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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Cry Engine 3 vs UDK

    - by Daniele Riccardelli
    I'm new here and I hope that other people may find this question interesting. Me and a bunch of guys from my University are thinking about getting started in game development, but, even though the game design is kind of ready, we are stucked at the point "which Engine should we choose". At first, we were thinking about Unity3D Free, in particular because we are pretty familiar with C# and, even better, it's completely free, but on the other hand there are some cons like no dynamic shadowing that make the realization of our game kinda hard. So, we are thinking about moving either to UDK or Cry Engine, since they are not as expensive as Unity3D Pro (at least before the game deployment) . The thing we are worried the most, though, is that we are kind of scared about the support for team work(i mean, that we might find it hard to coordinate our efforts without software support), since in Unity3D the team features are part of purchasable content, and we are not interested in paying that much for a project we are not even sure we can complete. So, finally, I hope one of you knows the mentioned engines enough to give us a tip telling which one offers better team features and is advisable for guys that have barely worked before on videogames but have good object oriented programming skills. Probably might be helpful for your suggestion, if i say that our game is an exploration game. Thanks to anybody who's going to answer.

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • how to rotate a sprite using multi touch (andengine) in android?

    - by 786
    I am new to android game development. I am using andengine GLES-2. i have created sprite as a box. this box is now draggable by using this coding. it works fine. but i want multitouch on this which i want to rotate a sprite with 2 finger in that box and even it should be draggable. .... plz help someone by overwriting this code or by giving exact example of this doubt... i am trying this many days but no idea. final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box= new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; } thanks

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  • Will Unity skills be interchangeable?

    - by Starkers
    I'm currently learning Unity and working my way through a video game maths primer text book. My goal is to create a racing game for WebGL (using Three.js and maybe Physic.js). I'm well aware that the Unity program shields you from a lot of what's going on and a lot of the grunt work attached to developing even a simple video game, but if I power through a bunch of Unity tutorials, will a lot of the skills I learn translate over to other frameworks/engines? I'm pretty proficient at level design with WebGL, and I'm a good 3D modeller. My weaknesses are definitely AI and Physics. While I am rapidly shoring up my math, and while Physics is undeniably interesting there's only so many hours in the day and there's a wealth of engines out there to take care of this sort of thing. AI does appeal to me a lot more, and is a lot more necessary. AI changes drastically from game to game, is tweaked heavily during development, and the physics is a lot more constant. Will leaning AI concepts in Unity allow me to transfer this knowledge pretty much anywhere? Or will I just be paddling up Unity creek with these skills?

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  • Rendering multiple squares fast?

    - by Sam
    so I'm doing my first steps with openGL development on android and I'm kinda stuck at some serious performance issues... What I'm trying to do is render a whole grid of single colored squares on to the screen and I'm getting framerates of ~7FPS. The squares are 9px in size right now with one pixel border in between, so I get a few thousand of them. I have a class "Square" and the Renderer iterates over all Squares every frame and calls the draw() method of each (just the iteration is fast enough, with no openGL code the whole thing runs smootlhy at 60FPS). Right now the draw() method looks like this: // Prepare the square coordinate data GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); // Set color for drawing the square GLES20.glUniform4fv(mColorHandle, 1, color, 0); // Draw the square GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); So its actually only 3 openGL calls. Everything else (loading shaders, filling buffers, getting appropriate handles, etc.) is done in the Constructor and things like the Program and the handles are also static attributes. What am I missing here, why is it rendering so slow? I've also tried loading the buffer data into VBOs, but this is actually slower... Maybe I did something wrong though. Any help greatly appreciated! :)

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  • XNA 2D vehicle wall collisions

    - by mike
    I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able to get direct collisions working correctly. However, it is getting very complicated and tricky very quickly. I am trying to accommodate various other collisions such as when a truck is against the wall then turns an adjacent direction or when they reverse into a wall. Both of these result in a slight collision as the image of the truck flips around to the direction the player wants to move. All of this has resulted in a whole lot of if statements to check how I should be fixing the collision. This in turn makes the player jump to random locations and "teleport" around corners, etc. The rest of my game is fine, I am not completely new to game development or C# for that matter. It's just the logic of collisions. Any ideas on how I can approach this? Image of the collisions I am trying to resolve: http://tinypic.com/r/2qtflvq/6

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  • Rendering 8 bit graphics

    - by Matjaz Muhic
    I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college. I want to make my own game engine. Nothing fancy just a simple 2D game engine. But because I'm kinda old school and feeling retro. I want graphics to look like old 8 bit games (megaman, contra, super mario, ...). So how were the old games made back then? I want the simplest approach. Were they also using assets (images) like newer engines now do? How do you achieve this kind of rendering using OpenGL? Keep in mind. Simplest solution. I want to know how it was made back then and how I can replicate that. Doesn't even have to be OpenGL. I can draw on window canvas. I do want to make it from scratch basically.

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • Will buy simple Cocos2D bubbles iPad game for private use (source)

    - by boliva
    Hi, First of all, sorry if this is the wrong place for posting this kind of request. IDK if is there already a marketplace on the stack community. I'm a fairly experienced iPhone/iPad developer with several Apps already published. I have a deep understanding of Objective-C and the Cocoa framework, as well as with the iPhone development tools. However, I have never used Cocos2d (or any other gaming engine for that matter) as I've mostly specialized in utilities/productivity Apps. I am in the urgent need of developing a really simple iPad game (for which I will provide all of the media assets - graphics and sounds) that needs to be deployed in about a week from now. Basically the game should allow the user to pop bubbles of different size and speed as they move from the bottom to the top of the screen. While I could take the time to read the documentation and start working on this game myself, I'm currently with a couple of other projects that I need to finish soon, so I would like to ask for the help of some other more experienced Cocos2D developer which could develop this game on its basic form for me. If you think you can help, please send me your quote, timing and, if possible, samples of previous work done with Cocos2D that would be similar to what I need. I can provide more detail upon request. Best and thank you all.

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  • Can you recommend a game server for a facebook board game?

    - by Yekmer Simsek
    I am seeking a game server that will scale well. All commercial and/or free software alternatives are welcome. Game will be a boardgame that is similar to poker. Some technical details are listed below. There will be a table which consists of 4 people, to send them message I need a channel manager. A table will be ready to play for at least 5 minutes. There should be a reliable channel manager. People will wait for some time(i.e.) and if they are not playing they will be kicked by server, so there will be a reliable timed task queue to execute some tasks. It should be quick enough to response and show the changes to all 4 people on that table simultaneously.To achive this server should have a powerfull I/O library. I think to use inmemory to have quick response times, but it comes with scalability problems. And some variables should be thread safe so a variable should be thread safe between multiple nodes. Flash(AS3) and Unity (.Net 2.0 C# mono) client API's should be available for socket connection. PS: I am using Reddwarf server, it lacks of documentation and multiple node.

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  • Good resources for learning modern OpenGL (3.0 or later)?

    - by MatterGoal
    I stumble upon the search of a good resource to start with OpenGL (3.0 or later) . Well, I found a lot of books but none of them can be considered a good resource! Here two examples: OpenGL Programming Guide (7th edition) http://www.amazon.com/exec/obidos/ASIN/0321552628/khongrou-20 This is FULL of deprecated material! Almost every chapters begin with a note about that. OpenGL Superbible (5th Edition) http://www.amazon.com/exec/obidos/ASIN/0321712617/khongrou-20 This book uses a library created by the author to explain the main arguments, hiding what you want to learn! I don't want to learn how to use your library! I want to learn OpenGL! I hope that you understand this is not the same question like "hey I'm not able to use Google... tell me how to learn OpenGL". I've just finished a full and deep search but I can't find a good and complete resource to learn the "new" OpenGL avoiding deprecated topics. Can someone heading me in the right direction? I know C++ and I have 10 years of experience in development... where I can find a good resource?! I want to spend time on it and I want to learn deeply. (please feel free to edit my question, my English is terrible!)

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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  • Is this too much to ask for a game programming and developing enthusiast? Am I doing this wrong?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • Precise exposition of an image for set number of frames (Vsync?)

    - by Istrebitel
    I need to make a simple enough program in C#, but it seems to be impossible via usual WinForms means. I need to show something (a string of text, an image) on the screen for very small time interval. Since typical monitors are 60Hz, this interval would be 1 or 2 frames (16,6 or 33,3 ms). I tried doing this with usual WinForms, and it is not possible because, apparently, there is no way to know how many frames were output to the monitor since some point in time. I can only draw on the controls, and monitor output is totally independant. So even if I run the timer, say, for 17 ms, between showing and hiding the image, it still sometimes manages not to draw a single frame of my image on the screen (even though theoretically it should, because 17ms 16,6ms). Moreover, even 20ms seems to slow (even though i should be more than enough). I did some game development as a hobby in the past (Delphi X, XNA) and I know that you usually draw the whole screen by yourself, each frame. Also, I know that there is an option called Vsync in most modern games, that allows you to synchronize your framerate to your monitor's frame rate. So, is it possible? I mean, to actually know how many frames were sent to the monitor with w/e I want to show?

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  • Python: how do I install SciPy on 64 bit Windows?

    - by Peter Mortensen
    How do I install SciPy on my system? Update 1: for the NumPy part (that SciPy depends on) there is actually an installer for 64 bit Windows: numpy-1.3.0.win-amd64-py2.6.msi (is direct download URL, 2310144 bytes). Running the SciPy superpack installer results in this message in a dialog box: "Cannot install. Python version 2.6 required, which was not found in the registry." I already have Python 2.6.2 installed (and a working Django installation in it), but I don't know about any Registry story. The registry entries seems to already exist: REGEDIT4 [HKEY_LOCAL_MACHINE\SOFTWARE\Python] [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore] [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6] [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\Help] [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\Help\Main Python Documentation] @="D:\\Python262\\Doc\\python262.chm" [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\InstallPath] @="D:\\Python262\\" [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\InstallPath\InstallGroup] @="Python 2.6" [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\Modules] [HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\PythonPath] @="D:\\Python262\\Lib;D:\\Python262\\DLLs;D:\\Python262\\Lib\\lib-tk" What I have done so far: Step 1 Downloaded the NumPy superpack installer numpy-1.3.0rc2-win32-superpack-python2.6.exe (direct download URL, 4782592 bytes). Running this installer resulted in the same message, "Cannot install. Python version 2.6 required, which was not found in the registry.". Update: there is actually an installer for NumPy that works - see beginning of the question. Step 2 Tried to install NumPy in another way. Downloaded the zip package numpy-1.3.0rc2.zip (direct download URL, 2404011 bytes), extracted the zip file in a normal way to a temporary directory, D:\temp7\numpy-1.3.0rc2 (where setup.py and README.txt is). I then opened a command line window and: d: cd D:\temp7\numpy-1.3.0rc2 setup.py install This ran for a long time and also included use of cl.exe (part of Visual Studio). Here is a nearly 5000 lines long transcript (230 KB). This seemed to work. I can now do this in Python: import numpy as np np.random.random(10) with this result: array([ 0.35667511, 0.56099423, 0.38423629, 0.09733172, 0.81560421, 0.18813222, 0.10566666, 0.84968066, 0.79472597, 0.30997724]) Step 3 Downloaded the SciPy superpack installer, scipy-0.7.1rc3- win32-superpack-python2.6.exe (direct download URL, 45597175 bytes). Running this installer resulted in the message listed in the beginning Step 4 Tried to install SciPy in another way. Downloaded the zip package scipy-0.7.1rc3.zip (direct download URL, 5506562 bytes), extracted the zip file in a normal way to a temporary directory, D:\temp7\scipy-0.7.1 (where setup.py and README.txt is). I then opened a command line window and: d: cd D:\temp7\scipy-0.7.1 setup.py install This did not achieve much - here is a transcript (about 95 lines). And it fails: >>> import scipy as sp2 Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: No module named scipy Platform: Python 2.6.2 installed in directory D:\Python262, Windows XP 64 bit SP2, 8 GB RAM, Visual Studio 2008 Professional Edition installed. The startup screen of the installed Python is: Python 2.6.2 (r262:71605, Apr 14 2009, 22:46:50) [MSC v.1500 64 bit (AMD64)] on win32 Type "help", "copyright", "credits" or "license" for more information. >>> Value of PATH, result from SET in a command line window: Path=D:\Perl64\site\bin;D:\Perl64\bin;C:\Program Files (x86)\PC Connectivity Solution\;D:\Perl\site\bin;D:\Perl\bin;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-Static;d:\Program Files (x86)\WinSCP\;D:\MassLynx\;D:\Program Files (x86)\Analyst\bin;d:\Python262;d:\Python262\Scripts;D:\Program Files (x86)\TortoiseSVN\bin;D:\Program Files\TortoiseSVN\bin;C:\WINDOWS\system32\WindowsPowerShell\v1.0;D:\Program Files (x86)\IDM Computer Solutions\UltraEdit\

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  • What is SharePoint Out of the Box?

    - by Bil Simser
    It’s always fun in the blog-o-sphere and SharePoint bloggers always keep the pot boiling. Bjorn Furuknap recently posted a blog entry titled Why Out-of-the-Box Makes No Sense in SharePoint, quickly followed up by a rebuttal by Marc Anderson on his blog. Okay, now that we have all the players and the stage what’s the big deal? Bjorn started his post saying that you don’t use “out-of-the-box” (OOTB) SharePoint because it makes no sense. I have to disagree with his premise because what he calls OOTB is basically installing SharePoint and admiring it, but not using it. In his post he lays claim that modifying say the OOTB contacts list by removing (or I suppose adding) a column, now puts you in a situation where you’re no longer using the OOTB functionality. Really? Side note. Dear Internet, please stop comparing building software to building houses. Or comparing software architecture to building architecture. Or comparing web sites to making dinner. Are you trying to dumb down something so the general masses understand it? Comparing a technical skill to a construction operation isn’t the way to do this. Last time I checked, most people don’t know how to build houses and last time I checked people reading technical SharePoint blogs are generally technical people that understand the terms you use. Putting metaphors around software development to make it easy to understand is detrimental to the goal. </rant> Okay, where were we? Right, adding columns to lists means you are no longer using the OOTB functionality. Yeah, I still don’t get it. Another statement Bjorn makes is that using the OOTB functionality kills the flexibility SharePoint has in creating exactly what you want. IMHO this really flies in the absolute face of *where* SharePoint *really* shines. For the past year or so I’ve been leaning more and more towards OOTB solutions over custom development for the simple reason that its expensive to maintain systems and code and assets. SharePoint has enabled me to do this simply by providing the tools where I can give users what they need without cracking open up Visual Studio. This might be the fact that my day job is with a regulated company and there’s more scrutiny with spending money on anything new, but frankly that should be the position of any responsible developer, architect, manager, or PM. Do you really want to throw money away because some developer tells you that you need a custom web part when perhaps with some creative thinking or expectation setting with customers you can meet the need with what you already have. The way I read Bjorn’s terminology of “out-of-the-box” is install the software and tell people to go to a website and admire the OOTB system, but don’t change it! For those that know things like WordPress, DotNetNuke, SubText, Drupal or any of those content management/blogging systems, its akin to installing the software and setting up the “Hello World” blog post or page, then staring at it like it’s useful. “Yes, we are using WordPress!”. Then not adding a new post, creating a new category, or adding an About page. Perhaps I’m wrong in my interpretation. This leads us to what is OOTB SharePoint? To many people I’ve talked to the last few hours on twitter, email, etc. it is *not* just installing software but actually using it as it was fit for purpose. What’s the purpose of SharePoint then? It has many purposes, but using the OOTB templates Microsoft has given you the ability to collaborate on projects, author/share/publish documents, create pages, track items/contacts/tasks/etc. in a multi-user web based interface, and so on. Microsoft has pretty clear definitions of these different levels of SharePoint we’re talking about and I think it’s important for everyone to know what they are and what they mean. Personalization and Administration To me, this is the OOTB experience. You install the product and then are able to do things like create new lists, sites, edit and personalize pages, create new views, etc. Basically use the platform services available to you with Windows SharePoint Services (or SharePoint Foundation in 2010) to your full advantage. No code, no special tools needed, and very little user training required. Could you take someone who has never done anything in a website or piece of software and unleash them onto a site? Probably not. However I would argue that anyone who’s configured the Outlook reading layout or applied styles to a Word document probably won’t have too much difficulty in using SharePoint OUT OF THE BOX. Customization Here’s where things might get a bit murky but to me this is where you start looking at HTML/ASPX page code through SharePoint Designer, using jQuery scripts and plugging them into Web Part Pages via a Content Editor Web Part, and generally enhancing the site. The JavaScript debate might kick in here claiming it’s no different than C#, and frankly you can totally screw a site up with jQuery on a CEWP just as easily as you can with a C# delegate control deployed to the server file system. However (again, my blog, my opinion) the customization label comes in when I need to access the server (for example creating a custom theme) or have some kind of net-new element I add to the system that wasn’t there OOTB. It’s not content (like a new list or site), it’s code and does something functional. Development Here’s were the propeller hats come on and we’re talking algorithms and unit tests and compilers oh my. Software is deployed to the server, people are writing solutions after some kind of training (perhaps), there might be some specialized tools they use to craft and deploy the solutions, there’s the possibility of exceptions being thrown, etc. There are a lot of definitions here and just like customization it might get murky (do you let non-developers build solutions using development, i.e. jQuery/C#?). In my experience, it’s much more cost effective keeping solutions under the first two umbrellas than leaping into the third one. Arguably you could say that you can’t build useful solutions without *some* kind of code (even just some simple jQuery). I think you can get a *lot* of value just from using the OOTB experience and I don’t think you’re constraining your users that much. I’m not saying Marc or Bjorn are wrong. Like Obi-Wan stated, they’re both correct “from a certain point of view”. To me, SharePoint Out of the Box makes total sense and should not be dismissed. I just don’t agree with the premise that Bjorn is basing his statements on but that’s just my opinion and his is different and never the twain shall meet.

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  • New OFM versions released SOA Suite 11.1.1.4 &amp; BPM 11.1.1.4 &amp; JDeveloper 11.1.1.4 WebLogic on JRockit 10.3.4 feedback from the community

    - by Jürgen Kress
    Oracle SOA Suite 11g Installations This is the latest release of the Oracle SOA Suite 11g. Please see the Documentation tab for Release Notes, Installation Guides and other release specific information. Please also see the List of New Features and Samples provided for this release. Release 11gR1 (11.1.1.4.0) Microsoft Windows (32-bit JVM) Linux (32-bit JVM) Generic Oracle JDeveloper 11g Rel 1 (11.1.1.x) (JDeveloper + ADF) Integrated development environment certified on Windows, Linux, and Macintosh. License is free (read the Pricing FAQ). Studio Edition for Windows (1.2 GB) | Studio Edition for Linux (1.3 GB) | See All See Additional Development Tools Oracle WebLogic Server 11g Rel 1 (10.3.4) Installers The WebLogic Server installers include Oracle Coherence and Oracle Enterprise Pack for Eclipse and supports development with other Fusion Middleware products . The zip includes WebLogic Server only and is intended for WebLogic Server development only. Linux x86 (1.1 GB) | Windows x86 (1 GB) Zip for Windows x86, Linux x86, Mac OS X (316 MB) | See All Oracle WebLogic Server 11gR1 (10.3.4) on JRockit Virtual Edition Download For additional downloads please visit the Oracle Fusion Middleware Products Update Center Share your feedback with the @soacommunity on twitter SOASimone Simone Geib SOA Suite 11gR1 (11.1.1.4.0) has just been released: http://www.oracle.com/technetwork/middleware/soasuite/downloads/index.html gschmutz gschmutz My new blog post: WebLogic Server, JDev, SOA, BPM, OSB and CEP 11.1.1.4 (PS3) available! - http://tinyurl.com/4negnpn simon_haslam Simon Haslam I'm very pleased to see WLS 10.3.4 for JRockit VE launched at the same time as the rest of PS3 http://j.mp/gl1nQm (32bit anyway) lucasjellema Lucas Jellema See http://www.oracle.com/ocom/groups/public/@otn/documents/webcontent/156082.xml for PS3 extension downloads BPM, SOA Editor, WebCenter demed demed List of new features in @OracleSOA 11gR1 PS3: http://bit.ly/fVRwsP is not extremely long but huge release by # of bugs fixed. Go! biemond Edwin Biemond WebLogic 10.3.4 new features http://bit.ly/f7L1Eu Exalogic Elastic Cloud , JPA2 , Maven plugin, OWSM policies on WebLogic SCA applications JDeveloper JDeveloper & ADF JDeveloper and Oracle ADF 11g Release 1 Patch Set 3 (11.1.1.4.0): New Features and Bug Fixes http://bit.ly/feghnY simon_haslam Simon Haslam WebLogic Server 10.3.4 (i.e. 11gR1 PS3) available now too http://bit.ly/eeysZ2 JDeveloper JDeveloper & ADF Share your impressions on the new JDeveloper 11g Patchset 3 release that came out today! Download it here: http://bit.ly/dogRN8 VikasAatOracle Vikas Anand SOA Suite 11gR1PS3 is Hotpluggable ...see list of features that @Demed posted..#soa #soacommunity   New versions of Oracle Fusion Middleware 11g R1 (11.1.1.4.x)  include: Oracle WebLogic Server 11g R1 (10.3.4) Oracle SOA Suite 11g R1 (11.1.1.4.0) Oracle Business Process Management 11g R1 (11.1.1.4.0) Oracle Complex Event Processing 11g R1 (11.1.1.4.0) Oracle Application Integration Architecture Foundation Pack 11g R1 (11.1.1.4.0) Oracle Service Bus 11g R1 (11.1.1.4.0) Oracle Enterprise Repository 11g R1 (11.1.1.4.0) Oracle Identity Management 11g R1 (11.1.1.4.0) Oracle Enterprise Content Management 11g R1 (11.1.1.4.0) Oracle WebCenter 11g R1 (11.1.1.4.0) - coming soon Oracle Forms, Reports, Portal & Discoverer 11g R1 (11.1.1.4.0) Oracle Repository Creation Utility 11g R1 (11.1.1.4.0) Oracle JDeveloper & Application Development Runtime 11g R1 (11.1.1.4.0) Resources Download  (OTN) Certification Documentation   New Features in Oracle SOA Suite 11g Release 1 (11.1.1.4.0) Updated: January, 2011 Go to Oracle SOA Suite 11g Doc Introduction Oracle SOA Suite 11gR1 (11.1.1.4.0) includes both bug fixes as well as new features listed below - click on the title of each feature for more details. Downloads, documentation links and more information on the Oracle SOA Suite available on the SOA Suite OTN page and as always, we welcome your feedback on the SOA OTN forum. New in Oracle SOA Suite in this release BPEL Component BPEL 2.0 support in JDeveloper The BPEL editor in JDeveloper now generates BPEL 2.0 code and introduces several new activities. Augmented XML variables auto-initialization capabilities The XML variable auto-initialization capabilities have been enhanced to support two need additional use cases: to initialize the to-spec node if it doesn't exist during the rule and to initialize array elements. New Assign Activity dialog The new Assign Activity supports the same drag & drop paradigm used for the XSLT mapper, greatly streamlining the task of assigning multiple variables. Mediator Component Time window parameter for the resequencer This new parameter lets users initiate a best-effort resequencing based on a time window rather than a number of messages. Support for attachments in the Mediator assign dialog The Mediator assign dialog now supports attachment, enabling usage of the Mediator to transmit attachments even if source and target schemas are different. Adapters & Bindings ChunkSize property added to the File Adapter header properties The ChunkSize property of the File Adapter is now available as a header property, allowing in-process modification of the value for this property. Improved support for distributed WLS JMS topics though automatic rebalancing of listeners The JMS Adapter has been enhanced to subscribe to administrative events from WLS JMS. Based on these events, it dynamically rebalances listeners when there are changes to the members of a local or remote WLS JMS distributed destination. JDeveloper configuration wizard for custom JCA adapters A new wizard is available in JDeveloper to configure custom-built adapters Administration & Enterprise Manager Enhanced purging capabilities to manage database growth Historical instance data can now be purged using three different strategies: batch script, scheduled batch script or data partitioning. Asynchronous bulk instance deletion in Enterprise Manager Bulk deletion of instances in Enterprise Manager now executes as an asynchronous operation in Enterprise Manager, returning control to the user as soon as the action has been submitted and acknowledged. B2B Ability to schedule partner downtime This feature allows trading partners to notify each other about planned downtime and to delay delivery of messages during that period. Message sequencing B2B now supports both inbound and outbound message sequencing. Simplified BAM integration with B2B B2B ships with various pre-configured artifacts to simplify monitoring in BAM. Instance Message Java API for B2B The new instance message Java API supports programmatic access to B2B instance message data. Oracle Service Bus (OSB) Certification of the File and FTP JCA Adapters The File and FTP JCA adapters are now certified for use with Oracle Service Bus (in addition to the native transports). Security enhancements Oracle Service Bus now supports SAML 2.0 as well as the OWSM authorization policies. Check the Oracle Service Bus 11.1.1.4 Release Notes for a complete list of new features. Installation, Hot-Pluggability & Certifications Ability to run Oracle SOA Suite on IBM WebSphere Application Server Oracle SOA Suite can now be deployed on IBM WebSphere Application Server Network Deployment (ND) 7.0.11 and IBM WebSphere Application Server 7.0.11. Single JVM developer installation template Oracle SOA Suite can now be targeted to the WebLogic admin server - there is no requirement to also have a managed server. This topology is intended to minimize the memory foorprint of development environments. This is in addition to the list of supported browsers, operating systems and databases already certified in prior releases. Complex Event Processing (CEP) IDE enhancements This release introduces several enhancements to the development IDE, such as adapter wizards and event-type repository. CQL enhancements CQL enhancements include JDBC data cartridges and parametrized queries. Tracing and injecting events in the Event Processing Network (EPN) In the development environment you can now trace and inject events. Check the Oracle CEP 11.1.1.4 Release Notes for a complete list of new features. SOA Suite page on OTN For more information on SOA Specialization and the SOA Partner Community please feel free to register at www.oracle.com/goto/emea/soa (OPN account required) Blog Twitter LinkedIn Mix Forum Wiki Website Technorati Tags: SOA Suite 11.1.1.4,JDeveloper 11.1.1.4,WebLogic 10.3.4,JRockit 10.3.4,SOA Community,Oracle,OPN,SOA,Simone Geib,Guido Schmutz,Edwin Biemond,Lucas Jellema,Simon Haslam,Demed,Vikas Anand,Jürgen Kress

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  • Windows XP Ubuntu Installer (version 11.10) error dialog - Permission Denied

    - by MacGyver
    When installing Ubuntu 11.10 on Windows XP (2nd option in installer), the install failed with popup. How can I fix this? Here is the contents of file "C:\Documents and Settings\Keith\Local Settings\Temp\wubi-11.10-rev241.log". I only pasted the last few lines because of the question size limit. \Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp is a valid Kubuntu CD 03-25 22:29 DEBUG Distro: does not contain C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp is a valid Kubuntu CD 03-25 22:29 DEBUG Distro: does not contain C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp is a valid Xubuntu CD 03-25 22:29 DEBUG Distro: does not contain C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp is a valid Xubuntu CD 03-25 22:29 DEBUG Distro: does not contain C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp is a valid Mythbuntu CD 03-25 22:29 DEBUG Distro: does not contain C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp is a valid Mythbuntu CD 03-25 22:29 DEBUG Distro: does not contain C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Ubuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Ubuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Kubuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Kubuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Xubuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Xubuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Mythbuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether D:\ is a valid Mythbuntu CD 03-25 22:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Ubuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Ubuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Kubuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Kubuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Xubuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Xubuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Mythbuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether E:\ is a valid Mythbuntu CD 03-25 22:29 DEBUG Distro: does not contain E:\casper\filesystem.squashfs 03-25 22:29 DEBUG Distro: checking whether Y:\ is a valid Ubuntu CD 03-25 22:29 INFO Distro: Found a valid CD for Ubuntu: Y:\ 03-25 22:29 INFO root: Running the installer... 03-25 22:29 INFO WinuiPage: appname=wubi, localedir=C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\translations, languages=['en_US', 'en'] 03-25 22:29 INFO WinuiPage: appname=wubi, localedir=C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\translations, languages=['en_US', 'en'] 03-25 22:29 DEBUG WinuiInstallationPage: target_drive=C:, installation_size=18000MB, distro_name=Ubuntu, language=en_US, locale=en_US.UTF-8, username=keith 03-25 22:29 INFO root: Received settings 03-25 22:29 INFO WinuiPage: appname=wubi, localedir=C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\translations, languages=['en_US', 'en'] 03-25 22:29 DEBUG TaskList: # Running tasklist... 03-25 22:29 DEBUG TaskList: ## Running select_target_dir... 03-25 22:29 INFO WindowsBackend: Installing into C:\ubuntu 03-25 22:29 DEBUG TaskList: ## Finished select_target_dir 03-25 22:29 DEBUG TaskList: ## Running create_dir_structure... 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu\disks 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu\install 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu\install\boot 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu\disks\boot 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu\disks\boot\grub 03-25 22:29 DEBUG CommonBackend: Creating dir C:\ubuntu\install\boot\grub 03-25 22:29 DEBUG TaskList: ## Finished create_dir_structure 03-25 22:29 DEBUG TaskList: ## Running uncompress_target_dir... 03-25 22:29 DEBUG TaskList: ## Finished uncompress_target_dir 03-25 22:29 DEBUG TaskList: ## Running create_uninstaller... 03-25 22:29 DEBUG WindowsBackend: Copying uninstaller Y:\wubi.exe -> C:\ubuntu\uninstall-wubi.exe 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi UninstallString C:\ubuntu\uninstall-wubi.exe 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi InstallationDir C:\ubuntu 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayName Ubuntu 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayIcon C:\ubuntu\Ubuntu.ico 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayVersion 11.10-rev241 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi Publisher Ubuntu 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi URLInfoAbout http://www.ubuntu.com 03-25 22:29 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi HelpLink http://www.ubuntu.com/support 03-25 22:29 DEBUG TaskList: ## Finished create_uninstaller 03-25 22:29 DEBUG TaskList: ## Running copy_installation_files... 03-25 22:29 DEBUG WindowsBackend: Copying C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\data\custom-installation -> C:\ubuntu\install\custom-installation 03-25 22:29 DEBUG WindowsBackend: Copying C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\winboot -> C:\ubuntu\winboot 03-25 22:29 DEBUG WindowsBackend: Copying C:\DOCUME~1\Keith\LOCALS~1\Temp\pyl1.tmp\data\images\Ubuntu.ico -> C:\ubuntu\Ubuntu.ico 03-25 22:29 DEBUG TaskList: ## Finished copy_installation_files 03-25 22:29 DEBUG TaskList: ## Running get_iso... 03-25 22:29 DEBUG TaskList: New task copy_file 03-25 22:29 DEBUG TaskList: ### Running copy_file... 03-25 22:32 ERROR TaskList: [Errno 13] Permission denied Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\utils.py", line 202, in copy_file IOError: [Errno 13] Permission denied 03-25 22:32 DEBUG TaskList: # Cancelling tasklist 03-25 22:32 DEBUG TaskList: New task check_iso 03-25 22:32 ERROR root: [Errno 13] Permission denied Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\utils.py", line 202, in copy_file IOError: [Errno 13] Permission denied 03-25 22:32 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 03-25 22:32 DEBUG TaskList: # Cancelling tasklist 03-25 22:32 DEBUG TaskList: # Finished tasklist

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  • Scripting Language Sessions at Oracle OpenWorld and MySQL Connect, 2012

    - by cj
    This posts highlights some great scripting language sessions coming up at the Oracle OpenWorld and MySQL Connect conferences. These events are happening in San Francisco from the end of September. You can search for other interesting conference sessions in the Content Catalog. Also check out what is happening at JavaOne in that event's Content Catalog (I haven't included sessions from it in this post.) To find the timeslots and locations of each session, click their respective link and check the "Session Schedule" box on the top right. GEN8431 - General Session: What’s New in Oracle Database Application Development This general session takes a look at what’s been new in the last year in Oracle Database application development tools using the latest generation of database technology. Topics range from Oracle SQL Developer and Oracle Application Express to Java and PHP. (Thomas Kyte - Architect, Oracle) BOF9858 - Meet the Developers of Database Access Services (OCI, ODBC, DRCP, PHP, Python) This session is your opportunity to meet in person the Oracle developers who have built Oracle Database access tools and products such as the Oracle Call Interface (OCI), Oracle C++ Call Interface (OCCI), and Open Database Connectivity (ODBC) drivers; Transparent Application Failover (TAF); Oracle Database Instant Client; Database Resident Connection Pool (DRCP); Oracle Net Services, and so on. The team also works with those who develop the PHP, Ruby, Python, and Perl adapters for Oracle Database. Come discuss with them the features you like, your pains, and new product enhancements in the latest database technology. CON8506 - Syndication and Consolidation: Oracle Database Driver for MySQL Applications This technical session presents a new Oracle Database driver that enables you to run MySQL applications (written in PHP, Perl, C, C++, and so on) against Oracle Database with almost no code change. Use cases for such a driver include application syndication such as interoperability across a relationship database management system, application migration, and database consolidation. In addition, the session covers enhancements in database technology that enable and simplify the migration of third-party databases and applications to and consolidation with Oracle Database. Attend this session to learn more and see a live demo. (Srinath Krishnaswamy - Director, Software Development, Oracle. Kuassi Mensah - Director Product Management, Oracle. Mohammad Lari - Principal Technical Staff, Oracle ) CON9167 - Current State of PHP and MySQL Together, PHP and MySQL power large parts of the Web. The developers of both technologies continue to enhance their software to ensure that developers can be satisfied despite all their changing and growing needs. This session presents an overview of changes in PHP 5.4, which was released earlier this year and shows you various new MySQL-related features available for PHP, from transparent client-side caching to direct support for scaling and high-availability needs. (Johannes Schlüter - SoftwareDeveloper, Oracle) CON8983 - Sharding with PHP and MySQL In deploying MySQL, scale-out techniques can be used to scale out reads, but for scaling out writes, other techniques have to be used. To distribute writes over a cluster, it is necessary to shard the database and store the shards on separate servers. This session provides a brief introduction to traditional MySQL scale-out techniques in preparation for a discussion on the different sharding techniques that can be used with MySQL server and how they can be implemented with PHP. You will learn about static and dynamic sharding schemes, their advantages and drawbacks, techniques for locating and moving shards, and techniques for resharding. (Mats Kindahl - Senior Principal Software Developer, Oracle) CON9268 - Developing Python Applications with MySQL Utilities and MySQL Connector/Python This session discusses MySQL Connector/Python and the MySQL Utilities component of MySQL Workbench and explains how to write MySQL applications in Python. It includes in-depth explanations of the features of MySQL Connector/Python and the MySQL Utilities library, along with example code to illustrate the concepts. Those interested in learning how to expand or build their own utilities and connector features will benefit from the tips and tricks from the experts. This session also provides an opportunity to meet directly with the engineers and provide feedback on your issues and priorities. You can learn what exists today and influence future developments. (Geert Vanderkelen - Software Developer, Oracle) BOF9141 - MySQL Utilities and MySQL Connector/Python: Python Developers, Unite! Come to this lively discussion of the MySQL Utilities component of MySQL Workbench and MySQL Connector/Python. It includes in-depth explanations of the features and dives into the code for those interested in learning how to expand or build their own utilities and connector features. This is an audience-driven session, so put on your best Python shirt and let’s talk about MySQL Utilities and MySQL Connector/Python. (Geert Vanderkelen - Software Developer, Oracle. Charles Bell - Senior Software Developer, Oracle) CON3290 - Integrating Oracle Database with a Social Network Facebook, Flickr, YouTube, Google Maps. There are many social network sites, each with their own APIs for sharing data with them. Most developers do not realize that Oracle Database has base tools for communicating with these sites, enabling all manner of information, including multimedia, to be passed back and forth between the sites. This technical presentation goes through the methods in PL/SQL for connecting to, and then sending and retrieving, all types of data between these sites. (Marcelle Kratochvil - CTO, Piction) CON3291 - Storing and Tuning Unstructured Data and Multimedia in Oracle Database Database administrators need to learn new skills and techniques when the decision is made in their organization to let Oracle Database manage its unstructured data. They will face new scalability challenges. A single row in a table can become larger than a whole database. This presentation covers the techniques a DBA needs for managing the large volume of data in a standard Oracle Database instance. (Marcelle Kratochvil - CTO, Piction) CON3292 - Using PHP, Perl, Visual Basic, Ruby, and Python for Multimedia in Oracle Database These five programming languages are just some of the most popular ones in use at the moment in the marketplace. This presentation details how you can use them to access and retrieve multimedia from Oracle Database. It covers programming techniques and methods for achieving faster development against Oracle Database. (Marcelle Kratochvil - CTO, Piction) UGF5181 - Building Real-World Oracle DBA Tools in Perl Perl is not normally associated with building mission-critical application or DBA tools. Learn why Perl could be a good choice for building your next killer DBA app. This session draws on real-world experience of building DBA tools in Perl, showing the framework and architecture needed to deal with portability, efficiency, and maintainability. Topics include Perl frameworks; Which Comprehensive Perl Archive Network (CPAN) modules are good to use; Perl and CPAN module licensing; Perl and Oracle connectivity; Compiling and deploying your app; An example of what is possible with Perl. (Arjen Visser - CEO & CTO, Dbvisit Software Limited) CON3153 - Perl: A DBA’s and Developer’s Best (Forgotten) Friend This session reintroduces Perl as a language of choice for many solutions for DBAs and developers. Discover what makes Perl so successful and why it is so versatile in our day-to-day lives. Perl can automate all those manual tasks and is truly platform-independent. Perl may not be in the limelight the way other languages are, but it is a remarkable language, it is still very current with ongoing development, and it has amazing online resources. Learn what makes Perl so great (including CPAN), get an introduction to Perl language syntax, find out what you can use Perl for, hear how Oracle uses Perl, discover the best way to learn Perl, and take away a small Perl project challenge. (Arjen Visser - CEO & CTO, Dbvisit Software Limited) CON10332 - Oracle RightNow CX Cloud Service’s Connect PHP API: Intro, What’s New, and Roadmap Connect PHP is a public API that enables developers to build solutions with the Oracle RightNow CX Cloud Service platform. This API is used primarily by developers working within the Oracle RightNow Customer Portal Cloud Service framework who are looking to gain access to data and services hosted by the Oracle RightNow CX Cloud Service platform through a backward-compatible API. Connect for PHP leverages the same data model and services as the Connect Web Services for SOAP API. Come to this session to get an introduction and learn what’s new and what’s coming up. (Mark Rhoads - Senior Principal Applications Engineer, Oracle. Mark Ericson - Sr. Principle Product Manager, Oracle) CON10330 - Oracle RightNow CX Cloud Service APIs and Frameworks Overview Oracle RightNow CX Cloud Service APIs are available in the following areas: desktop UI, Web services, customer portal, PHP, and knowledge. These frameworks provide access to Oracle RightNow CX Cloud Service’s Connect Common Object Model and custom objects. This session provides a broad overview of capabilities in all these areas. (Mark Ericson - Sr. Principle Product Manager, Oracle)

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