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  • Plastic Clamshell Packaging Voted Worse Design Ever

    - by Jason Fitzpatrick
    We’ve all been there: frustrated and trying free a new purchase from it’s plastic clamshell jail. You’re not alone, the packaging design has been voted the worst in history. In a poll at Quora, users voted on the absolute worst piece of design work they’d encountered. Overwhelmingly, they voted the annoying-to-open clamshell design to the top. The author of the top comment/entry, Anita Shillhorn writes: “Design should help solve problems” — clamshells are supposed to make it harder to steal small products and easier for employees to arrange on display — but this packaging, she says, makes new ones, such as time wasted, frustration, and the little nicks and scrapes people incur as they just try to get their damn lightbulb out. This is a product designed for the manufacturers and the retailers, not the end users. There is even a Wikipedia page devoted to “wrap rage,” “the common name for heightened levels of anger and frustration resulting from the inability to open hard-to-remove packaging.” Hit up the link below for more entries in their worst-design poll. Before you go, if you’ve got a great tip for getting goods out of the plastic shell they ship in, make sure to share it in the comments. What Is The Worst Piece of Design Ever Done? [via The Atlantic] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • ArchBeat Link-o-Rama for 2012-03-21

    - by Bob Rhubart
    Webcast: Simplify Oracle RAC Deployment with Oracle VM event.on24.com Tuesday March 20, 2012 - 9am PT / Noon ET Learn how you can: Deploy an Oracle (RAC) Database environment in minutes with Oracle VM templates Create, deploy or convert existing systems into highly available cluster environments Instantly respond to changing demand by relocating resources between servers Speakers: Ronen Kofman – Product Management Director, Oracle Markus Michalewicz – Senior Principal Product Manager, Oracle Webcast: Oracle Business Intelligence Mobile event.on24.com Event Date: Wednesday, March 28, 2012 Time: 10 a.m. PT / 1 p.m. ET Speakers: Pete Manhardt – Director Enterprise Information at Smiths Group, plc Shailesh Shedge – Director BI & Analytics Practice at Ascentt Manan Goel – Director BI Product Marketing at Oracle Seth's Blog: The extraordinary software development manager sethgodin.typepad.com "Being good at programming is insufficient qualification for becoming a world class software project manager/leader," says marketing guru Seth Godin. Mismatch: Developer skills and customer demands | Floyd Teter orclville.blogspot.com "Those of us in the developer community may need to reconsider the law of supply and demand," says Oracle ACE Director Floyd Teter, "and get on with the process of matching our skills to the demands of our customers." SOA gets mobilized; mobile gets SOA-ized: survey | Joe McKendrick www.zdnet.com "Maybe mobile is the killer app for SOA that actually will convince people to adopt the architectural style." Integrating with Oracle Fusion Applications: Discovering Integration Artifacts | Rajesh Raheja rraheja.wordpress.com Rajesh Raheja briefly discusses "the ease with which integrations are now possible using standards-based technologies with enterprise applications." Chargeback and showChargeback and showback...both a 'throw back' | Tom Laszewski blogs.oracle.com Tom Laszeski discusses strategies for tracking and applying the costs of "IT services, hardware or software to the business unit in which they are used." GlassFish 4.0 Virtualization Progress - VirtualBox | The Aquarium blogs.oracle.com Want to spawn GlassFish instances as VirtualBox virtual machines? The Aquarium shares resources that will help you get it done. Thought for the Day "Spring is the time of plans and projects." — Leo Tolstoy

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  • Download Instagram photos of any user on Windows, Mac & Linux using 4K Stogram

    - by Gopinath
    Instagram is one of most popular mobile applications used to take pictures and share them online. Initially released for iOS devices, Instagram quickly won the hearts of photographers and made into top 10 apps charts in Apple App Store. With a simple interface and quick photo processing features Instagram popularity grown by leaps and bounds. Few months ago after releasing an Android application,  Facebook acquired Instagram for around 1 billion dollars. Undoubtedly Instagram is the most popular photo sharing app on mobile devices and it’s where you find best photographers share their beautiful pictures online. Being the best source of photographs many users love to browse and download photographs. For those who are looking for downloading photographs from Instagram here is an excellent free desktop application – 4K Stogram. Once installed 4K Stogram, you will be able to quickly browse and download photographs of any user by just entering user name in search box and clicking on Follow button. The app quickly searches for the recent photographs and displays the thumbnails as it downloads them. You can double click on any photograph to view it with your Operating Systems default photograph viewer. Open the location of the photograph and you will find the rest of downloaded photos in the same folder. Once you enter name of the user, 4K Stogram automatically keeps tracking the user until you manually delete it. Also it automatically downloads the latest photographs when its launched again. Like this you can track multiple users and download their photographs Here is a quick run down of 4K Stogram features View and download photos of Instagram users No need to have Instagram account, just enter user name and download all photos Track multiple users and download their photos Automatically download latest photos All new photos are marked with an indictor for quick reference Free and open source desktop application that runs on Windows, Mac & Linux Link to 4K Stogram Application website

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Swapping from NHibernate to Entity Framework &ndash; Sanity Check

    - by DesigningCode
    Now I’m not an expert in either of these techs.  I have a nice framework for unit of work / repository built with NHibernate.  Works pretty well.  I use FluentNhibernate to do the mappings.  Works well.  Takes very little code to get going with a DB back OO model. So why swap? Linq.  In Entity Framework you get much better linq support.  Visibility. I have no idea what's really happening with NHibernate….its a cloud of mystery most of the time.  You have to read all the blogs, mailing lists, etc to know what's going on. So, EF 4.0 looks like pretty good….  it has reasonably good support for mapping POCOs.  Wrapping UnitOfWork and Repository around it seems ok. Only thing I haven’t liked too much is having to explicitly load lazy loading entities. So…. am I sane?  is EF the way to go?  or is NHibernate going to suddenly release the next generation of coolness?  Is there any other major gotchas of using EF over NHibernate?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • How to use batch rendering with an entity component system?

    - by Kiril
    I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch rendering to reduce calls to the drawing routine. What would be the best way to integrate this with an engtity system? I thought about creating and populating the sprite batche every frame update, but that will probably be very slow. A better way would be to add a reference to an entity's quad to the sprite batch at initialization, but that would mean that the entity factory has to be aware of the Rendering System or that the sprite batch has to be a component of some Cache entity. One case violates encapsulation pretty heavily, while the other forces a non-game object entity in the entity system, which I am not sure I like a lot. As for engine, I am using Love2D (Love2D website) and FEZ ( FEZ website) as entity system(so everything is in Lua). I am more interested in a generic pattern of how to properly implement that rather than a language/library specific solution. Thanks in advance!

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  • Sales and Procurement Contracts 12.1.3++ Release Information

    - by LuciaC
    New functionality has been released for Sales and Procurement Contracts in a new patch: Contracts 12.1.3++: Patch 13877401: 12.1.3 Rollup for Oracle Contracts Core. The new functionality includes: APIs for Import of Contract Templates, Contract Expert rules, Questions and Constants: The three APIs are as follows: API for Templates, API for Rules, and API for Questions and Constants. These can be used to both create entities and update existing templates and rules. The APIs will display error and warning messages which can be processed and analyzed by the customer. Ability to Apply Multiple Templates to a Sourcing, Procurement or Sales Document: The buyer can select and add multiple templates to a quote,sales agreement document, sourcing or purchasing odcument.  All the clauses and deliverables from the new templates are synchronized with the document. The Contract Expert rules are from the original template. The buyer can also view the list of templates that are added to any sales or procurement document. Ability to Define Multi-Row Variables: You can create user defined manual variables that are tables containing one row per line or multiple rows. Contract Preview will print the variable values according to the layout defined for the variable. These variables are not available for Contract Expert Rules and Supplier. Enhancement to Suggested Sections for Clauses by Contract Expert: You can associate multiple default sections with a clause. A clause is associated with multiple values of any system variable and for each such value a section name is associated in Contracts Terms Library. When Contract Expert is run in the contract authoring flow, the clause is automatically placed in the associated section name. Plus many more new features. Read the following notes for details on all the new and changed functionality: Oracle Procurement Contracts Release Notes, Release 12.1.3++ (Doc ID 1467140.1) Oracle Sales Contracts Release Notes, Release 12.1.3++ (Doc ID 1467149.1) Oracle E-Business Suite Releases 12.1 and 12.2 Release Content Documents (Doc ID 1302189.1)

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  • Review: Data Modeling 101

    I just recently read “Data Modeling 101”by Scott W. Ambler where he gave an overview of fundamental data modeling skills. I think this article was excellent for anyone who was just starting to learn or refresh their skills in regards to the modeling of data.  Scott defines data modeling as the act of exploring data oriented structures.  He goes on to explain about how data models are actually used by defining three different types of models. Types of Data Models Conceptual Data Model  Logical Data Model (LDMs) Physical Data Model(PDMs) He further expands on modeling by exploring common data modeling notations because there are no industry standards for the practice of data modeling. Scott then defines how to actually model data by expanding on entities, attributes, identities, and relationships which are the basic building blocks of data models. In addition he discusses the value of normalization for redundancy and demoralization for performance. Finally, he discuss ways in which Developers and DBAs can become better data modelers through the use of practice, and seeking guidance from more experienced data modelers.

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  • How do I account for changed or forgotten tasks in an estimate?

    - by Andrew
    To handle task-level estimates and time reporting, I have been using (roughly) the technique that Steve McConnell describes in Chapter 10 of Software Estimation. Specifically, when the time comes for me to create task-level estimates (right before coding begins on a project), I determine the tasks at a fairly granular level so that, whenever possible, I have no tasks with a single-point, 50%-confidence estimate greater than four hours. That way, the task estimation process helps with constructing the software while helping me not to forget tasks during estimation. I come up with a range of hours possible for each task also, and using the statistical calculations that McConnell describes along with my historical accuracy data, I can generate estimates at other confidence levels when desired. I feel like this method has been working fairly well for me. We are required to put tasks and their estimates into TFS for tracking, so I use the estimates at the percentage of confidence I am told to use. I am unsure, however, what to do when I do forget a task, or I end up needing to do work that does not neatly fall within one of the tasks I estimated. Of course, trying to avoid this situation is best, but how do I account for forgotten/changed tasks? I want to have the best historical data I can to help me with future estimates, but right now, I basically am just calculating whether I made the 50%-confidence estimate and whether I made it inside the ranged estimate. I'll be happy to clarify what I'm asking if needed -- let me know what is unclear.

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  • Uganda .NET Usergroup April meeting

    - by Malisa L. Ncube
    Our April meeting was presented by Wilson Kutegeka on the topic of Building the Data Access a layer. In his presentation he showed a tool which he has developed to generate the entities, stores procedures that would be used to reduce having to retype the same boilerplate code for each entity. He uses visual basic samples to demonstrate access to the data from the database and inherits his classes from an abstract class which contains common properties including connection strings, save and delete methods. A number of questions emerged from the group, mostly those that use a business model based approaches. Some of the questions are on unit testing and mocking the models without using the database, the use of IoCs and loose coupled patterns. Some of the questions were on caching, Linq support and data annotations based validation. The presentation details can be found here. Intellisense LTD agreed to sponsor our website and we are glad to have that as we really need to have a website running. We would like to thank the following companies for supporting our community activities: Apress, Telerik, Manning, DevExpress (CodeRush), Ncover, and Intellisense.   Technorati Tags: Uganda .NET Usergroup

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  • Oracle DB, Oracle ADF, GlassFish, JDeveloper, NetBeans IDE

    - by Geertjan
    Today I started some experiments with Oracle guru Steven Davelaar, who lives about 20 minutes away from my place in Amsterdam by underground. Very convenient. He showed me a bunch of things in JDeveloper, while I showed him a bunch of things in NetBeans IDE. He managed to deploy an ADF application to GlassFish in JDeveloper. And, so far, I failed to do the same thing in NetBeans IDE. Quite a few (around 100) JARs are needed, aside from the question of correctly setting up or importing an ADF application, and we're still figuring out which and who and when and where. And how. And if. And why. Nonetheless, I did manage to get Oracle DB set up in NetBeans IDE, after downloading it from here: http://www.oracle.com/technetwork/products/express-edition/downloads/index.html Here's what it looks like when registered in NetBeans IDE, i.e., notice that I have a cool sample database available:   Data from the above database I managed to display very easily via the various NetBeans code generators in a PrimeFaces application, exactly as has been done many times in demonstrations and tutorials everywhere, i.e., generate JPA entities, then create an EJB, then inject the EJB into a PrimeFaces data table: The next step is to somehow do the same with ADF in NetBeans IDE. I had some trouble with passwords for Oracle DB, the command line (with Steven's help) proved helpful: Wish us luck as we continue our ADF-inspired journey. This blog entry by Shay is also relevant: Deploying Oracle ADF Essentials Applications to Glassfish

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  • Google+ Platform Office Hours for April 4th 2012: Open Q&A

    Google+ Platform Office Hours for April 4th 2012: Open Q&A We hold weekly Google+ Platform Office Hours using Hangouts On Air most Wednesdays from 11:30am until 12:15pm PST. This week we opened the session up to your questions about the Google+ platform. Here's a list of the topics we addressed: - 1:40 - HTTPS and hangout apps - 4:48 - The Google+ badge on Blogger - 6:51 - Warnings logged to the console by the +1 button - 7:57 - +1 button count discrepancies between the button, Google Analytics and Google Webmaster Tools - 11:04 - Using Google+ to identify users on an external website Our starter projects include this functionality. You can find them here: developers.google.com - 14:12 - When will the feature I want be released? - 16:05 - Redirecting your domain to your Google+ Page Jenny mentions a blog entry about redirecting to your Google+ profile: goo.gl - 17:30 - Pulling public Google+ activity from your Google+ Page into your website The starter projects also demonstrate this functionality: developers.google.com - 19:43 - Integrating the Google+ badge with Google Analytics tracking Oops! Jenny mentions callbacks. She was in error. The +1 button provides callbacks but the badge does not at this time. Sorry about that. Discuss this video on Google+: goo.gl Learn more about our Office Hours: developers.google.com From: GoogleDevelopers Views: 114 5 ratings Time: 21:28 More in Science & Technology

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  • CodePlex Daily Summary for Wednesday, October 16, 2013

    CodePlex Daily Summary for Wednesday, October 16, 2013Popular ReleasesHyper-V Management Pack Extensions 2012: HyperVMPE 2012 (1.0.1.206): RTM ReleaseFFXIV Crafting Simulator: Crafting Simulator 2.4: Added : - You can now drag&drop to reorganize the sequence. (Right click to remove now) - Fixed a bug with Ingenuity II not taken into consideration for quality Increase.C# Intellisense for Notepad++: Release v.1.0.8.2: Solved scrolling problem after DocumentFormatting Implemented "format as you type" --- To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.8.2: Solved scrolling problem after DocumentFormatting Implemented "format as you type" --- To avoid the DLLs getting locked by OS use MSI file for the installation.Collection Commander for Configuration Manager 2012: CMCollCtr 1.0.0: Change log: - MSI Setup - UI Improved - CM12 Console integration - New Powershell code snippets - Client Center IntegrationLINQ to Twitter: LINQ to Twitter v2.1.09: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.Sandcastle Help File Builder: SHFB v1.9.8.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This new release contains bug fixes and feature enhancements. There are some potential breaking changes in this release as some features of the Help File Builder have been moved into...AD ACL Scanner: 1.3.2: Minor bug fixed: Powershell 4.0 will report: Select—Object: Parameter cannot be processed because the parameter name p is ambiguous.Json.NET: Json.NET 5.0 Release 7: New feature - Added support for Immutable Collections New feature - Added WriteData and ReadData settings to DataExtensionAttribute New feature - Added reference and type name handling support to extension data New feature - Added default value and required support to constructor deserialization Change - Extension data is now written when serializing Fix - Added missing casts to JToken Fix - Fixed parsing large floating point numbers Fix - Fixed not parsing some ISO date ...RESX Manager: ResxManager 0.2.1: FIXED: Many critical bugs have been fixed. New Features Error logging for improved exception handling New toolbar Improvements of user interfaceFast YouTube Downloader: YouTube Downloader 2.2.0: YouTube Downloader 2.2.0VidCoder: 1.5.8 Beta: Added hardware acceleration options: Bicubic OpenCL scaling algorithm, QSV decoding/encoding and DXVA decoding. Updated HandBrake core to SVN 5834. Updated VidCoder setup icon. Fixed crash when choosing the mp4v2 container on x86 and opening on x64. Warning: the hardware acceleration features require specific hardware or file types to work correctly: QSV: Need an Intel processor that supports Quick Sync Video encoding, with a monitor hooked up to the Intel HD Graphics output and the lat...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js awe.autoSize = false ) - added Parent, Paremeter extensions ...Wsus Package Publisher: Release v1.3.1310.12: Allow the Update Creation Wizard to be set in full screen mode. Fix a bug which prevent WPP to Reset Remote Sus Client ID. Change the behavior of links in the Update Detail Viewer. Left-Click to open, Right-Click to copy to the Clipboard.TerrariViewer: TerrariViewer v7 [Terraria Inventory Editor]: This is a complete overhaul but has the same core style. I hope you enjoy it. This version is compatible with 1.2.0.3 Please send issues to my Twitter or https://github.com/TJChap2840WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen.v2.1.6.maint: I think this covers all of the issues. new additions: fixed the thumbnail problem for backgrounds. general clean up and error checking. need to get this put through the wringer and all feedback is welcome.BIDS Helper: BIDS Helper 1.6.4: This BIDS Helper release brings the following new features and fixes: New Features: A new Bus Matrix style report option when you run the Printer Friendly Dimension Usage report for an SSAS cube. The Biml engine is now fully in sync with the supported subset of Varigence Mist 3.4. This includes a large number of language enhancements, bugfixes, and project deployment support. Fixed Issues: Fixed Biml execution for project connections fixing a bug with Tabular Translations Editor not a...Free language translator and file converter: Free Language Translator 3.4: fixes for new version look up.MoreTerra (Terraria World Viewer): MoreTerra 1.11.3: =========== =New Features= =========== New Markers added for Plantera's Bulb, Heart Fruits and Gold Cache. Markers now correctly display for the gems found in rock debris on the floor. =========== =Compatibility= =========== Fixed header changes found in Terraria 1.0.3.1Media Companion: Media Companion MC3.581b: Fix in place for TVDB xml issue. New* Movie - General Preferences, allow saving of ignored 'The' or 'A' to end of movie title, stored in sorttitle field. * Movie - New Way for Cropping Posters. Fixed* Movie - Rename of folders/filename. caught error message. * Movie - Fixed Bug in Save Cropped image, only saving in Pre-Frodo format if Both model selected. * Movie - Fixed Cropped image didn't take zoomed ratio into effect. * Movie - Separated Folder Renaming and File Renaming fuctions durin...New ProjectsCDEasyUI: CDEasyUIEnough XamlConverter: A collection of useful XAML converters for Windows Phone and Windows 8 developers alike.GeReS: Geres is a simple batch job manager for Azure, written in Python for general applicability. Global Excel Automation Powershell Library: The Global Excel Automation PowerShell Library is a series of scripts to help with build deployment, application configuration, database copies and Hyper-V.jean1016jabbrchang: 11katrukTestProject: katruk test projectLocal to Global Option Set Converter: Automates the task of converting a Local Option Set into a Global Option Set in Microsoft Dynamics CRM 2011.Machine Cards: Machine Cards is a card playing game!Microsoft Translator Portable Wrapper: A portable wrapper for Microsoft Translator service. Can be used in various apps types. Desktop apps(.Net Framework 4.5), Windows Phone 8, Windows Store apps.Mod.DisplayTypes: Orchard module for a url that display content items with a certain display type. Multilingual Translator & Dictionary: The Multilingual Translator & Dictionary can translate and search meanings of words / phrases in multiple languages using Google Translator and Glosbe APIs.nDistribute: This is an attempt to build a library for synchronising data across a network of machines without the use of a predetermined central server.neurogoody: js sliceboxNotepadXX: NotepadXX is one of the requirements to complete in Open source. It is a open source text editor software.ODTK: Ein Toolkit für das Rollenspiel "Das Schwarze Auge (Ulisses Verlag)" um manche abläufe beim Spielen zu vereinfachen. Kampf Übersicht, Helden DBPhoto Frame and Door Cam: A Windows Service that hosts a simple digital photo frame web page that integrates with the Blue Iris NVR to show camera alerts when motion is detected.Powershell XML Deployment: While working as a Windows Server technology specialist in Sweden in the outsourcing branch, i've discovered that people have poor since of automation.PulseMonitor: this is pulse media projectRentACarRESTApi: Rent A Car REST ApiRubricaSentimentale: testScrutR - Monitor entities and notifiy when changes: ScrutR monitors entities of an application and sends notification when the conditions are matchedSRMongoDB: ????MongoDB C# ???。 ?????QueryBuilder.cs??。TP1_Quimica: uiuuuWake On LAN Gateway: A Client/Server solution for relaying WOL magic packets. Server runs as IIS module or Windows Service. Usage via REST service or installable windows client.Weather Forecast - Team Pixie - Telerik Academy 2012/2013: Simple weather forecast sharing website.Webapplication1: WebApplication1

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  • Combining Code Review with Trust Metrics

    - by DragonFax
    I don't get the chance to partake of it at work. But I love the idea of code review. Especially of online open source code review like Gerrit Code Review. I love what Trust Metrics have done for forums and collective intelligences sites on the internet like stackexchange, reddit, and wikipedia. Would it be possible to combine the two and come up with an open source project management system. Something that ends up being mostly community driven. Perhaps a kind of wikipedia of code for a project. Where submitters become popular/trusted by having lots of patches reviewed favoriably by others, and accepted into the trunk. And popular/trusted submitters get their patchs accepted faster/easier. I'm looking for some opinions on the idea, or perhaps pointers to where its been done before, if thats the case. This might leave the lead maintiner little more to do than: wrangle the direction of the project by fast-tracking or vetoing specific patches. settling disputes when the CI tests break, or fixing it himself. Is design by community worse than design by committee?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Best approach to accessing multiple data source in a web application

    - by ced
    I've a base web application developed with .net technologies (asp.net) used into our LAN by 30 users simultanousley. From this web application I've developed two verticalization used from online users. In future i expect hundreds users simultanousley. Our company has different locations. Each site use its own database. The web application needs to retrieve information from all existing databases. Currently there are 3 database, but it's not excluded in the future expansion of new offices. My question then is: What is the best strategy for a web application to retrieve information from different databases (which have the same schema) whereas the main objective performance data access and high fault tolerance? There are case studies in the literature that I can take as an example? Do you know some good documents to study? Do you have any tips to implement this task so efficient? Intuitively I would say that two possible strategy are: perform queries from different sources in real time and aggregate data on the fly; create a repository that contains the union of the entities of interest and perform queries directly on repository;

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  • Game Resource Generation

    - by Darthg8r
    I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find exactly how much food the city at any given point. These queries can take place multiple times per minute. There could also be 400,000 cities to track at a given time. How would you handle tracking these resources? Would you do it in real time, keeping an instance of the city in memory on the server, with some sort of a snapshot in time of the resources, then computing the growth/consumption from that snapshot time for subsequent queries? Would you work exclusively with a database, using a similar "snapshoting" scheme? Maybe a mixture of the 2, caching recently queried cities in memory for a period of time? There is also a lot of other data that each city needs to track. A player can queue units to build in a barrack. The armies available in the city will need to be updated as units complete. I'm interested in everyone's input on where/when/how you'd manage the real time data.

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • DDD and Value Objects. Are mutable Value Objects a good candidate for Non Aggr. Root Entity?

    - by Tony
    Here is a little problem Have an entity, with a value object. Not a problem. I replace a value object for a new one, then nhibernate inserts the new value and orphan the old one, then deletes it. Ok, that's a problem. Insured is my entity in my domain. He has a collection of Addresses (value objects). One of the addresses is the MailingAddress. When we want to update the mailing address, let's say zipcode was wrong, following Mr. Evans doctrine, we must replace the old object for a new one since it's immutable (a value object right?). But we don't want to delete the row thou, because that address's PK is a FK in a MailingHistory table. So, following Mr. Evans doctrine, we are pretty much screwed here. Unless i make my addressses Entities, so i don't have to "replace" it, and simply update its zipcode member, like the old good days. What would you suggest me in this case? The way i see it, ValueObjects are only useful when you want to encapsulate a group of database table's columns (component in nhibernate). Everything that has a persistence id in the database, is better off to make it an Entity (not necessarily an aggregate root) so you can update its members without recreating the whole object graph, specially if that's a deep-nested object. Do you concur? Is it allowed by Mr. Evans to have a mutable value object? Or is a mutable value object a candidate for an Entity? Thanks

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  • JDK 7 Feature Complete Milestone Reached

    - by Henrik Ståhl
    The JDK 7 project has reached Feature Complete (FC). This means that development and QA have finished all planned feature and test development work in the release and are moving the focus to testing and bug fixing on all supported JDK 7 platforms. This is a major step towards JDK 7 General Availability (GA) and implies that we are tracking close to the plan published on openjdk.java.net. (The original plan was FC on 12/16. We hit this less than a week late, but verifying that everything was done in time took a couple of weeks due to the intervening holidays.) The definition of the FC milestone allows for exceptions to be integrated later. There are very few such exceptions in the project, the most prominent being updated JAXP/JAXB/JAX-WS and integration of the enhanced JMX agent from JRockit. Our project management does not expect the exceptions to have any negative impact on the release plan. The project may still be delayed if the Expert Groups for the JSRs included in Java SE 7 (203, 292, 334, 336) decide to introduce changes which cannot be accomodated within the existing schedule. Apart from that caveat, Oracle remains confident with the published plan.

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • BI&EPM in Focus - November 2011

    - by Mike.Hallett(at)Oracle-BI&EPM
    Enterprise Performance Management A Thing of Beauty, by Alison WeissAvon’s enterprise performance management system delivers accurate information and critical insight to managers at every level of the organization Oracle Crystal Ball Helps Managers Guard Against Volatility, by Alison Weiss The Insight Game, by Aaron LazenbyEnterprise performance management can deliver insights crucial to navigating the volatility of the global economy—and that’s no game of checkers. KPI vs. the Bottom Line, by Edward RoskeFor managers, is tracking the key metrics for their departments enough to ensure success for the entire business? The CEO for Oracle partner interRel shares his opinion. Deep Integration, by Aaron LazenbyThe synthesis of Oracle Hyperion applications and core Oracle technologies can deliver deep benefits to analytics-driven businesses. Oracle Crystal Ball. Oracle's #1 Solution for Risk Management Follow EPM Documentation at Hyperion EPM Info for news about EPM documentation releases and updates (twitter | facebook | Linkedin) Whitepaper: Integrating XBRL Into Your Financial Reporting Process Oracle Hyperion Disclosure Management Customer Story: StealthGas Inc. Saves 12 Accountant Days Yearly, Validates XBRL-Compliant Financial Filing Data in One Day Sherwin-Williams Argentina I.C.S.A. Accelerates Budget Preparation Process by 75% BBDO Germany GmbH Consolidates Financial and Planning Processes for More Than 50 Agencies StealthGas Inc. Saves 12 Accountant Days Yearly, Validates XBRL-Compliant Financial Filing Data in One Day Business Intelligence Webcast Replay: Oracle Data Mining & BI EE - Predictive Analytics (Part 2) Innovation Award Winners - BI/EPM: HealthSouth, State of MD, Clorox Company, Telenor and Dunkin Brands Leeds Teaching Hospitals National Health Service Trust Builds Budget Reports Six Times Faster, Achieves 100% ROI in 12 Months with Oracle Business Intelligence Home Credit Group Consolidates Reporting and Saves Time across All Business Units w/ Oracle Essbase & OBIEE Autoglass Improves Business Visibility and Services to Customers and Partners with Oracle Business Intelligence Events Download Oracle OpenWorld Oct 2011 Presentations select Middleware - BI or Applications - Hyperion Oracle Business Analytics Summits:learn about the latest trends, best practices, and innovations in business intelligence, analytics applications, and data warehousing Webcast Nov 15 9am PST: Running the Last Mile, Beyond Financial Consolidations - Streamlining the Close and Addressing the SEC's XBRL Mandate Webcast Dec 13 1pm PST: Defining Your Mobile BI Strategy (BICG) New Training Available: Oracle BI Publisher 11g R1: Fundamentals Webcast Replay: How to Expand the Usage of Analytics in your Organization while Driving Down IT Spend Webcast Replay: Real-Time Decisions (RTD) Updated Use Cases for Ecommerce Personalization in Financial Services & Retail

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  • Using Groovy Aggregate Functions in ADF BC

    - by Sireesha Pinninti
    This article explains how groovy aggregate functions(sum, count, min, max and avg) can be used in ADF Business components and demonstrates how these can be used at entity and view level Let's consider EMP and DEPT tables and an usecase to track number of employees in each department   Entity-Level To use aggregate functions at entity level, we need to have association between entities representing master and child relationship and the destination accessor name is what we are going to use in our groovy Syntax: <Accessor>.count(Groovyexpression) - Note down the destination accessor name(EMP) in the association or AccessorAttribute name in source entity - Add a transient attribute in source entity with persistent property set to false and provide the groovy expression in the syntax provided above - Finally, Add newly added attribute to view object View-Level To use aggregate functions at view level, we need to have a view link between viewobjects representing master and child relationship and the destination accessor name is what we are going to use in our groovy Syntax: <ViewLinkAccessor>.count(Groovyexpression) - Note down the destination accessor name(EmpView) in the view link or viewLinkAccessor name in source view - Add a transient attribute in view object and provide a groovy aggregate function count as a value to it in the syntax provided above Now, If you run application module tester and execute DeptView / ViewLink, you should see employee count in EmpCount field  In similar way, one can use other groovy aggregate functions sum, avg, min and max.

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