - by MariaSalzberger
    The SOA infrastructure database is used by SOA Suite products like BPEL PM, BAM, BPM, Human Worklow, B2B and Mediator. A SOA administrator is involved in many different tasks like installation, upgrade, performance tuning and other administrative topics. Another important one is purging - see the posting for this: SOA Suite 11g Purging Guide. We have implemented a guide to help with thess tasks: SOA 11g Infrastructure Database: Installation, Maintenance and Administration Guide. An upcoming advisor webcast planned for Wednesday, April 11 2012 at 15:00 UK / 16:00 CET / 07:00 am Pacific / 8:00 am Mountain / 10:00 am Eastern will walk you through the guide and show some of the highligts. Registration for this webcast is available in SOA 11g Database: Guide for Administrators [ID 1422913.1]. The presentation recording can by found here after the webcast. (https://support.oracle.com/CSP/main/article?cmd=show&type=NOT&doctype=ANNOUNCEMENT&id=740964.1) The schedule for future webcasts can be found here (https://support.oracle.com/CSP/main/article?cmd=show&type=NOT&doctype=ANNOUNCEMENT&id=740966.1)

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  • Herzlichen Glückwunsch!

    - by cjandaus
      Ich darf ja keine Namen nennen, aber der Gewinner unserer Umfrage auf der DOAG Konferenz 2012 steht fest und hat sich mit seiner Teilnahme selbst ein erstklassiges Nikolaus-Geschenk gemacht - und zwar ein niegelnagelneues iPad!!! Zugegeben - genau so wie auf dem Bild sieht das iPad des glücklichen Gewinners nicht aus, denn dieser Custom Design Wunsch von mir hätte wahrscheinlich ebenso viel gekostet wie eine ausgewachsene Exadata, aber das wird die Freude nicht trüben. Und freuen können sich auch noch die Gewinner auf den Plätzen 2 bis 5 - nämlich über eine Laptop-Tasche, hochwertigen Stift und Notizmappe aus Leder. Ich freue mich mit den Gewinnern und nicht zuletzt über die rege Teilnahme und vor allem die Ergebnisse der Umfrage. Auch dazu kann ich nicht viel sagen, nur so viel, dass Windows als Server Betriebssystem für Oracle Datenbanken kein Schattendasein führt. In diesem Sinne bin ich gespannt auf die kommende DOAG Datenbank Konferenz im Mai 2013, auf der ich hoffentlich die Gelegenheit bekommen werde, um die Oracle 12c Datenbank auf Windows Server 2012 und Windows 8 vorzustellen. Keynote Sprecher ist übrigens Günther Stürner - das Highlight der Konferenz.

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  • Query something and return the reason if nothing has been found

    - by Daniel Hilgarth
    Assume I have a Query - as in CQS that is supposed to return a single value. Let's assume that the case that no value is found is not exceptional, so no exception will be thrown in this case. Instead, null is returned. However, if no value has been found, I need to act according to the reason why no value has been found. Assuming that the Query knows the reason, how would I communicate it to the caller of the Query? A simple solution would be not return the value directly but a container object that contains the value and the reason: public class QueryResult { public TValue Value { get; private set; } public TReason ReasonForNoValue { get; private set; } } But that feels clumsy, because if a value is found, ReasonForNoValue makes no sense and if no value has been found, Value makes no sense. What other options do I have to communicate the reason? What do you think of one event per reason? For reference: This is going to be implemented in C#.

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