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  • Optimizer Bumper Sticker Competition

    - by Maria Colgan
    For the last couple of months we have been running a competition on twitter (@SQLMaria) looking for the best Optimizer bumper sticker, which we will give away at the Optimizer demo booth at this years Oracle Open World. We got tons of excellent entries and had a tough time narrowing it down to just 5 but we have. So now we need your help to pick the final winner. Click here to vote for your favorite. Then stop by the Optimizer demo booth at Oracle Open World to claim your bumper sticker!

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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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  • Do you leverage the benefits of the open-closed principle?

    - by Kaleb Pederson
    The open-closed principle (OCP) states that an object should be open for extension but closed for modification. I believe I understand it and use it in conjunction with SRP to create classes that do only one thing. And, I try to create many small methods that make it possible to extract out all the behavior controls into methods that may be extended or overridden in some subclass. Thus, I end up with classes that have many extension points, be it through: dependency injection and composition, events, delegation, etc. Consider the following a simple, extendable class: class PaycheckCalculator { // ... protected decimal GetOvertimeFactor() { return 2.0M; } } Now say, for example, that the OvertimeFactor changes to 1.5. Since the above class was designed to be extended, I can easily subclass and return a different OvertimeFactor. But... despite the class being designed for extension and adhering to OCP, I'll modify the single method in question, rather than subclassing and overridding the method in question and then re-wiring my objects in my IoC container. As a result I've violated part of what OCP attempts to accomplish. It feels like I'm just being lazy because the above is a bit easier. Am I misunderstanding OCP? Should I really be doing something different? Do you leverage the benefits of OCP differently? Update: based on the answers it looks like this contrived example is a poor one for a number of different reasons. The main intent of the example was to demonstrate that the class was designed to be extended by providing methods that when overridden would alter the behavior of public methods without the need for changing internal or private code. Still, I definitely misunderstood OCP.

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  • Problems in creating click package for native application

    - by Swordfish90
    Hello everyone I've tried may times to package a native click application mainly following this tutorial: http://notyetthere.org/?p=316 The procedure works and I'm able to execute the binaries both on phones and desktops. The problems start when I install the click package. The application is launched but the game is not working (the "gamefield" is not loaded). The only error message that is given is that versions of localstorages are not compatible (that is impossbile, because it never changed). I suspect that the problem is related to apparmor but I have no proof of that. The source code of the application is available here: https://launchpad.net/ubuntu-netwalk Thank you in advance to everyone...

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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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  • How to keep a generic process unique?

    - by Steve Van Opstal
    I'm currently working on a project that makes connection between different banks which send us information on which that project replies. A part of that project configures the different protocols that are used (not every bank uses the same protocol), this runs on a separate server. These processes all have unique id's which are stored in a database. But to save time and money on configurations and new processes, we want to make a generic protocol that banks can use. Because of PCI requirements we have to make a separate process for every bank we connect to. But the generic process has only 1 unique identifier and therefor we cannot keep them apart. Giving every copy of that process a different identifier is as I see it impossible because they run entirely separate. So how do I keep my generic process unique?

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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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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  • 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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  • 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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  • Mehr Sicherheit für Netzwerkverbindungen

    - by DBA Community
    Der Zugriff auf Datenbanken über das Netzwerk stellt aus Security Sicht einen ausgesprochen kritischen Vorgang dar, der unbedingt vor Missbrauch geschützt werden muss. Deshalb ist es auch nicht weiter verwunderlich, dass im Security Ecosystem etliche Produkte angeboten werden, die diesen Zugriff sichern helfen: Das beginnt bei Firewalls mit SQL Net Proxy, geht über Produkte wie die Oracle Database Firewall, die einen Schutz vor SQL Injection Angriffen über das Netzwerk leisten, und endet etwa bei den Angeboten zur Netzwerkverschlüsselung, wie sie im Oracle Datenbankumfeld vor allem die Advanced Security Option anbietet. Aber vor jedem Einsatz schwieriger oder kostspieliger Mittel zur Steigerung der Sicherheit einer Datenbank steht der Einsatz solcher Mittel, die ohne zusätzliche Kosten oder relativ einfach zu implementieren sind. Dazu gehören das bereits in einem Community Artikel andiskutierte  Härten der Datenbank oder das in einem weiteren Artikel angesprochene Umsetzen des  Prinzips des least privilege. Im vorliegenden Artikel soll darauf eingegangen werden, wie die Verbindungsaufnahme zur Datenbank über einen Listener Prozess sowie die Netzwerkverbindung zwischen Client und Datenbank über SQL Net eigene Mittel so konfiguriert werden können, dass dies die Sicherheit einer Datenbank ohne Zusatzkosten erhöht. Weiter zum Tipp.

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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Profiling and containing memory per system

    - by chadb
    I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, what is the best design for doing this? I was thinking of using multiple allocators and just using one per subsystem, however, that would result in global variables for my allocators (or so it would seem to me). Another approach I have seen/been suggested is to just overload new and pass in an allocator for a parameter. I had a similar question over on stackoverflow here with a bounty, however, it seems as if perhaps I was too vague or just there is not enough people with knowledge in the subject.

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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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  • 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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  • 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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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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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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  • PeopleSoft Mobile Company Directory

    - by Nancy Estell Zoder
    Oracle is pleased to announce the posting of our latest feature, Mobile Company Directory (click here for press release).  Our continued investment in innovation is demonstrated with the first release of our mobile solution. Now, from your tablet or smartphone, the PeopleSoft 9.1 Company Directory feature enables you to search for people, obtain contact details, reporting structure and personal information. The PeopleSoft Mobile solution enables you to email people in your organization, make phone calls as well as send text messages.   Both the tablet and smart phone provide quick and easy access to contact information to allow users to directly communicate with people in the organization while on the go.  Watch the Video Feature Overview on YouTube here:   PeopleSoft Mobile Company Directory For more information, please check out the datasheet available on oracle.com or contact your sales representative.   

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