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  • Adding to an Array

    - by j-t-s
    Hi All I have an array: String[] ay = { "blah", "blah number 2" "etc" }; ... But now I want to add to this array at a later time, but I see no option to do so. How can this be done? I keep getting a message saying that the String cannot be converted to String[]. Thank you

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  • Is UTF-8 enough for all common languages?

    - by jack
    I just wanted to develop a translation app in a Django projects which enables registered users with certain permissions to translate every single message it appears in latest version. My question is, what character set should I use for database tables in this translation app? Looks like some european language characters cannot be stored in UTF-8?

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  • Python: Closing a for loop by reading stdout

    - by user1732102
    import os dictionaryfile = "/root/john.txt" pgpencryptedfile = "helloworld.txt.gpg" array = open(dictionaryfile).readlines() for x in array: x = x.rstrip('\n') newstring = "echo " + x + " | gpg --passphrase-fd 0 " + pgpencryptedfile os.popen(newstring) I need to create something inside the for loop that will read gpg's output. When gpg outputs this string gpg: WARNING: message was not integrity protected, I need the loop to close and print Success! How can I do this, and what is the reasoning behind it? Thanks Everyone!

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  • mysql_query() returns returns true, but mysql_num_rows() and mysql_fetch_array() give "not a valid r

    - by zlance4012
    Here is the code in question: -----From index.php----- require_once('includes/DbConnector.php'); // Create an object (instance) of the DbConnector $connector = new DbConnector(); // Execute the query to retrieve articles $query1 = "SELECT id, title FROM articles ORDER BY id DESC LIMIT 0,5"; $result = $connector-query($query1); echo "vardump1:"; var_dump($result); echo "\n"; /(!line 17!)/ echo "Number of rows in the result of the query:".mysql_num_rows($result)."\n"; // Get an array containing the results. // Loop for each item in that array while ($row = $connector-fetchArray($result)){ echo ' '; echo $row['title']; echo ' '; -----end index.php----- -----included DbConnector.php----- $settings = SystemComponent::getSettings(); // Get the main settings from the array we just loaded $host = $settings['dbhost']; $db = $settings['dbname']; $user = $settings['dbusername']; $pass = $settings['dbpassword']; // Connect to the database $this-link = mysql_connect($host, $user, $pass); mysql_select_db($db); register_shutdown_function(array(&$this, 'close')); } //end constructor //* Function: query, Purpose: Execute a database query * function query($query) { echo "Query Statement: ".$query."\n"; $this-theQuery = $query; return mysql_query($query, $this-link) or die(mysql_error()); } //* Function: fetchArray, Purpose: Get array of query results * function fetchArray($result) { echo "<|"; var_dump($result); echo "| \n"; /(!line 50!)/$res= mysql_fetch_array($result) or die(mysql_error()); echo $res['id']."-".$res['title']."-".$res['imagelink']."-".$res['text']; return $res; } -----end DbConnector.php----- -----Output----- Query Statement: SELECT id, title FROM articles ORDER BY id DESC LIMIT 0,5 vardump1:bool(true) PHP Error Message Warning: mysql_num_rows(): supplied argument is not a valid MySQL result resource in /path to/index.php on line 17 Number of rows in the result of the query: <|bool(true) | PHP Error Message Warning: mysql_fetch_array(): supplied argument is not a valid MySQL result resource in /path to/DbConnector.php on line 50

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  • Creating Descriptive Flex Field (DFF) Bean in OAF

    - by Manoj Madhusoodanan
    In this blog I will explain how to add a custom DFF in a custom OAF page.I am using XXCUST_DFF_DEMO table to store the DFF values.Also I am using custom DFF named XXCUST_PERSON_DFF.  Following steps needs to be performed to create this solution. 1) Register the custom table in Oracle Application2) Register the DFF3) Define the segments of DFF4) Create BC4J components for OAF and OA Page which holds the DFF I will explain the steps in detail below. Register the custom table in Oracle Application I am using custom DFF here so I have to register the custom table which I am going to capture the values.Please click here to see the table script. I am using the AD_DD package to register the custom table.Please click here to see the table registration script. Please verify the table has registered successfully. Navigation: Application Developer > Application > Database > Table Table has registered successfully. Register the DFF Next step is to register the DFF. Navigate to Application Developer > Flex Field > Descriptive > Register. Give details as below. Click on Reference Fields and set the Reference Field as ATTRIBUTE_CATEGORY. Click on the Columns button to verify that the columns ATTRIBUTE_CATEGORY,ATTRIBUTE1 .... ATTRIBUTE30 are enabled. DFF has registered successfully. Define the segments of DFF Here I am going to define the segments of the DFF.Navigate to Application Developer > Flex Field > Descriptive > Segments.Query for "XXCUST - Person DFF". Uncheck "Freeze Flexfield Definition". In my DFF the reference field I want to display a value set which has values "Permanent" and "Contractor". So define a value set  XXCUST_EMPLOYMENT_TYPE. Navigation: Application Developer > Flex Field > Descriptive > Validation > Sets After that assign the values to above created value sets. Navigation: Application Developer > Flex Field > Descriptive > Validation > Values Assign XXCUST_EMPLOYMENT_TYPE to Context Field Valueset. Setup the Context Field Values based on below table. Context Code Segments Global Data Elements Phone Number Email Fax Contractor Manager Extension Number CSP Name Permanent Extension Number Access Card Number Phone Number,Email and Fax displays always.When user choose Context Value as "Contractor" Manager Extension Number and CSP Name will show.In case of "Permanent" Extension Number and Access Card Number will show.  Assign value set also as follows. For Global Data Elements following are the segments. For "Contractor" following are the segments. For "Permanent" following are the segments. Check the "Freeze Flexfield Definition" check box and save.Standard concurrent program "Flexfield View Generator" will generate XXCUST_DFF_DEMO_DFV view which we mentioned in the DFF registration step.  Now the DFF has created successfully and ready to use. Create BC4J components for OAF and OA Page which holds the DFF Create the BC4J components ( EO,VO and AM) appropriately.Create the page based on the created VO.For DFF create an item of type "flex" with following property.  Note: You cannot create a flex item directly under a messageComponentLayout region, but you can create a messageLayout region under the messageComponentLayout region and add the flex item under the messageLayout region. In the Segment List property give the segment names which you want to display.The syntax of this is Global Data Elements|SEGMENT 1|...|SEGMENT N||[Context Code1]|SEGMENT 1|...|SEGMENT N||[Context Code2]|SEGMENT 1|...|SEGMENT N||... Eg: Global Data Elements|Phone Number|Email|Fax||Contractor|Manager Extension Number|CSP Name||Permanent|Extension Number|Access Card Number When you change the Context Value corresponding segments will display automatically by PPR in the page. You can attach partial action to the DFF bean programmatically so that you can identify the action related to DFF. pageContext.getParameter(EVENT_PARAM) will return "FLEX_CONTEXT_CHANGEDPersonDFF" when you change the DFF Context. Page is ready and you can test. When you choose "Contract" following output you can see. When you choose "Permanent" following output you can see.  Give proper values and press Apply.You can see values populated in the table.

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  • SanjayP&rsquo;s venture after Microsoft involves no Microsoft

    - by eddraper
    When I was at Microsoft, I always found Sanjay Parthasarathy to be a bright and passionate leader.  While he was a bit disconnected at times with what was really going on out in the trenches, I always thought he was true believer in what we in Developer Platform and Evangelism (DPE) were doing.  He got it.  He had started DPE and kicked a lot of doors down up in Redmond to make it happen.  Back in the early 2000s, battles over platform choices at large customers was trench warfare… bayonets and hand grenades at the P-Code level.  This model was not at all suited to Microsoft’s org structure at the time.  While there were plenty of people fully able to have competitive conversations around Windows Server, or AD, or Exchange, or the desktop, there weren’t many that could have deep technical conversations around Java vs .NET and the platform “stack” as a cohesive, unified unit of value.  This task fell to DPE. Sanjay ended up leaving Microsoft a number of months before me in 2009 and I remember thinking these exact words: “holy shit, SanjayP left Microsoft.”  When SanjayP left DPE years before that,  Sheila Gulati had stepped into his shoes and I thought we where starting to miss a beat.  Sheila had built an amazing business at Microsoft India, but I don’t recall being inspired by her as a leader.  SanjayP’s talks felt like the opening scene of “Patton” with George C. Scott pacing in front of the American flag.  Sheila was a voice on a con-call.  When she moved on in 2007, Walid Abu-Hadba was given the reigns.  Personally, I don’t ever recall even seeing his face.  I think I might recall hearing his voice on some con-calls, but for all intents and purposes he was invisible to me.  Perhaps this was the beginning of my carelessness around seeking “visibility.” Fast forward to Build 2011.  First off, we have no PDC – we have Build.  Microsoft had made an 11 year investment by this time in building an organization to make its technology relevant to developers.  One would think such an org would be in the driver’s seat of such an event, but we see Windows product group people on the podiums.  Watching, I could see the messaging unfold… but no story.  It was like the old days.  Demos and PowerPoints by team members building the tech, and in many cases VPs.  The ensuing confusion is almost legendary now.  Windows 8 was, and is, a pretty big deal… but who is telling the story – not just features and benefits, but the story around how it all fits together. Having been out of Microsoft for two years now, and looking in, I can only conclude that the “DPE of old” has at best been emasculated, and at worst been completely marginalized by internal politics, or perhaps the eternal march of the corporate entropy generator that resides at all large companies.  I don’t think this is a good thing for anyone. And now, back to Sanjay who is the father of Microsoft DPE… I noticed that he has moved back to India and is doing start-up work.  His current company Indix looks to be doing some interesting things with “big data” and here’s their stack: Nary a trace of anything Microsoft.  What could account for this?  I wonder….  Better availability of labor and expertise in India for this stack?  Donno, but even in India, leet R and Hadoop skills have to be hard to find. Technical superiority?  This, I sincerely doubt. This stack, with SanjayP’s name as CEO leaves me with an unsettling feeling.  If he did believe, he no longer does.  One doesn’t place bets with real money on things they don’t believe in.  Perhaps he never did believe, and was a corporate creature seeking to find a niche for himself after which he manipulated me and others.  Or perhaps… anger… be it passive aggression or an outright “in your face F*** you” to his former masters. I guess in the end, only he knows the true reason… But I have my theory...

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  • WordPress SEO Plugins to make your Blog Search Engine Friendly

    - by Vaibhav
    WordPress is the most common blogging system in use today and its use as a CMS is also wide spread. With hundreds of millions of sites using wordpress, getting correct SEO for your WordPress based Blog or Site is very important. We get regular queries from people who want Search Engine Optimisation for their site or blog which is made using wordpress. Here is a list of 16 of the best WordPress Plug-ins That can help you achieve better rankings: All in one SEO Pack This is most popular plugin among all SEO plugins for WordPress. It is easy to use and is compatible with most of the WordPress plugins. It works as a complete package of SEO plugin – automatically generating META tags and optimizing search engines for your titles and avoiding duplicate content. You can also include META tags manually (Met title, Meta description and Met keywords) for all pages and post in your website. HeadSpace2 HeasSpace2 is available in different languages , you can manage a wide range of SEO Tasks related with meta data, you can tag your posts, Custom descriptions and titles. So your page can rank the created relevancy on Search engines and you can load different settings for different pages. Platinum SEO plugin Automatic 301 redirects permalink changes, META tags generation, avoids duplicate content, and does SEO optimization of post and page titles and a lots of other features. TGFI.net SEO WordPress Plugin It’s a modified version of all-in-one SEO Pack. It has some unique feature over All-in-one SEO plugin, It generate titles, meta descriptions and meta keywords automatically when overrides are not present. Google XML Sitemaps Sitemaps Generated by this tool are supported by  Google,  Yahoo,  Bing, and Ask. We all know Sitemaps make indexing of web pages easier for web crawlers. Crawlers can retrieve complete structure of site and more information by sitemaps. They notify all major search engines about new posts every time you create a new post. Sitemap Generator You can generate highly customizable sitemap for your WordPress page. You can choose what to show and what not to show, you can list the items in your choice of orde. It supports pages and permalinks and multi-level categories. SEO Slugs They can generate more search engine friendly URLs for your site. Slugs are filename assigned to your post , this plugin removes all  common words like ‘a’, ‘the’, ‘in’, ‘what’, ‘you’ from slug which are assigned automatically to your post. SEO Post Links This is a similar plugin to SEO Slug, it removes unnecessary keywords from slug to make it short and SEO friendly and you can fix the number of characters in your post. Automatic SEO links With this tool you can create auto linking in your post. You can use this tool for inter linking or external linking too. Just select your words, anchor text target URL nature of links ( Do fallow / No follow ). This plugin will replace the matches found in post, WP Backlinks A helpful plugin for link exchange , whenever any webmaster submits a link for link exchange, the plugin will spider webmasters site for reciprocal link, and if everything is found good , your link will be exchanged. SEO Title Tag You can optimize your Title  tags of  Word press blog through this plugin . You can also override the title tag with custom titles , mass editing and title tags for 404 pages which are the main feature of this plugin. 404 SEO plugin With this Plugin you can customize 404 page of your site; you can give customized error message and links to relevant pages of your site. Redirection A powerful plugins to manage 301 redirection and logs related with redirection, with this plugin you can track 404 errors and track the log of all redirected URLs , this plugin can redirect  post automatically when URL changes for that post. AddToAny This plugin helps your readers to share, save, email and bookmark your posts and pages. It supports more than a hundred social bookmarking , networking and sharing sites. SEO Friendly Images You can make SEO friendly images available on your site with the help of this tool. It updates images with proper titles and ALT tags. Robots Meta A plugin which prevents Search engines to index comments on your post, login and admin pages. It also allows to add tags for individual pages.

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Converting Creole to HTML, PDF, DOCX, ..

    - by Marko Apfel
    Challenge We documented a project on Github with the Wiki there. For most articles we used Creole as markup language. Now we have to deliver a lot of the content to our client in an usual format like PDF or DOCX. So we need a automatism to extract all relevant content, merge it together and convert the stuff to a new format. Problem One of the most popular toolsets to convert between several formats is Pandoc. But unfortunally Pandoc does not support Creole (see the converting matrix). Approach So we need an intermediate step: Converting from Creole to a supported Pandoc format. Creolo/c is a Creole to Html converter and does exactly what we need. After converting our Creole content to Html we could use Pandoc for all the subsequent tasks. Solution Getting the Creole stuff First at all we need the Creole content on our locale machines. This is easy. Because the Github Wiki themselves is a Git repository we could clone it to our machine. In the working copy we see now all the files and the suffix gives us the hint for the markup language. Converting and Merging Creole content to Html Because we would like all content from several Creole files in one HTML file, we have to convert and merge all the input files to one output file. Creole/c has an option (-b) to generate only the Html-stuff below a Html <Body>-tag. And this is hook for us to start. We have to create manually the additional preluding Html-tags (<html>, <head>, ..), then we merge all needed Creole content to our output file and last we add the closing tags. This could be done straightforward with a little bit old DOS magic: REM === Generate the intro tags === ECHO ^<html^> > %TMP%\output.html ECHO ^<head^> >> %TMP%\output.html ECHO ^<meta name="generator" content="creole/c"^> >> %TMP%\output.html ECHO ^</head^> >> %TMP%\output.html ECHO ^<body^> >> %TMP%\output.html REM === Mix in all interesting Creole stuff with creole/c === .\Creole-C\bin\creole.exe -b .\..\datamodel+overview.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+domain+CvdCaptureMode.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+domain+CvdDamageReducingActivity.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+lookup+IncidentDamageCodes.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+table+Attachments.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+table+TrafficLights.creole >> %TMP%\output.html REM === Generate the outro tags === ECHO ^</body^> >> %TMP%\output.html ECHO ^</html^> >> %TMP%\output.html REM === Convert the Html file to Docx with Pandoc === .\Pandoc\bin\pandoc.exe -o .\Database-Schema.docx %TMP%\output.html Some explanation for this The first ECHO call creates the file. Therefore the beginning <html> tag is send via > to a temporary working file. All following calls add content to the existing file via >>. The tag-characters < and > must be escaped. This is done by the caret sign (^). We use a file in the default temporary folder (%TMP%) to avoid writing in our current folders. (better for continuous integration) Both toolsets (Creole/c and Pandoc) are copied to a versioned tools folder in the Wiki. This is committable and no problem after pushing – Github does not do anything with it. In this folder is also the batch (Export-Docx.bat) for all the steps. Pandoc recognizes the conversion by the suffixes of the file names. So it is enough to specify only the input and output files.

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Sort Data in Windows Phone using Collection View Source

    - by psheriff
    When you write a Windows Phone application you will most likely consume data from a web service somewhere. If that service returns data to you in a sort order that you do not want, you have an easy alternative to sort the data without writing any C# or VB code. You use the built-in CollectionViewSource object in XAML to perform the sorting for you. This assumes that you can get the data into a collection that implements the IEnumerable or IList interfaces.For this example, I will be using a simple Product class with two properties, and a list of Product objects using the Generic List class. Try this out by creating a Product class as shown in the following code:public class Product {  public Product(int id, string name)   {    ProductId = id;    ProductName = name;  }  public int ProductId { get; set; }  public string ProductName { get; set; }}Create a collection class that initializes a property called DataCollection with some sample data as shown in the code below:public class Products : List<Product>{  public Products()  {    InitCollection();  }  public List<Product> DataCollection { get; set; }  List<Product> InitCollection()  {    DataCollection = new List<Product>();    DataCollection.Add(new Product(3,        "PDSA .NET Productivity Framework"));    DataCollection.Add(new Product(1,        "Haystack Code Generator for .NET"));    DataCollection.Add(new Product(2,        "Fundamentals of .NET eBook"));    return DataCollection;  }}Notice that the data added to the collection is not in any particular order. Create a Windows Phone page and add two XML namespaces to the Page.xmlns:scm="clr-namespace:System.ComponentModel;assembly=System.Windows"xmlns:local="clr-namespace:WPSortData"The 'local' namespace is an alias to the name of the project that you created (in this case WPSortData). The 'scm' namespace references the System.Windows.dll and is needed for the SortDescription class that you will use for sorting the data. Create a phone:PhoneApplicationPage.Resources section in your Windows Phone page that looks like the following:<phone:PhoneApplicationPage.Resources>  <local:Products x:Key="products" />  <CollectionViewSource x:Key="prodCollection"      Source="{Binding Source={StaticResource products},                       Path=DataCollection}">    <CollectionViewSource.SortDescriptions>      <scm:SortDescription PropertyName="ProductName"                           Direction="Ascending" />    </CollectionViewSource.SortDescriptions>  </CollectionViewSource></phone:PhoneApplicationPage.Resources>The first line of code in the resources section creates an instance of your Products class. The constructor of the Products class calls the InitCollection method which creates three Product objects and adds them to the DataCollection property of the Products class. Once the Products object is instantiated you now add a CollectionViewSource object in XAML using the Products object as the source of the data to this collection. A CollectionViewSource has a SortDescriptions collection that allows you to specify a set of SortDescription objects. Each object can set a PropertyName and a Direction property. As you see in the above code you set the PropertyName equal to the ProductName property of the Product object and tell it to sort in an Ascending direction.All you have to do now is to create a ListBox control and set its ItemsSource property to the CollectionViewSource object. The ListBox displays the data in sorted order by ProductName and you did not have to write any LINQ queries or write other code to sort the data!<ListBox    ItemsSource="{Binding Source={StaticResource prodCollection}}"   DisplayMemberPath="ProductName" />SummaryIn this blog post you learned that you can sort any data without having to change the source code of where the data comes from. Simply feed the data into a CollectionViewSource in XAML and set some sort descriptions in XAML and the rest is done for you! This comes in very handy when you are consuming data from a source where the data is given to you and you do not have control over the sorting.NOTE: You can download this article and many samples like the one shown in this blog entry at my website. http://www.pdsa.com/downloads. Select “Tips and Tricks”, then “Sort Data in Windows Phone using Collection View Source” from the drop down list.Good Luck with your Coding,Paul Sheriff** SPECIAL OFFER FOR MY BLOG READERS **We frequently offer a FREE gift for readers of my blog. Visit http://www.pdsa.com/Event/Blog for your FREE gift!

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  • Certify August Updates

    - by Sadia2
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 We have added some release and platform certifications to MOS Certify. Applications : Oracle Demantra Demand Management 7.3.1.5, Oracle Demantra Predictive Trade Planning 7.3.1.5, Oracle Demantra Sales and Operations Planning 7.3.1.5 Database: Oracle Database Client 12.1.0.1.0 11.2.0.4.0, Oracle Clusterware 11.2.0.4.0, Oracle Database 11.2.0.4.0, Oracle Real Application Clusters 11.2.0.4.0 E-Business Suite: Oracle E-Business Suite 12.1.3, Oracle E-Business Suite 12.1.2, Oracle E-Business Suite 12.1.1, Oracle E-Business Suite 12.0.6, Oracle E-Business Suite 11.5.10.2 Edge Applications: Oracle Transportation Management 6.3.2 Enterprise Manager: Oracle Application Management Pack for Oracle E-Business Suite 12.1.0.1.0 Fusion Middleware: Discoverer Administrator 11.1.1.6.0, Discoverer Desktop 11.1.1.6.0, Forms Builder 11.1.1.6.0, Oracle Application Development Framework 11.1.1.6.0, Oracle Application Development Runtime 11.1.1.6.0, Oracle Business Intelligence Publisher 11.1.1.6.0, Oracle Directory Services Manager 11.1.1.6.0, Oracle Forms 11.1.1.6.0, Oracle GoldenGate 11.1.1.1.0, 11.1.1.1.2, 11.1.1.1.1, Oracle GoldenGate Application Adapters 11.1.1.1.1, Oracle Identity and Access Management 11.1.2.0.0, 11.1.2.1.0, Oracle Identity Federation 11.1.1.6.0, Oracle Real-Time Decision Load Generator 11.1.1.7.0, Oracle Real-Time Decision Studio 11.1.1.7.0, Oracle Real-Time Decisions 11.1.1.6.0, Oracle Reports 11.1.1.6.0, Oracle Segmentation Server 11.1.1.6.0, Oracle Virtual Directory 11.1.1.6.0, Oracle Web Cache 11.1.1.6.0, Oracle WebCenter Content Imaging 11.1.1.8.0, Oracle WebCenter Content Inbound Refinery Server 11.1.1.8.0, Oracle WebCenter Content Records 11.1.1.8.0, Oracle WebCenter Content Rights 11.1.1.8.0, Oracle WebCenter Content UI 11.1.1.8.0, Oracle WebCenter Enterprise Capture 11.1.1.8.0, Oracle WebCenter Portal 11.1.1.8.0, Oracle WebCenter Sites 11.1.1.8.0, Oracle WebCenter Sites: CIP for EMC Documentum 11.1.1.8.0, Oracle WebCenter Sites: CIP for File Systems and MS SharePoint 11.1.1.8.0, Oracle WebCenter Sites: Community-Gadgets 11.1.1.8.0, Oracle WebCenter Sites: Explorer 11.1.1.8.0, Oracle WebCenter Universal Content Management 11.1.1.8.0, Reports Builder 11.1.1.6.0, Oracle WebCenter Content Records 11.1.1.8.0, Oracle WebCenter Content Rights 11.1.1.8.0, Oracle WebCenter Content UI 11.1.1.8.0, Oracle WebCenter Sites: Developer Tools 11.1.1.8.0 FSGBU Insurance Group : Oracle Health Insurance Claims 2.13.3.0.0, 2.13.2.0.0, 2.13.1.0.0 JD Edwards EnterpriseOne: JD Edwards EnterpriseOne Tools 9.1.3.0, 9.1.2.0, 9.1.0.0 JD Edwards World: JD Edwards World Service Enablement A93SE, A931SE PeopleSoft: PeopleSoft PeopleTools 8.52 Siebel Enterprise: Siebel Application Server 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0, Siebel CRM Desktop Client 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0, Siebel Database Server 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0, Siebel HI Web Client 8.2.2.2.0, 8.1.1.9.0, Siebel Gateway Server 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0, Siebel Outlook Add-in Client 8.2.2.2.0, Siebel Remote Client 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0, Siebel Tools Client 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0, Siebel Web Server Extension 8.2.2.4.0, 8.2.2.3.0, 8.2.2.2.0, 8.1.1.11.0, 8.1.1.10.0, 8.1.1.9.0 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • ODI 12c - Aggregating Data

    - by David Allan
    This posting will look at the aggregation component that was introduced in ODI 12c. For many ETL tool users this shouldn't be a big surprise, its a little different than ODI 11g but for good reason. You can use this component for composing data with relational like operations such as sum, average and so forth. Also, Oracle SQL supports special functions called Analytic SQL functions, you can use a specially configured aggregation component or the expression component for these now in ODI 12c. In database systems an aggregate transformation is a transformation where the values of multiple rows are grouped together as input on certain criteria to form a single value of more significant meaning - that's exactly the purpose of the aggregate component. In the image below you can see the aggregate component in action within a mapping, for how this and a few other examples are built look at the ODI 12c Aggregation Viewlet here - the viewlet illustrates a simple aggregation being built and then some Oracle analytic SQL such as AVG(EMP.SAL) OVER (PARTITION BY EMP.DEPTNO) built using both the aggregate component and the expression component. In 11g you used to just write the aggregate expression directly on the target, this made life easy for some cases, but it wan't a very obvious gesture plus had other drawbacks with ordering of transformations (agg before join/lookup. after set and so forth) and supporting analytic SQL for example - there are a lot of postings from creative folks working around this in 11g - anything from customizing KMs, to bypassing aggregation analysis in the ODI code generator. The aggregate component has a few interesting aspects. 1. Firstly and foremost it defines the attributes projected from it - ODI automatically will perform the grouping all you do is define the aggregation expressions for those columns aggregated. In 12c you can control this automatic grouping behavior so that you get the code you desire, so you can indicate that an attribute should not be included in the group by, that's what I did in the analytic SQL example using the aggregate component. 2. The component has a few other properties of interest; it has a HAVING clause and a manual group by clause. The HAVING clause includes a predicate used to filter rows resulting from the GROUP BY clause. Because it acts on the results of the GROUP BY clause, aggregation functions can be used in the HAVING clause predicate, in 11g the filter was overloaded and used for both having clause and filter clause, this is no longer the case. If a filter is after an aggregate, it is after the aggregate (not sometimes after, sometimes having).  3. The manual group by clause let's you use special database grouping grammar if you need to. For example Oracle has a wealth of highly specialized grouping capabilities for data warehousing such as the CUBE function. If you want to use specialized functions like that you can manually define the code here. The example below shows the use of a manual group from an example in the Oracle database data warehousing guide where the SUM aggregate function is used along with the CUBE function in the group by clause. The SQL I am trying to generate looks like the following from the data warehousing guide; SELECT channel_desc, calendar_month_desc, countries.country_iso_code,       TO_CHAR(SUM(amount_sold), '9,999,999,999') SALES$ FROM sales, customers, times, channels, countries WHERE sales.time_id=times.time_id AND sales.cust_id=customers.cust_id AND   sales.channel_id= channels.channel_id  AND customers.country_id = countries.country_id  AND channels.channel_desc IN   ('Direct Sales', 'Internet') AND times.calendar_month_desc IN   ('2000-09', '2000-10') AND countries.country_iso_code IN ('GB', 'US') GROUP BY CUBE(channel_desc, calendar_month_desc, countries.country_iso_code); I can capture the source datastores, the filters and joins using ODI's dataset (or as a traditional flow) which enables us to incrementally design the mapping and the aggregate component for the sum and group by as follows; In the above mapping you can see the joins and filters declared in ODI's dataset, allowing you to capture the relationships of the datastores required in an entity-relationship style just like ODI 11g. The mix of ODI's declarative design and the common flow design provides for a familiar design experience. The example below illustrates flow design (basic arbitrary ordering) - a table load where only the employees who have maximum commission are loaded into a target. The maximum commission is retrieved from the bonus datastore and there is a look using employees as the driving table and only those with maximum commission projected. Hopefully this has given you a taster for some of the new capabilities provided by the aggregate component in ODI 12c. In summary, the actions should be much more consistent in behavior and more easily discoverable for users, the use of the components in a flow graph also supports arbitrary designs and the tool (rather than the interface designer) takes care of the realization using ODI's knowledge modules. Interested to know if a deep dive into each component is interesting for folks. Any thoughts? 

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  • Polite busy-waiting with WRPAUSE on SPARC

    - by Dave
    Unbounded busy-waiting is an poor idea for user-space code, so we typically use spin-then-block strategies when, say, waiting for a lock to be released or some other event. If we're going to spin, even briefly, then we'd prefer to do so in a manner that minimizes performance degradation for other sibling logical processors ("strands") that share compute resources. We want to spin politely and refrain from impeding the progress and performance of other threads — ostensibly doing useful work and making progress — that run on the same core. On a SPARC T4, for instance, 8 strands will share a core, and that core has its own L1 cache and 2 pipelines. On x86 we have the PAUSE instruction, which, naively, can be thought of as a hardware "yield" operator which temporarily surrenders compute resources to threads on sibling strands. Of course this helps avoid intra-core performance interference. On the SPARC T2 our preferred busy-waiting idiom was "RD %CCR,%G0" which is a high-latency no-nop. The T4 provides a dedicated and extremely useful WRPAUSE instruction. The processor architecture manuals are the authoritative source, but briefly, WRPAUSE writes a cycle count into the the PAUSE register, which is ASR27. Barring interrupts, the processor then delays for the requested period. There's no need for the operating system to save the PAUSE register over context switches as it always resets to 0 on traps. Digressing briefly, if you use unbounded spinning then ultimately the kernel will preempt and deschedule your thread if there are other ready threads than are starving. But by using a spin-then-block strategy we can allow other ready threads to run without resorting to involuntary time-slicing, which operates on a long-ish time scale. Generally, that makes your application more responsive. In addition, by blocking voluntarily we give the operating system far more latitude regarding power management. Finally, I should note that while we have OS-level facilities like sched_yield() at our disposal, yielding almost never does what you'd want or naively expect. Returning to WRPAUSE, it's natural to ask how well it works. To help answer that question I wrote a very simple C/pthreads benchmark that launches 8 concurrent threads and binds those threads to processors 0..7. The processors are numbered geographically on the T4, so those threads will all be running on just one core. Unlike the SPARC T2, where logical CPUs 0,1,2 and 3 were assigned to the first pipeline, and CPUs 4,5,6 and 7 were assigned to the 2nd, there's no fixed mapping between CPUs and pipelines in the T4. And in some circumstances when the other 7 logical processors are idling quietly, it's possible for the remaining logical processor to leverage both pipelines. Some number T of the threads will iterate in a tight loop advancing a simple Marsaglia xor-shift pseudo-random number generator. T is a command-line argument. The main thread loops, reporting the aggregate number of PRNG steps performed collectively by those T threads in the last 10 second measurement interval. The other threads (there are 8-T of these) run in a loop busy-waiting concurrently with the T threads. We vary T between 1 and 8 threads, and report on various busy-waiting idioms. The values in the table are the aggregate number of PRNG steps completed by the set of T threads. The unit is millions of iterations per 10 seconds. For the "PRNG step" busy-waiting mode, the busy-waiting threads execute exactly the same code as the T worker threads. We can easily compute the average rate of progress for individual worker threads by dividing the aggregate score by the number of worker threads T. I should note that the PRNG steps are extremely cycle-heavy and access almost no memory, so arguably this microbenchmark is not as representative of "normal" code as it could be. And for the purposes of comparison I included a row in the table that reflects a waiting policy where the waiting threads call poll(NULL,0,1000) and block in the kernel. Obviously this isn't busy-waiting, but the data is interesting for reference. _table { border:2px black dotted; margin: auto; width: auto; } _tr { border: 2px red dashed; } _td { border: 1px green solid; } _table { border:2px black dotted; margin: auto; width: auto; } _tr { border: 2px red dashed; } td { background-color : #E0E0E0 ; text-align : right ; } th { text-align : left ; } td { background-color : #E0E0E0 ; text-align : right ; } th { text-align : left ; } Aggregate progress T = #worker threads Wait Mechanism for 8-T threadsT=1T=2T=3T=4T=5T=6T=7T=8 Park thread in poll() 32653347334833483348334833483348 no-op 415 831 124316482060249729303349 RD %ccr,%g0 "pause" 14262429269228623013316232553349 PRNG step 412 829 124616702092251029303348 WRPause(8000) 32443361333133483349334833483348 WRPause(4000) 32153308331533223347334833473348 WRPause(1000) 30853199322432513310334833483348 WRPause(500) 29173070315032223270330933483348 WRPause(250) 26942864294930773205338833483348 WRPause(100) 21552469262227902911321433303348

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • NetBeans, JSF, and MySQL Primary Keys using AUTO_INCREMENT

    - by MarkH
    I recently had the opportunity to spin up a small web application using JSF and MySQL. Having developed JSF apps with Oracle Database back-ends before and possessing some small familiarity with MySQL (sans JSF), I thought this would be a cakewalk. Things did go pretty smoothly...but there was one little "gotcha" that took more time than the few seconds it really warranted. The Problem Every DBMS has its own way of automatically generating primary keys, and each has its pros and cons. For the Oracle Database, you use a sequence and point your Java classes to it using annotations that look something like this: @GeneratedValue(strategy=GenerationType.SEQUENCE, generator="POC_ID_SEQ") @SequenceGenerator(name="POC_ID_SEQ", sequenceName="POC_ID_SEQ", allocationSize=1) Between creating the actual sequence in the database and making sure you have your annotations right (watch those typos!), it seems a bit cumbersome. But it typically "just works", without fuss. Enter MySQL. Designating an integer-based field as PRIMARY KEY and using the keyword AUTO_INCREMENT makes the same task seem much simpler. And it is, mostly. But while NetBeans cranks out a superb "first cut" for a basic JSF CRUD app, there are a couple of small things you'll need to bring to the mix in order to be able to actually (C)reate records. The (RUD) performs fine out of the gate. The Solution Omitting all design considerations and activity (!), here is the basic sequence of events I followed to create, then resolve, the JSF/MySQL "Primary Key Perfect Storm": Fire up NetBeans. Create JSF project. Create Entity Classes from Database. Create JSF Pages from Entity Classes. Test run. Try to create record and hit error. It's a simple fix, but one that was fun to find in its completeness. :-) Even though you've told it what to do for a primary key, a MySQL table requires a gentle nudge to actually generate that new key value. Two things are needed to make the magic happen. First, you need to ensure the following annotation is in place in your Java entity classes: @GeneratedValue(strategy = GenerationType.IDENTITY) All well and good, but the real key is this: in your controller class(es), you'll have a create() function that looks something like this, minus the comment line and the setId() call in bold red type:     public String create() {         try {             // Assign 0 to ID for MySQL to properly auto_increment the primary key.             current.setId(0);             getFacade().create(current);             JsfUtil.addSuccessMessage(ResourceBundle.getBundle("/Bundle").getString("CategoryCreated"));             return prepareCreate();         } catch (Exception e) {             JsfUtil.addErrorMessage(e, ResourceBundle.getBundle("/Bundle").getString("PersistenceErrorOccured"));             return null;         }     } Setting the current object's primary key attribute to zero (0) prior to saving it tells MySQL to get the next available value and assign it to that record's key field. Short and simple…but not inherently obvious if you've never used that particular combination of NetBeans/JSF/MySQL before. Hope this helps! All the best, Mark

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  • Upgrading to Code Based Migrations EF 4.3.1 with Connector/Net 6.6

    - by GABMARTINEZ
    Entity Framework 4.3.1 includes a new feature called code first migrations.  We are adding support for this feature in our upcoming 6.6 release of Connector/Net.  In this walk-through we'll see the workflow of code-based migrations when you have an existing application and you would like to upgrade to this EF 4.3.1 version and use this approach, so you can keep track of the changes that you do to your database.   The first thing we need to do is add the new Entity Framework 4.3.1 package to our application. This should via the NuGet package manager.  You can read more about why EF is not part of the .NET framework here. Adding EF 4.3.1 to our existing application  Inside VS 2010 go to Tools -> Library Package Manager -> Package Manager Console, this will open the Power Shell Host Window where we can work with all the EF commands. In order to install this library to your existing application you should type Install-Package EntityFramework This will make some changes to your application. So Let's check them. In your .config file you'll see a  <configSections> which contains the version you have from EntityFramework and also was added the <entityFramework> section as shown below. This section is by default configured to use SQL Express which won't be necesary for this case. So you can comment it out or leave it empty. Also please make sure you're using the Connector/Net 6.6.x version which is the one that has this support as is shown in the previous image. At this point we face one issue; in order to be able to work with Migrations we need the __MigrationHistory table that we don't have yet since our Database was created with an older version. This table is used to keep track of the changes in our model. So we need to get it in our existing Database. Getting a Migration-History table into an existing database First thing we need to do to enable migrations in our existing application is to create our configuration class which will set up the MySqlClient Provider as our SQL Generator. So we have to add it with the following code: using System.Data.Entity.Migrations;     //add this at the top of your cs file public class Configuration : DbMigrationsConfiguration<NameOfYourDbContext>  //Make sure to use the name of your existing DBContext { public Configuration() { this.AutomaticMigrationsEnabled = false; //Set Automatic migrations to false since we'll be applying the migrations manually for this case. SetSqlGenerator("MySql.Data.MySqlClient", new MySql.Data.Entity.MySqlMigrationSqlGenerator());     }   }  This code will set up our configuration that we'll be using when executing all the migrations for our application. Once we have done this we can Build our application so we can check that everything is fine. Creating our Initial Migration Now let's add our Initial Migration. In Package Manager Console, execute "add-migration InitialCreate", you can use any other name but I like to set this as our initial create for future reference. After we run this command, some changes were done in our application: A new Migrations Folder was created. A new class migration call InitialCreate which in most of the cases should have empty Up and Down methods as long as your database is up to date with your Model. Since all your entities already exists, delete all duplicated code to create any entity which exists already in your Database if there is any. I found this easier when you don't have any pending updates to do to your database. Now we have our empty migration that will make no changes in our database and represents how are all the things at the begining of our migrations.  Finally, let's create our MigrationsHistory table. Optionally you can add SQL code to delete the edmdata table which is not needed anymore. public override void Up() { // Just make sure that you used 4.1 or later version         Sql("DROP TABLE EdmMetadata"); } From our Package Manager Console let's type: Update-database; If you like to see the operations made on each Update-database command you can use the flag -verbose after the Update-database. This will make two important changes.  It will execute the Up method in the initial migration which has no changes in the database. And second, and very important,  it will create the __MigrationHistory table necessary to keep track of your changes. And next time you make a change to your database it will compare the current model to the one stored in the Model Column of this table. Conclusion The important thing of this walk through is that we must create our initial migration before we start doing any changes to our model. This way we'll be adding the necessary __MigrationsHistory table to our existing database, so we can keep our database up to date with all the changes we do in our context model using migrations. Hope you have found this information useful. Please let us know if you have any questions or comments, also please check our forums here where we keep answering questions in general for the community.  Happy MySQL/Net Coding!

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  • What Counts For a DBA: Fitness

    - by Louis Davidson
    If you know me, you can probably guess that physical exercise is not really my thing. There was a time in my past when it a larger part of my life, but even then never in the same sort of passionate way as a number of our SQL friends.  For me, I find that mental exercise satisfies what I believe to be the same inner need that drives people to run farther than I like to drive on most Saturday mornings, and it is certainly just as addictive. Mental fitness shares many common traits with physical fitness, especially the need to attain it through repetitive training. I only wish that mental training burned off a bacon cheeseburger in the same manner as does jogging around a dewy park on Saturday morning. In physical training, there are at least two goals, the first of which is to be physically able to do a task. The second is to train the brain to perform the task without thinking too hard about it. No matter how long it has been since you last rode a bike, you will be almost certainly be able to hop on and start riding without thinking about the process of pedaling or balancing. If you’ve never ridden a bike, you could be a physics professor /Olympic athlete and still crash the first few times you try, even though you are as strong as an ox and your knowledge of the physics of bicycle riding makes the concept child’s play. For programming tasks, the process is very similar. As a DBA, you will come to know intuitively how to backup, optimize, and secure database systems. As a data programmer, you will work to instinctively use the clauses of Transact-SQL DML so that, when you need to group data three ways (and not four), you will know to use the GROUP BY clause with GROUPING SETS without resorting to a search engine.  You have the skill. Making it naturally then requires repetition and experience is the primary requirement, not just simply learning about a topic. The hardest part of being really good at something is this difference between knowledge and skill. I have recently taken several informative training classes with Kimball University on data warehousing and ETL. Now I have a lot more knowledge about designing data warehouses than before. I have also done a good bit of data warehouse designing of late and have started to improve to some level of proficiency with the theory. Yet, for all of this head knowledge, it is still a struggle to take what I have learned and apply it to the designs I am working on.  Data warehousing is still a task that is not yet deeply ingrained in my brain muscle memory. On the other hand, relational database design is something that no matter how much or how little I may get to do it, I am comfortable doing it. I have done it as a profession now for well over a decade, I teach classes on it, and I also have done (and continue to do) a lot of mental training beyond the work day. Sometimes the training is just basic education, some reading blogs and attending sessions at PASS events.  My best training comes from spending time working on other people’s design issues in forums (though not nearly as much as I would like to lately). Working through other people’s problems is a great way to exercise your brain on problems with which you’re not immediately familiar. The final bit of exercise I find useful for cultivating mental fitness for a data professional is also probably the nerdiest thing that I will ever suggest you do.  Akin to running in place, the idea is to work through designs in your head. I have designed more than one database system that would revolutionize grocery store operations, sales at my local Target store, the ordering process at Amazon, and ways to improve Disney World operations to get me through a line faster (some of which they are starting to implement without any of my help.) Never are the designs truly fleshed out, but enough to work through structures and processes.  On “paper”, I have designed database systems to catalog things as trivial as my Lego creations, rental car companies and my audio and video collections. Once I get the database designed mentally, sometimes I will create the database, add some data (often using Red-Gate’s Data Generator), and write a few queries to see if a concept was realistic, but I will rarely fully flesh out the database since I have no desire to do any user interface programming anymore.  The mental training allows me to keep in practice for when the time comes to do the work I love the most for real…even if I have been spending most of my work time lately building data warehouses.  If you are really strong of mind and body, perhaps you can mix a mental run with a physical run; though don’t run off of a cliff while contemplating how you might design a database to catalog the trees on a mountain…that would be contradictory to the purpose of both types of exercise.

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  • 2D Particle Explosion

    - by TheBroodian
    I'm developing a 2D action game, and in said game I've given my primary character an ability he can use to throw a fireball. I'm trying to design an effect so that when said fireball collides (be it with terrain or with an enemy) that the fireball will explode. For the explosion effect I've created a particle that once placed into game space will follow random, yet autonomic behavior based on random variables. Here is my question: When I generate my explosion (essentially 90 of these particles) I get one of two behaviors, 1) They are all generated with the same random variables, and don't resemble an explosion at all, more like a large mass of clumped sprites that all follow the same randomly generated path. 2) If I assign each particle a unique seed to its random number generator, they are a little bit -more- spread out, yet clumping is still visible (they seem to fork out into 3 different directions) Does anybody have any tips for producing particle-based 2D explosions? I'll include the code for my particle and the event I'm generating them in. Fire particle class: public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0,0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content, int seed) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(seed); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0, 0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } #endregion #region Update and Draw public void Update(GameTime gameTime) { elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; fireParticleAnimation.Update(gameTime); Vector2 moveAmount = velocity * elapsed; xTile.Dimensions.Location newPosition = new xTile.Dimensions.Location(worldLocation.X + (int)moveAmount.X, worldLocation.Y + (int)moveAmount.Y); worldLocation = newPosition; velocity.Y += upwardForce; if (fireParticleAnimation.finishedPlaying) { dead = true; } } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( fireParticleAnimation.image.Image, new Rectangle((int)drawLocation.X, (int)drawLocation.Y, scale, scale), fireParticleAnimation.image.SizeAndsource, Color.White * fireParticleAnimation.image.Alpha); } Fireball explosion event: public override void Update(GameTime gameTime) { if (enabled) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (Heart_of_Fire.World_Objects.Particles.FireParticle particle in explosionParticles.ToList()) { particle.Update(gameTime); if (particle.Dead) { explosionParticles.Remove(particle); } } collisionRectangle = new Microsoft.Xna.Framework.Rectangle((int)wrldPstn.X, (int)wrldPstn.Y, 5, 5); explosionCheck = exploded; if (!exploded) { coreGraphic.Update(gameTime); tailGraphic.Update(gameTime); Vector2 moveAmount = velocity * elapsed; moveAmount = horizontalCollision(moveAmount, layer); moveAmount = verticalCollision(moveAmount, layer); Vector2 newPosition = new Vector2(wrldPstn.X + moveAmount.X, wrldPstn.Y + moveAmount.Y); if (hasCollidedHorizontally || hasCollidedVertically) { exploded = true; } wrldPstn = newPosition; worldLocation = new xTile.Dimensions.Location((int)wrldPstn.X, (int)wrldPstn.Y); } if (explosionCheck != exploded) { for (int i = 0; i < 90; i++) { explosionParticles.Add(new World_Objects.Particles.FireParticle( new Location( collisionRectangle.X + random.Next(0, 6), collisionRectangle.Y + random.Next(0, 6)), contentMgr)); } } if (exploded && explosionParticles.Count() == 0) { //enabled = false; } } }

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  • Triangle Picking Picking Back faces

    - by Tangeleno
    I'm having a bit of trouble with 3D picking, at first I thought my ray was inaccurate but it turns out that the picking is happening on faces facing the camera and faces facing away from the camera which I'm currently culling. Here's my ray creation code, I'm pretty sure the problem isn't here but I've been wrong before. private uint Pick() { Ray cursorRay = CalculateCursorRay(); Vector3? point = Control.Mesh.RayCast(cursorRay); if (point != null) { Tile hitTile = Control.TileMesh.GetTileAtPoint(point); return hitTile == null ? uint.MaxValue : (uint)(hitTile.X + hitTile.Y * Control.Generator.TilesWide); } return uint.MaxValue; } private Ray CalculateCursorRay() { Vector3 nearPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 0f)); Vector3 farPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 1f)); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } public Vector3 Camera.Unproject(Vector3 source) { Vector4 result; result.X = (source.X - _control.ClientRectangle.X) * 2 / _control.ClientRectangle.Width - 1; result.Y = (source.Y - _control.ClientRectangle.Y) * 2 / _control.ClientRectangle.Height - 1; result.Z = source.Z - 1; if (_farPlane - 1 == 0) result.Z = 0; else result.Z = result.Z / (_farPlane - 1); result.W = 1f; result = Vector4.Transform(result, Matrix4.Invert(ProjectionMatrix)); result = Vector4.Transform(result, Matrix4.Invert(ViewMatrix)); result = Vector4.Transform(result, Matrix4.Invert(_world)); result = Vector4.Divide(result, result.W); return new Vector3(result.X, result.Y, result.Z); } And my triangle intersection code. Ripped mainly from the XNA picking sample. public float? Intersects(Ray ray) { float? closestHit = Bounds.Intersects(ray); if (closestHit != null && Vertices.Length == 3) { Vector3 e1, e2; Vector3.Subtract(ref Vertices[1].Position, ref Vertices[0].Position, out e1); Vector3.Subtract(ref Vertices[2].Position, ref Vertices[0].Position, out e2); Vector3 directionCrossEdge2; Vector3.Cross(ref ray.Direction, ref e2, out directionCrossEdge2); float determinant; Vector3.Dot(ref e1, ref directionCrossEdge2, out determinant); if (determinant > -float.Epsilon && determinant < float.Epsilon) return null; float inverseDeterminant = 1.0f/determinant; Vector3 distanceVector; Vector3.Subtract(ref ray.Position, ref Vertices[0].Position, out distanceVector); float triangleU; Vector3.Dot(ref distanceVector, ref directionCrossEdge2, out triangleU); triangleU *= inverseDeterminant; if (triangleU < 0 || triangleU > 1) return null; Vector3 distanceCrossEdge1; Vector3.Cross(ref distanceVector, ref e1, out distanceCrossEdge1); float triangleV; Vector3.Dot(ref ray.Direction, ref distanceCrossEdge1, out triangleV); triangleV *= inverseDeterminant; if (triangleV < 0 || triangleU + triangleV > 1) return null; float rayDistance; Vector3.Dot(ref e2, ref distanceCrossEdge1, out rayDistance); rayDistance *= inverseDeterminant; if (rayDistance < 0) return null; return rayDistance; } return closestHit; } I'll admit I don't fully understand all of the math behind the intersection and that is something I'm working on, but my understanding was that if rayDistance was less than 0 the face was facing away from the camera, and shouldn't be counted as a hit. So my question is, is there an issue with my intersection or ray creation code, or is there another check I need to perform to tell if the face is facing away from the camera, and if so any hints on what that check might contain would be appreciated.

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