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  • Neighboring Siblings?

    - by Ramkumar Menon
    Found an Interesting observation on C.M.Spielberg McQueen’s Blog – XPath 1.0 describes, amongst other axes, ones that allow access to immediate parent and immediate child nodes, as well as access to ancestor and descendant node-sets, but does not provide for immediate siblings – The only way to access these are via predicates – preceding-sibling::*[1] or following-sibling::*[1], and not explicit next-sibling and a previous-sibling axes.

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  • Trade offs of linking versus skinning geometry

    - by Jeff
    What are the trade offs between inherent in linking geometry to a node versus using skinned geometry? Specifically: What capabilities do you gain / lose from using each method? What are the performance impacts of doing one over the other? What are the specific situations where you would want to do one over the other? In addition, do the answers to these questions tend to be engine specific? If so, how much?

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  • New Options for MySQL High Availability

    - by Mat Keep
    Data is the currency of today’s web, mobile, social, enterprise and cloud applications. Ensuring data is always available is a top priority for any organization – minutes of downtime will result in significant loss of revenue and reputation. There is not a “one size fits all” approach to delivering High Availability (HA). Unique application attributes, business requirements, operational capabilities and legacy infrastructure can all influence HA technology selection. And then technology is only one element in delivering HA – “People and Processes” are just as critical as the technology itself. For this reason, MySQL Enterprise Edition is available supporting a range of HA solutions, fully certified and supported by Oracle. MySQL Enterprise HA is not some expensive add-on, but included within the core Enterprise Edition offering, along with the management tools, consulting and 24x7 support needed to deliver true HA. At the recent MySQL Connect conference, we announced new HA options for MySQL users running on both Linux and Solaris: - DRBD for MySQL - Oracle Solaris Clustering for MySQL DRBD (Distributed Replicated Block Device) is an open source Linux kernel module which leverages synchronous replication to deliver high availability database applications across local storage. DRBD synchronizes database changes by mirroring data from an active node to a standby node and supports automatic failover and recovery. Linux, DRBD, Corosync and Pacemaker, provide an integrated stack of mature and proven open source technologies. DRBD Stack: Providing Synchronous Replication for the MySQL Database with InnoDB Download the DRBD for MySQL whitepaper to learn more, including step-by-step instructions to install, configure and provision DRBD with MySQL Oracle Solaris Cluster provides high availability and load balancing to mission-critical applications and services in physical or virtualized environments. With Oracle Solaris Cluster, organizations have a scalable and flexible solution that is suited equally to small clusters in local datacenters or larger multi-site, multi-cluster deployments that are part of enterprise disaster recovery implementations. The Oracle Solaris Cluster MySQL agent integrates seamlessly with MySQL offering a selection of configuration options in the various Oracle Solaris Cluster topologies. Putting it All Together When you add MySQL Replication and MySQL Cluster into the HA mix, along with 3rd party solutions, users have extensive choice (and decisions to make) to deliver HA services built on MySQL To make the decision process simpler, we have also published a new MySQL HA Solutions Guide. Exploring beyond just the technology, the guide presents a methodology to select the best HA solution for your new web, cloud and mobile services, while also discussing the importance of people and process in ensuring service continuity. This is subject recently presented at Oracle Open World, and the slides are available here. Whatever your uptime requirements, you can be sure MySQL has an HA solution for your needs Please don't hesitate to let us know of your HA requirements in the comments section of this blog. You can also contact MySQL consulting to learn more about their HA Jumpstart offering which will help you scope out your scaling and HA requirements.

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  • Guide to MySQL & NoSQL, Webinar Q&A

    - by Mat Keep
    0 0 1 959 5469 Homework 45 12 6416 14.0 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:Cambria; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin; mso-ansi-language:EN-US;} Yesterday we ran a webinar discussing the demands of next generation web services and how blending the best of relational and NoSQL technologies enables developers and architects to deliver the agility, performance and availability needed to be successful. Attendees posted a number of great questions to the MySQL developers, serving to provide additional insights into areas like auto-sharding and cross-shard JOINs, replication, performance, client libraries, etc. So I thought it would be useful to post those below, for the benefit of those unable to attend the webinar. Before getting to the Q&A, there are a couple of other resources that maybe useful to those looking at NoSQL capabilities within MySQL: - On-Demand webinar (coming soon!) - Slides used during the webinar - Guide to MySQL and NoSQL whitepaper  - MySQL Cluster demo, including NoSQL interfaces, auto-sharing, high availability, etc.  So here is the Q&A from the event  Q. Where does MySQL Cluster fit in to the CAP theorem? A. MySQL Cluster is flexible. A single Cluster will prefer consistency over availability in the presence of network partitions. A pair of Clusters can be configured to prefer availability over consistency. A full explanation can be found on the MySQL Cluster & CAP Theorem blog post.  Q. Can you configure the number of replicas? (the slide used a replication factor of 1) Yes. A cluster is configured by an .ini file. The option NoOfReplicas sets the number of originals and replicas: 1 = no data redundancy, 2 = one copy etc. Usually there's no benefit in setting it >2. Q. Interestingly most (if not all) of the NoSQL databases recommend having 3 copies of data (the replication factor).    Yes, with configurable quorum based Reads and writes. MySQL Cluster does not need a quorum of replicas online to provide service. Systems that require a quorum need > 2 replicas to be able to tolerate a single failure. Additionally, many NoSQL systems take liberal inspiration from the original GFS paper which described a 3 replica configuration. MySQL Cluster avoids the need for a quorum by using a lightweight arbitrator. You can configure more than 2 replicas, but this is a tradeoff between incrementally improved availability, and linearly increased cost. Q. Can you have cross node group JOINS? Wouldn't that run into the risk of flooding the network? MySQL Cluster 7.2 supports cross nodegroup joins. A full cross-join can require a large amount of data transfer, which may bottleneck on network bandwidth. However, for more selective joins, typically seen with OLTP and light analytic applications, cross node-group joins give a great performance boost and network bandwidth saving over having the MySQL Server perform the join. Q. Are the details of the benchmark available anywhere? According to my calculations it results in approx. 350k ops/sec per processor which is the largest number I've seen lately The details are linked from Mikael Ronstrom's blog The benchmark uses a benchmarking tool we call flexAsynch which runs parallel asynchronous transactions. It involved 100 byte reads, of 25 columns each. Regarding the per-processor ops/s, MySQL Cluster is particularly efficient in terms of throughput/node. It uses lock-free minimal copy message passing internally, and maximizes ID cache reuse. Note also that these are in-memory tables, there is no need to read anything from disk. Q. Is access control (like table) planned to be supported for NoSQL access mode? Currently we have not seen much need for full SQL-like access control (which has always been overkill for web apps and telco apps). So we have no plans, though especially with memcached it is certainly possible to turn-on connection-level access control. But specifically table level controls are not planned. Q. How is the performance of memcached APi with MySQL against memcached+MySQL or any other Object Cache like Ecache with MySQL DB? With the memcache API we generally see a memcached response in less than 1 ms. and a small cluster with one memcached server can handle tens of thousands of operations per second. Q. Can .NET can access MemcachedAPI? Yes, just use a .Net memcache client such as the enyim or BeIT memcache libraries. Q. Is the row level locking applicable when you update a column through memcached API? An update that comes through memcached uses a row lock and then releases it immediately. Memcached operations like "INCREMENT" are actually pushed down to the data nodes. In most cases the locks are not even held long enough for a network round trip. Q. Has anyone published an example using something like PHP? I am assuming that you just use the PHP memcached extension to hook into the memcached API. Is that correct? Not that I'm aware of but absolutely you can use it with php or any of the other drivers Q. For beginner we need more examples. Take a look here for a fully worked example Q. Can I access MySQL using Cobol (Open Cobol) or C and if so where can I find the coding libraries etc? A. There is a cobol implementation that works well with MySQL, but I do not think it is Open Cobol. Also there is a MySQL C client library that is a standard part of every mysql distribution Q. Is there a place to go to find help when testing and/implementing the NoSQL access? If using Cluster then you can use the [email protected] alias or post on the MySQL Cluster forum Q. Are there any white papers on this?  Yes - there is more detail in the MySQL Guide to NoSQL whitepaper If you have further questions, please don’t hesitate to use the comments below!

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  • Ubuntu boots to terminal on start up

    - by Jules
    For a long time I've been unable to get updates due to a "repositories not found" error. Yesterday someone fixed this for me but after installing 94 days worth of updates my system wanted to restart. It looks like it is booting normally but then it opens a terminal and asks for my login and password. I had tried Ctrl+ Alt +F7 and startx to no avail. Here is everything that appears on screen when I turn the computer on. Ubuntu 10.04.4 LTS box-o-doom tty1 box-o-doom login:julian password: last login: Sun Jul 8 10:28:02 BST tty1 Linux box-o-doom 2.6.32-41-generic-pae #91-Ubuntu SMP Wed Jun 13 12:00:09 UTC 20 12 i686 GNU/Linux Ubuntu 10.04.4 LTS Welcome to Ubuntu! *Documentation: http://help.ubuntu.com julian@box-o-doom:~$_ i then tried dmesg which produced hundreds of lines all very similar to the first line reproduced here [ 9.453119] type=1505 audit1341742405.022:10): operation="profile_replace" pid=743 name="/usr/lib/connman/scripts/dhclient-script" follwed by this at the end [ 9.475880] alloc irq_desc for 27 on node-1 [ 9.475883] alloc kstat_irqs on node-1 [ 9.475890]forcedeth 0000:00:07.0: irq27 for MSI/MSI-X [ 9.760031] hda_code:ALC662 rev1: BIOS auto-probing. [ 10.048095] input:HDA Digital PCBeep as /devices/pci 0000:00:05.o/inp ut/input6 [ 10.862278] ppdev: user-space parallel port driver [ 20.268018] eth0: no IPv6 routers present julian@box-o-doom:~$_ results of startx lots of text scrolls off the screen and i have no way of reading it. but everything i can see is reproduced below current version of pixman: 0.16.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version Markers: (--) probed, (**) from config file, (==) defult setting, (++) from command line, (!!) notice, (II) informational. (WW) Warning, (EE) error, (NI) not implemented, (??) unknown. (==) log file: "/var/log/Xorg.0.log", Time: SUn Jul 8 12:02:23 2012 (==) using config file: "/etc/X11/xorg.conf" (==)using config directory: "/usr/lib/X11/xorg.conf.d" FATAL: Module nvidia not found. (EE) NVIDIA: Failed to load the NVIDIA kernal module please check your (EE) NVIDIA: systems kernal log for aditional error messages. (EE) Failed to load module "nvidia" (module specific error, 0) (EE) No drivers available. Fatal server error: no screens found please consult the X.org foundation support at http://wiki.x.org for help please also check the log files at "/var/log/X.org.0.log" for aditional informati on ddxSigGiveUp: Closing log giving up xinit: No such file or directory (errno 2): unable to connect to X server xinit: No suck process (errno 3): server error julian@box-o-doom:~$_

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  • Cannot save tar.gz file to usr/local

    - by ATMathew
    I'm using the following instruction to install and configure Hadoop on Ubuntu 10.10. http://www.michael-noll.com/tutorials/running-hadoop-on-ubuntu-linux-single-node-cluster/#installation I tried to save the compressed tar.gz file to /usr/local/ but it just won't save. I've tried saving the tar.gz in my home folder and desktop and copying the files to the desired folder, but I get an error that tells me I don't have permission. How do I save and extract a tar.gz folder to /usr/local/hadoop?

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  • Debugging .NET code called from X++ code in AX 2012

    - by ssmantha
    A very intriguing issue came to me to debug .Net code called from X++ code in AX 2012. This was indeed a challenge to be nailed down. Luckily the tools and some concepts helped me to achieve this task. Here it goes... We need to do a seamless debugging from AX debugger to Visual Studio back and forth. To enable this we need to first see if the dll to be debug is present in GAC then we might need to uninstall it from it due to the order of preference .NET loads the assemblies. The assemblies are first loaded from GAC and then the runtime checks for Public and Private Assemblies. Since the assembly in GAC is always compiled with runtime optimizations it is difficult to debug. We need to unhook this assembly from GAC and then move further relying on >NET assembly loading patterns. Step 1: Remove the target assembly to debug from GAC. Before that stop all the AOS servers and close all the instances of programs which rely on AOT e.g. all clients and even visual studio now. Step 2: Build your sample code which is present in AOT in debug mode and get the dll file along with PDB files. Step 3: Place these files in the Server\..\Bin and Client\bin directories of AX installation. Step 4: Configure Visual Studio: Step 4.1: Configure Debugging Options. In Visual Studio Go to Debug -> Options and Settings -> Debug node -> General sub node and disable “Enable Just My Code (managed)” Step 4.2: Specify the symbol loading directory options. Specify the locations for Client bin and server bin directories of the installation, remember to specify the correct instance of Server bin directory corresponding to your AOS. Step 4.3: Configure the project for debugging Step 5: Ready to go place your breakpoints in X++ and in .Net wherever necessary before this process... Run the Visual studio project and it will invoke the AX client with your breakpoint hitting X++ code.. and when you do a step-in using F11 the Visual studio debugger will be active and from here onwards you would be able to debug the complete flow. Debugging in seamless manner across debuggers is really very good feature and mostly underutilized, but by doing so we can have improved troubleshooting and saves a hell lot of time.. Stay tuned for more in Advanced Debugging..

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  • Using polygons instead of quads on Cocos2d

    - by rraallvv
    I've been looking under the hood of Cocos2d, and I think (please correct me if I'm wrong) that although working with quads is a key feature of the engine, it should't be dificult to make it work with arrays of vertices (aka polygons) instead of quads, being the quads a special case of an array of four vertices by the way, does anyone have any code that makes cocos2d render a texture filled polygon inside a batch node? the code posted here (http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-89393) does a nice job rendering a texture filled polygon but the class doesn't work with batch nodes

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  • Review: Backbone.js Testing

    - by george_v_reilly
    Title: Backbone.js Testing Author: Ryan Roemer Rating: $stars(4.5) Publisher: Packt Copyright: 2013 ISBN: 178216524X Pages: 168 Keywords: programming, testing, javascript, backbone, mocha, chai, sinon Reading period: October 2013 Backbone.js Testing is a short, dense introduction to testing JavaScript applications with three testing libraries, Mocha, Chai, and Sinon.JS. Although the author uses a sample application of a personal note manager written with Backbone.js throughout the book, much of the material would apply to any JavaScript client or server framework. Mocha is a test framework that can be executed in the browser or by Node.js, which runs your tests. Chai is a framework-agnostic TDD/BDD assertion library. Sinon.JS provides standalone test spies, stubs and mocks for JavaScript. They complement each other and the author does a good job of explaining when and how to use each. I've written a lot of tests in Python (unittest and mock, primarily) and C# (NUnit), but my experience with JavaScript unit testing was both limited and years out of date. The JavaScript ecosystem continues to evolve rapidly, with new browser frameworks and Node packages springing up everywhere. JavaScript has some particular challenges in testing—notably, asynchrony and callbacks. Mocha, Chai, and Sinon meet those challenges, though they can't take away all the pain. The author describes how to test Backbone models, views, and collections; dealing with asynchrony; provides useful testing heuristics, including isolating components to reduce dependencies; when to use stubs and mocks and fake servers; and test automation with PhantomJS. He does not, however, teach you Backbone.js itself; for that, you'll need another book. There are a few areas which I thought were dealt with too lightly. There's no real discussion of Test-driven_development or Behavior-driven_development, which provide the intellectual foundations of much of the book. Nor does he have much to say about testability and how to make legacy code more testable. The sample Notes app has plenty of testing seams (much of this falls naturally out of the architecture of Backbone); other apps are not so lucky. The chapter on automation is extremely terse—it could be expanded into a very large book!—but it does provide useful indicators to many areas for exploration. I learned a lot from this book and I have no hesitation in recommending it. Disclosure: Thanks to Ryan Roemer and Packt for a review copy of this book.

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  • Superclass Sensitive Actions

    - by Geertjan
    I've created a small piece of functionality that enables you to create actions for Java classes in the IDE. When the user right-clicks on a Java class, they will see one or more actions depending on the superclass of the selected class. To explain this visually, here I have "BlaTopComponent.java". I right-click on its node in the Projects window and I see "This is a TopComponent": Indeed, when you look at the source code of "BlaTopComponent.java", you'll see that it implements the TopComponent class. Next, in the screenshot below, you see that I have right-click a different class. In this case, there's an action available because the selected class implements the ActionListener class. Then, take a look at this one. Here both TopComponent and ActionListener are superclasses of the current class, hence both the actions are available to be invoked: Finally, here's a class that subclasses neither TopComponent nor ActionListener, hence neither of the actions that I created for doing something that relates to TopComponents or ActionListeners is available, since those actions are irrelevant in this context: How does this work? Well, it's a combination of my blog entries "Generic Node Popup Registration Solution" and "Showing an Action on a TopComponent Node". The cool part is that the definition of the two actions that you see above is remarkably trivial: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JOptionPane; import org.openide.loaders.DataObject; import org.openide.util.Utilities; public class TopComponentSensitiveAction implements ActionListener { private final DataObject context; public TopComponentSensitiveAction() { context = Utilities.actionsGlobalContext().lookup(DataObject.class); } @Override public void actionPerformed(ActionEvent ev) { //Do something with the context: JOptionPane.showMessageDialog(null, "TopComponent: " + context.getNodeDelegate().getDisplayName()); } } The above is the action that will be available if you right-click a Java class that extends TopComponent. This, in turn, is the action that will be available if you right-click a Java class that implements ActionListener: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JOptionPane; import org.openide.loaders.DataObject; import org.openide.util.Utilities; public class ActionListenerSensitiveAction implements ActionListener { private final DataObject context; public ActionListenerSensitiveAction() { context = Utilities.actionsGlobalContext().lookup(DataObject.class); } @Override public void actionPerformed(ActionEvent ev) { //Do something with the context: JOptionPane.showMessageDialog(null, "ActionListener: " + context.getNodeDelegate().getDisplayName()); } } Indeed, the classes, at this stage are the same. But, depending on what I want to do with TopComponents or ActionListeners, I now have a starting point, which includes access to the DataObject, from where I can get down into the source code, as shown here. This is how the two ActionListeners that you see defined above are registered in the layer, which could ultimately be done via annotations on the ActionListeners, of course: <folder name="Actions"> <folder name="Tools"> <file name="org-netbeans-sbas-impl-TopComponentSensitiveAction.instance"> <attr stringvalue="This is a TopComponent" name="displayName"/> <attr name="instanceCreate" methodvalue="org.netbeans.sbas.SuperclassSensitiveAction.create"/> <attr name="type" stringvalue="org.openide.windows.TopComponent"/> <attr name="delegate" newvalue="org.netbeans.sbas.impl.TopComponentSensitiveAction"/> </file> <file name="org-netbeans-sbas-impl-ActionListenerSensitiveAction.instance"> <attr stringvalue="This is an ActionListener" name="displayName"/> <attr name="instanceCreate" methodvalue="org.netbeans.sbas.SuperclassSensitiveAction.create"/> <attr name="type" stringvalue="java.awt.event.ActionListener"/> <attr name="delegate" newvalue="org.netbeans.sbas.impl.ActionListenerSensitiveAction"/> </file> </folder> </folder> <folder name="Loaders"> <folder name="text"> <folder name="x-java"> <folder name="Actions"> <file name="org-netbeans-sbas-impl-TopComponentSensitiveAction.shadow"> <attr name="originalFile" stringvalue="Actions/Tools/org-netbeans-sbas-impl-TopComponentSensitiveAction.instance"/> <attr intvalue="150" name="position"/> </file> <file name="org-netbeans-sbas-impl-ActionListenerSensitiveAction.shadow"> <attr name="originalFile" stringvalue="Actions/Tools/org-netbeans-sbas-impl-ActionListenerSensitiveAction.instance"/> <attr intvalue="160" name="position"/> </file> </folder> </folder> </folder> </folder> The most important parts of the layer registration are the lines that are highlighted above. Those lines connect the layer to the generic action that delegates back to the action listeners defined above, as follows: public final class SuperclassSensitiveAction extends AbstractAction implements ContextAwareAction { private final Map map; //This method is called from the layer, via "instanceCreate", //magically receiving a map, which contains all the attributes //that are defined in the layer for the file: static SuperclassSensitiveAction create(Map map) { return new SuperclassSensitiveAction(Utilities.actionsGlobalContext(), map); } public SuperclassSensitiveAction(Lookup context, Map m) { super(m.get("displayName").toString()); this.map = m; String superclass = m.get("type").toString(); //Enable the menu item only if //we're dealing with a class of type superclass: JavaSource javaSource = JavaSource.forFileObject( context.lookup(DataObject.class).getPrimaryFile()); try { javaSource.runUserActionTask(new ScanTask(this, superclass), true); } catch (IOException ex) { Exceptions.printStackTrace(ex); } //Hide the menu item if it isn't enabled: putValue(DynamicMenuContent.HIDE_WHEN_DISABLED, true); } @Override public void actionPerformed(ActionEvent ev) { ActionListener delegatedAction = (ActionListener)map.get("delegate"); delegatedAction.actionPerformed(ev); } @Override public Action createContextAwareInstance(Lookup actionContext) { return new SuperclassSensitiveAction(actionContext, map); } private class ScanTask implements Task<CompilationController> { private SuperclassSensitiveAction action = null; private String superclass; private ScanTask(SuperclassSensitiveAction action, String superclass) { this.action = action; this.superclass = superclass; } @Override public void run(final CompilationController info) throws Exception { info.toPhase(Phase.ELEMENTS_RESOLVED); new EnableIfGivenSuperclassMatches(info, action, superclass).scan( info.getCompilationUnit(), null); } } private static class EnableIfGivenSuperclassMatches extends TreePathScanner<Void, Void> { private CompilationInfo info; private final AbstractAction action; private final String superclassName; public EnableIfGivenSuperclassMatches(CompilationInfo info, AbstractAction action, String superclassName) { this.info = info; this.action = action; this.superclassName = superclassName; } @Override public Void visitClass(ClassTree t, Void v) { Element el = info.getTrees().getElement(getCurrentPath()); if (el != null) { TypeElement te = (TypeElement) el; List<? extends TypeMirror> interfaces = te.getInterfaces(); if (te.getSuperclass().toString().equals(superclassName)) { action.setEnabled(true); } else { action.setEnabled(false); } for (TypeMirror typeMirror : interfaces) { if (typeMirror.toString().equals(superclassName)){ action.setEnabled(true); } } } return null; } } } This is a pretty cool solution and, as you can see, very generic. Create a new ActionListener, register it in the layer so that it maps to the generic class above, and make sure to set the type attribute, which defines the superclass to which the action should be sensitive.

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • EXALYTICS - If Oracle BI Server Does Not Fail Over to the TimesTen Instance

    - by Ahmed Awan
    If the BI Server does not fail over to the second TimesTen instance on the scaled-out node, then ensure that the logical table source (LTS) for the repository has mapped both TimesTen physical data sources. This mapping ensures that at the logical table source level, a mapping exists to both TimesTen instances. If one TimesTen instance is not available, then failover logic for the BI Server at the DSN level tries to connect to the other TimesTen instance. Reference: http://docs.oracle.com/cd/E23943_01/bi.1111/e24706/toc.htm

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  • Unable to install Hadoop in Ubuntu 12.04

    - by Anitha
    I am trying to install hadoop in ubuntu 12.04 version. Following the instructions from michael-noll.com/tutorials/running-hadoop-on-ubuntu-linux-single-node-cluster/. Installed java-6-openjdk from ubuntu software center. I have set java_home in .bashrc.Also set java_home in hadoop conf/ env.sh. While formatting the namenode, getting error: usr/lib/jvm/java-6-openjdk/bin/java no such file or directory.

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  • Building an OpenStack Cloud for Solaris Engineering, Part 1

    - by Dave Miner
    One of the signature features of the recently-released Solaris 11.2 is the OpenStack cloud computing platform.  Over on the Solaris OpenStack blog the development team is publishing lots of details about our version of OpenStack Havana as well as some tips on specific features, and I highly recommend reading those to get a feel for how we've leveraged Solaris's features to build a top-notch cloud platform.  In this and some subsequent posts I'm going to look at it from a different perspective, which is that of the enterprise administrator deploying an OpenStack cloud.  But this won't be just a theoretical perspective: I've spent the past several months putting together a deployment of OpenStack for use by the Solaris engineering organization, and now that it's in production we'll share how we built it and what we've learned so far.In the Solaris engineering organization we've long had dedicated lab systems dispersed among our various sites and a home-grown reservation tool for developers to reserve those systems; various teams also have private systems for specific testing purposes.  But as a developer, it can still be difficult to find systems you need, especially since most Solaris changes require testing on both SPARC and x86 systems before they can be integrated.  We've added virtual resources over the years as well in the form of LDOMs and zones (both traditional non-global zones and the new kernel zones).  Fundamentally, though, these were all still deployed in the same model: our overworked lab administrators set up pre-configured resources and we then reserve them.  Sounds like pretty much every traditional IT shop, right?  Which means that there's a lot of opportunity for efficiencies from greater use of virtualization and the self-service style of cloud computing.  As we were well into development of OpenStack on Solaris, I was recruited to figure out how we could deploy it to both provide more (and more efficient) development and test resources for the organization as well as a test environment for Solaris OpenStack.At this point, let's acknowledge one fact: deploying OpenStack is hard.  It's a very complex piece of software that makes use of sophisticated networking features and runs as a ton of service daemons with myriad configuration files.  The web UI, Horizon, doesn't often do a good job of providing detailed errors.  Even the command-line clients are not as transparent as you'd like, though at least you can turn on verbose and debug messaging and often get some clues as to what to look for, though it helps if you're good at reading JSON structure dumps.  I'd already learned all of this in doing a single-system Grizzly-on-Linux deployment for the development team to reference when they were getting started so I at least came to this job with some appreciation for what I was taking on.  The good news is that both we and the community have done a lot to make deployment much easier in the last year; probably the easiest approach is to download the OpenStack Unified Archive from OTN to get your hands on a single-system demonstration environment.  I highly recommend getting started with something like it to get some understanding of OpenStack before you embark on a more complex deployment.  For some situations, it may in fact be all you ever need.  If so, you don't need to read the rest of this series of posts!In the Solaris engineering case, we need a lot more horsepower than a single-system cloud can provide.  We need to support both SPARC and x86 VM's, and we have hundreds of developers so we want to be able to scale to support thousands of VM's, though we're going to build to that scale over time, not immediately.  We also want to be able to test both Solaris 11 updates and a release such as Solaris 12 that's under development so that we can work out any upgrade issues before release.  One thing we don't have is a requirement for extremely high availability, at least at this point.  We surely don't want a lot of down time, but we can tolerate scheduled outages and brief (as in an hour or so) unscheduled ones.  Thus I didn't need to spend effort on trying to get high availability everywhere.The diagram below shows our initial deployment design.  We're using six systems, most of which are x86 because we had more of those immediately available.  All of those systems reside on a management VLAN and are connected with a two-way link aggregation of 1 Gb links (we don't yet have 10 Gb switching infrastructure in place, but we'll get there).  A separate VLAN provides "public" (as in connected to the rest of Oracle's internal network) addresses, while we use VxLANs for the tenant networks. One system is more or less the control node, providing the MySQL database, RabbitMQ, Keystone, and the Nova API and scheduler as well as the Horizon console.  We're curious how this will perform and I anticipate eventually splitting at least the database off to another node to help simplify upgrades, but at our present scale this works.I had a couple of systems with lots of disk space, one of which was already configured as the Automated Installation server for the lab, so it's just providing the Glance image repository for OpenStack.  The other node with lots of disks provides Cinder block storage service; we also have a ZFS Storage Appliance that will help back-end Cinder in the near future, I just haven't had time to get it configured in yet.There's a separate system for Neutron, which is our Elastic Virtual Switch controller and handles the routing and NAT for the guests.  We don't have any need for firewalling in this deployment so we're not doing so.  We presently have only two tenants defined, one for the Solaris organization that's funding this cloud, and a separate tenant for other Oracle organizations that would like to try out OpenStack on Solaris.  Each tenant has one VxLAN defined initially, but we can of course add more.  Right now we have just a single /24 network for the floating IP's, once we get demand up to where we need more then we'll add them.Finally, we have started with just two compute nodes; one is an x86 system, the other is an LDOM on a SPARC T5-2.  We'll be adding more when demand reaches the level where we need them, but as we're still ramping up the user base it's less work to manage fewer nodes until then.My next post will delve into the details of building this OpenStack cloud's infrastructure, including how we're using various Solaris features such as Automated Installation, IPS packaging, SMF, and Puppet to deploy and manage the nodes.  After that we'll get into the specifics of configuring and running OpenStack itself.

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  • Ways to serve AWS from another domain

    - by mplungjan
    I have installed Ghost on AWS (it is running node) I very much dislike the URL they gave me http://ec2-nn-nnn-nnn-nnn.us-west-2.compute.amazonaws.com/ghost/ I own a domain and linux hosting (but not a VPS) - what would be a practical way to serve my blog via URLS on my own (sub) domain? I can use php and access .htaccess on my domain - possibly do things on the ASW instance too (let me know what to look for)

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  • Need a bounding box for CCSprite that includes all children/subchildren

    - by prototypical
    I have a CCSprite that has CCSprite children, and those CCSprite children have CCSprite children. The contentSize property doesn't seem to include all children/subchildren, and seems to only work for the base node. I could write a recursive method to traverse a CCSprite for all children/subchildren and calculate a proper boundingbox, but am curious as to if I am missing something and it's possible to get that information without doing so. I'l be a little surprised if such a method doesn't exist, but I can't seem to find it.

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  • Hierarchies on Steroids #1: Convert an Adjacency List to Nested Sets

    SQL Server MVP Jeff Moden shows us a new very high performance method to convert an "Adjacency List" to “Nested Sets” on a million node hierarchy in less than a minute and 100,000 nodes in just seconds. Not surprisingly, the "steroids" come in a bottle labeled "Tally Table". 12 essential tools for database professionalsThe SQL Developer Bundle contains 12 tools designed with the SQL Server developer and DBA in mind. Try it now.

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  • How to install Hadoop?

    - by Anitha
    I am trying to install Hadoop in Ubuntu 12.04 version. Following the instructions from http://michael-noll.com/tutorials/running-hadoop-on-ubuntu-linux-single-node-cluster/, I installed java-6-openjdk from Ubuntu software-center. I have set java_home in .bashrc. Also set java_home in Hadoop conf/env.sh. While formatting the namenode, I am getting the following error: usr/lib/jvm/java-6-openjdk/bin/java no such file or directory. Thank you. But it's a 64bit OS.

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  • Randomly generate directed graph on a grid

    - by Talon876
    I am trying to randomly generate a directed graph for the purpose of making a puzzle game similar to the ice sliding puzzles from Pokemon. This is essentially what I want to be able to randomly generate: http://bulbanews.bulbagarden.net/wiki/Crunching_the_numbers:_Graph_theory. I need to be able to limit the size of the graph in an x and y dimension. In the example given in the link, it would be restricted to an 8x4 grid. The problem I am running into is not randomly generating the graph, but randomly generating a graph, which I can properly map out in a 2d space, since I need something (like a rock) on the opposite side of a node, to make it visually make sense when you stop sliding. The problem with this is that sometimes the rock ends up in the path between two other nodes or possibly on another node itself, which causes the entire graph to become broken. After discussing the problem with a few people I know, we came to a couple of conclusions that may lead to a solution. Including the obstacles in the grid as part of the graph when constructing it. Start out with a fully filled grid and just draw a random path and delete out blocks that will make that path work. The problem then becomes figuring out which ones to delete to avoid introducing an additional, shorter path. We were also thinking a dynamic programming algorithm may be beneficial, though none of us are too skilled with creating dynamic programming algorithms from nothing. Any ideas or references about what this problem is officially called (if it's an official graph problem) would be most helpful. Here are some examples of what I have accomplished so far by just randomly placing blocks and generating the navigation graph from the chosen start/finish. The idea (as described in the previous link) is you start at the green S and want to get to the green F. You do this by moving up/down/left/right and you continue moving in the direction chosen until you hit a wall. In these pictures, grey is a wall, white is the floor, and the purple line is the minimum length from start to finish, and the black lines and grey dots represented possible paths. Here are some bad examples of randomly generated graphs: http://i.stack.imgur.com/9uaM6.png Here are some good examples of randomly generated (or hand tweaked) graphs: i.stack.imgur.com/uUGeL.png (can't post another link, sorry) I've also seemed to notice the more challenging ones when actually playing this as a puzzle are ones which have lots of high degree nodes along the minimum path.

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  • Decoding an affinity mask

    - by GavinPayneUK
    Recently, in preparation for my SQLBits NUMA internals session I began looking at some of the SQLOS DMVs and trying to understand how their contents directly related to the physical server architecture that SQL Server was running on. While their contents used regular terms such as node and affinity mask the results were often in an “internals” format that can be distracting to the human reader.  An example of this is the DMV sys.dm_os_nodes (link to Technet here ), or more specifically the column...(read more)

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  • How should bots be recognised in a game?

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Behaviour Trees with irregular updates

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

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • Chrome Apps Office Hours - the WebView Control

    Chrome Apps Office Hours - the WebView Control Join Renato Mangini and Pete LePage as we discuss the WebView, a HTML tag that provides Chrome packaged app developers a way to insert a safe and controlled "browser in an element" DOM node. Learn the differences between the WebView and the Sandboxed pages, the WebView's automation API and some suggested use cases. From: GoogleDevelopers Views: 0 1 ratings Time: 01:00:00 More in Science & Technology

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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