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  • Oracle Tutor: Learn Tutor in the comfort of your own home or office

    - by emily.chorba(at)oracle.com
    The primary challenge for companies faced with documenting policies and procedures is to realize that they can do this documentation in-house, with existing resources, using Oracle Tutor. Procedure documentation is a critical success component for supporting corporate governance or other regulatory compliance initiatives and when implementing or upgrading to a new business application. There are over 1000 Oracle Tutor customers worldwide that have used Tutor to create, distribute, and maintain their business procedures. This is easily accomplished because of Tutor's: Ease of use by those who have to write procedures (Microsoft Word based authoring) Ease of company-wide implementation (complex document management activities are centralized) Ease of use by workers who have to follow the procedures (play script format)Ease of access by remote workers (web-enabled) Oracle University is offering Live Virtual Tutor classes! The class lasts four days, starts on Tuesday and finishes on Friday. This course is an introduction to the Oracle Tutor suite of products. It focuses on the Policy and Procedure writing feature set of the Tutor applications. Participants will learn about writing procedures and maintaining these particular process document types, all using the Tutor method. The next three classes are scheduled for: April 19 - 22 May 31 - June 3 July 5 - 8 You will learn to: Write procedures Create procedure Flowcharts Write support documents Create Impact Analysis Reports Create Role-base Employee Manuals Deploy online Employee Manuals on an Intranet Enjoy learning Tutor in your local environment. Start the sign up process from this link Learn More For more information about Tutor, visit Oracle.com or the Tutor Blog. Post your questions at the Tutor Forum. Emily Chorba Principle Product Manager Oracle Tutor & BPM

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  • Securing Back End API for Mobile Applications

    - by El Guapo
    I have an application that I am writing for both iOS and Android; this application will be served by a ReSTFUL API running on a cluster of servers on "the internets". I am curious how the rest of the world is going about securing their APIs so only specific applications running on iOS or Android can use these APIs. I could go the same route as other OAuth providers by providing a key/secret combination (2-legged OAuth), however, what do I do if I ever have to change these keys??? Do I create a new key/secret for every person that downloads the app??? The application is a social-based game that will allow the user to interact with other "participants" in the game based on location, achievements, etc. The API will provide the following functions: -Questions, Quests, etc -Profile Management -User Interaction -Possible Social Interaction Once the app gains traction I plan on opening up the API ala Facebook, Twitter, etc. Which is easy enough, I plan on implementing an OAuth Server and whatnot. However, I want to make sure, during this phase, that only people who are using the application can access and use the API.

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  • Drawing particles with CPU instead of GPU (XNA)

    - by Helix
    I'm trying out modifications to the following particle system. http://create.msdn.com/en-US/education/catalog/sample/particle_3d I have a function such that when I press Space, all the particles have their positions and velocities set to 0. for (int i = 0; i < particles.GetLength(0); i++) { particles[i].Position = Vector3.Zero; particles[i].Velocity = Vector3.Zero; } However, when I press space, the particles are still moving. If I go to FireParticleSystem.cs I can turn settings.Gravity to 0 and the particles stop moving, but the particles are still not being shifted to (0,0,0). As I understand it, the problem lies in the fact that the GPU is processing all the particle positions, and it's calculating where the particles should be based on their initial position, their initial velocity and multiplying by their age. Therefore, all I've been able to do is change the initial position and velocity of particles, but I'm unable to do it on the fly since the GPU is handling everything. I want the CPU to calculate the positions of the particles individually. This is because I will be later implementing some sort of wind to push the particles around. How do I stop the GPU from taking over? I think it's something to do with VertexBuffers and the draw function, but I don't know how to modify it to make it work.

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Estimating cost of labor for a controlled experiment

    - by Lorin Hochstein
    Let's say you are a software engineering researcher and you are designing a controlled experiment to compare two software technologies or techniques (e.g., TDD vs. non-TDD, Python vs. Go) with respect to some qualities of interest (e.g., quality of resulting code, programmer productivity). According to your study design, participants will work alone to implement a non-trivial software system. You estimate it should take about six months for a single programmer to complete the task. You also estimate via power analysis that you will need around sixty study participants to obtain statistically significant results, assuming the technologies actually do yield different outcomes. To maximize external validity, you want to use professional programmers as study participants. Unfortunately, it isn't possible to find professional programmers who can volunteer for several months to work full-time on implementing a software system. You decide to go the simplest route and contract with a large IT consulting firm to obtain access to programmers to participate in the study. What is a reasonable estimate of the cost range, per person-month, for the programming labor? Assume you are constrained to work with a U.S.-based firm, but it doesn't matter where in the U.S. the firm itself or the programmers or located. Note: I'm looking for a reasonable order-of-magnitude range suitable for back-of-the-envelope calculations so that when people say "Why doesn't somebody just do a study to measure X", I can say, "Because running that study properly would cost $Y", and have a reasonable argument for the value of $Y.

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  • How to improve relationships between consultants and staff programmers

    - by Catchops
    I have been a consultant for a small software consulting firm for quite some time now. Our normal business model is not staff augmentation, but such that we find clients who need assistance in building a solution of some kind and then send in a team who can build that solution, work with the existing IT staff, train all involved on supportting that solution, then move on to the next job. We, of course, are still around for any needed ongoing support. We have a great reputation in our area and have been very successful in implementing the solutions that we provide. However, I have noticed a common theme for most of our projects. When we get on-site, there is generally a "stressed" relationship between our team and many of the IT staff currently at the client. I understand completely that there may be some anxiety about our arrival and that defenses can come up when we are around. Many of the folks are understanding and easy to work with, but there are usually some who will not work well with us at all, and who can quickly become a project risk in many ways. We try to go in with open minds and good attitudes, and try NOT to be arrogent or condecending. We generally get deployed when there is a mess to clean up - but we understand that there were reasons decisions were made that got them in the bind they are...so we just try to determine the next step forward and move on. My question is this - I'd like to hear from the IT staff and programmers out there who have had consultants in - what are the things that consultants do that fire up negative feelings and attitudes? What can we do better to make the relationship better, not only in the beginning, but as the project moves forward?

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  • Getting into game/game engine programming

    - by Darkslash
    So 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 doesnt 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? Im 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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  • What would you do to improve the working of a small Development team?

    - by Omar Kooheji
    My company is having a reshuffle and I'm applying for my boss' job as he's moved up the ladder. The new role would give me a chance to move our development team into the 21st century and I'd like to make sure that: I can provide sensible suggestions in the interview to get the job so I can fix the team If I get the job I can actually enact some changes to actually improve the lives of the developers and their output. I want to know what I can suggest to improve the way we work, because I think it's a mess but every time I've suggested a change it's been shot down because any time spend implementing the change would be time that isn't spent developing software. Here is the state of play at the moment: My team consists of 3-4 developers (Mainly Java but I do some .Net work) Each member of the team is usually works on 2-3 projects at a time We are each responsible for the entire life cycle of the project from design to testing. Usually only one person works on a project (Although we have the odd project that will have more than one person working on it.) Projects tend to be bespoke to single customer, or are really heavilly reliant on a particular customer environment. We have 2-3 "Products" which we evolve to meet customer requirements. We use SVN for source control We don't do continuous integration (I'd like to start) We use a really basic bug tracker for internal issue tracking (I'd like to move to an issue/task management system) Any changes that bring a sudden dip in revenue generation will probably be rejected, the company isn't structured for development most of the rest of the technical team's jobs can be broken down to install this piece of hardware, configure that piece of hardware and once a job is done it's done and you never have to look at it again. This mentality has crept into development team because it's part of the company culture.

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  • Oracle Access Manager 11.1.2 Certified with E-Business Suite 12

    - by Elke Phelps (Oracle Development)
    I am happy to announce that Oracle Access Manager 11gR2 (11.1.2) is now certified with E-Business Suite Releases 12.0.6 and 12.1. If you are implementing single sign-on for the first time, or are an existing Oracle Access Manager user, you may integrate with Oracle Access Manager 11gR2 using Oracle Access Manager WebGate and Oracle E-Business Suite AccessGate. Supported Architecture and Release Versions Oracle Access Manager 11.1.2 Oracle E-Business Suite Release 12.0.6, 12.1.1+ Oracle Identity Management 11.1.1.5, 11.1.1.6 Oracle Internet Directory 11.1.1.6 Oracle WebLogic Server 10.3.0.5+ What's New In This Oracle Access Manager 11gR2 Integration? Simplified integration: We've simplified the instructions and cut the number of pages, while adding clarity to the steps. Automation of configuration steps:  We've automated some of the required configuration steps. This is the first phase of automation and diagnostics that are part of our roadmap for this integration. Use of default OAM Login page: We are reducing the required troubleshooting by delivering the default OAM Login page for the integration. A custom login page can still be created by using Oracle Access Manager. Use of the Detached Credential collector in a Demilitarized Zone: We have certified the Detached Credential collector as part of a DMZ configuration. This will enhance the security of the underlying Oracle Access Manager and E-Business Suite components, which will now be required only within a company's intranet.   Choosing the Right Architecture Our previously published blog article and support note with single sign-on recommended and certified integration paths has been updated to include Oracle Access Manager 11gR2: Overview of Single Sign-On Integration Options for Oracle E-Business Suite (Note 1388152.1) Other References Integrate with Oracle Access Manager 11gR2 (11.1.2) using Oracle E-Business Suite AccessGate (Note 1484024.1) Overview of Single Sign-On Integration Options for Oracle E-Business Suite (Note 1388152.1) Related Articles Understanding Options for Integrating Oracle Access Manager with E-Business Suite Why Does E-Business Suite Integration with OAM Require Oracle Internet Directory? In-Depth: Using Third-Party Identity Managers with E-Business Suite Release 12

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  • Solaris Tech Day mit Engineering 3.12. Frankfurt

    - by Franz Haberhauer
    Am Dienstag, den 3. Dezember 2013 haben wir den Chef des Solaris Engineering Markus Flierl mit einigen seiner Engineers und Joost Pronk vom Produkt Management zu Gast in unserer Geschäftstelle in Dreieich (Frankfurt). Wir nutzen diese Gelegenheit, Ihnen bei einem Solaris Tech Day direkt von der Quelle tiefe Einblicke in Solaris-Technologien zu geben: Agenda Time Session Speaker 09:00 Registration and Breakfast 09:45 Oracle Solaris - Strategy, Engineering Insights, Roadmap, and a Glimpse on Solaris in Oracle's IT Markus Flierl 11:15 Coffee 11:35 Oracle Solaris 11.1: The Best Platform for Oracle - The Technologies Behind the Scenes Bart Smaalders 12:35 Lunch 13:25 Solaris Security: Reduce Risk , Deliver Secure Services, and Monitor Compliance Darren Moffat 14:10 Solaris 11 Provisioning and SMF - Insights from the Lead Engineers Bart Smaalders & Liane Praza 14:55 Solaris Data Management - ZFS, NFS, dNFS, ASM, and OISP Integration with the Oracle DB Darren Moffat 15:25 Coffee 15:45 Solaris 10 Patches and Solaris SRUs - News and Best Practices Gerry Haskins 16:30 Cloud Formation: Implementing IaaS in Practice with Oracle Solaris Joost Pronk 17:00 Q&A panel - All presenters and Solaris engineers Bitte registrieren Sie sich hier, um sich einen Platz bei dieser außergewöhnlichen Veranstaltung zu sichern. Es lohnt sich übrigens auch mal in die Blogs von  Markus Flierl mit einem interessanten Beitrag zu Eindrücken und Ausblicken von der Oracle Open World 2013 oder den von  Darren Moffat zu schauen. Gerry Haskins schreibt als Director Solaris Lifecycle Engineering gleich in zwei Blogs - der Patch Corner mit Schwerpunkt Solaris 10 und dem Solaris 11 Maintenance Lifecycle. Bereits in der kommenden Woche findet in Nürnberg die DOAG 2013 Konferenz und Ausstellung mit einem breiten Spektrum an Vorträgen rund um Solaris statt - insbesondere auch mit vielen Erfahrungsberichten aus der Praxis.

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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  • Closed-loop Recommendation Engines: Analyst Insight report on Oracle Real-Time Decisions (RTD)

    - by Mike.Hallett(at)Oracle-BI&EPM
    In November 2011, Helena Schwenk of MWD Advisors, published her analysis on Oracle Real-Time Decisions.  She summarizes as follows: "In contrast to other popular approaches to implementing predictive analytics, RTD focuses on learning from each interaction and using these insights to adjust what is presented, offered or displayed to a customer. Likewise its capabilities for optimising decisions within the context of specific business goals and a report-driven framework for assessing the performance of models and decisions make it a strong contender for organisations that want to continuously improve decision making as part of a customer experience marketing, e-commerce optimisation and operational process efficiency initiative." This is an outstanding report to share with a prospect or client as it goes into great detail about the product and its capabilities.  It also highlights the differences in Oracle's Real-Time Decisions product vs. other closed loop recommendation engines. I encourage you to share this report with your clients and prospects. It can be downloaded directly from here - MWD Advisors Vendor Profile: Oracle Real-Time Decisions. (expires in November 2012) Highlights: "At the core of RTD lies a learning engine that combines business rules and adaptive predictive models to deliver recommendations to operational systems while simultaneously learning from experiences." "While closed-loop recommendation engines are becoming more prevalent... there are a number of features that distinguish RTD: It makes its decisions in the context of the business objectives, such as maximising customer revenue or reducing service costs Its support for operational integration offers organisations some flexibility in how they implement the offering."

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  • Need recommendation for transferring ASP.NET MVC skills to PHP

    - by Tuck
    I am looking to translate my skills in .NET to PHP - specifically in regards to ASP.NET MVC. At work I am currently using .NET MVC 2.0 on a variety of projects and thoroughly enjoy the platform. Specifically I enjoy the very minimal configuration required to get a project up and running (just create the project, define routes, and start coding), as well as the ability for controller actions to return different items (i.e. ActionResult, JsonResult). Another piece I really like is the way the view/model interaction can be handled. For example I like being able to call return View(model) and having a view page (.aspx) load and having the full model object available to the view, regardless of the model type. I'm looking for a PHP implementation of MVC that is the most similiar to what I am already familiar with. I don't anything apart from the MVC functionality. I've looked at Zend, Symfony, CodeIgniter, etc. and, while they look like they'll be fun to play with in the future, they provide much more functionality than I need. I'd prefer to write my own DAL, form helpers, delegate handlers, authentication/ACL pieces, etc. In short, I just need something to handle the routing and view interactions and will worry about the model implementation myself. Can someone please point me to some lightweight code that accomplishes or comes close to accomplishing my objectives above. Or, can someone identify just the portions of a larger framework that do the same (again, I'm not currently interested in implementing something on a big framework, just the MVC portion and want to implement the model portion myself as much as possible). Thanks in advance.

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  • Tab Sweep - Upgrade to Java EE 6, Groovy NetBeans, JSR310, JCache interview, OEPE, and more

    - by alexismp
    Recent Tips and News on Java, Java EE 6, GlassFish & more : • Implementing JSR 310 (New Date/Time API) in Java 8 Is Very Strongly Favored by Developers (java.net) • Upgrading To The Java EE 6 Web Profile (Roger) • NetBeans for Groovy (blogs.oracle.com) • Client Side MOXy JSON Binding Explained (Blaise) • Control CDI Containers in SE and EE (Strub) • Java EE on Google App Engine: CDI to the Rescue - Aleš Justin (jaxenter) • The Java EE 6 Example - Testing Galleria - Part 4 (Markus) • Why is OpenWebBeans so fast? (Strub) • Welcome to the new Oracle Enterprise Pack for Eclipse Blog (blogs.oracle.com) • Java Spotlight Episode 75: Greg Luck on JSR 107 Java Temporary Caching API (Spotlight Podcast) • Glassfish cluster installation and administration on top of SSH + public key (Paulo) • Jfokus 2012 on Parleys.com (Parleys) • Java Tuning in a Nutshell - Part 1 (Rupesh) • New Features in Fork/Join from Java Concurrency Master, Doug Lea (DZone) • A Java7 Grammar for VisualLangLab (Sanjay) • Glassfish version 3.1.2: Secure Admin must be enabled to access the DAS remotely (Charlee) • Oracle Announces the Certification of the Oracle Database on Oracle Linux 6 and Red Hat Enterprise Linux 6

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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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  • Evolution of an Application: how to manage and improve core engine?

    - by Phil Carter
    The web application I work on has been live for a year now, but it's time for it to evolve and one of the ways in which it is evolving is into a multi-brand application - in this case several different companies using the application, different templates/content and some slight business logic changes between them. The problem I'm facing is implementing a best practice across the site where there are differences in business logic for each brand. These will mostly be very superficial, using a an alternative mailing list provider or capturing some extra data in a form. I don't want to have if(brand === x) { ... } else { ... } all over the site especially as most of what needs to be changed can be handled with extending the existing class. I've thought of several methods that could be used to instantiate the correct class, but I'm just not sure which is going to be best especially as some seem to lead to duplication of more code than should be necessary. Here's what I've considered: 1) Use a Static Loader similar to Zend_Loader which can take the class being requested, and has knowledge of the Brand and can then return the correct object. $class = App_Loader::getObject('User', $brand); 2) Factory classes. We use these in the application already for Products but we could utilise them here also to provide a transparent interface to the class. 3) Routing the page request to a specific brand controller. This however seems like it would duplicate a lot of code/logic. Is there a pattern or something else I should be considering to solve this problem? 4) How to manage a growing project that has multiple custom instances in production? Update This is a PHP application so the decisions on which class to load are made per request. There could be upwards of 100+ different 'brands' running.

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  • Unit testing statically typed functional code

    - by back2dos
    I wanted to ask you people, in which cases it makes sense to unit test statically typed functional code, as written in haskell, scala, ocaml, nemerle, f# or haXe (the last is what I am really interested in, but I wanted to tap into the knowledge of the bigger communities). I ask this because from my understanding: One aspect of unit tests is to have the specs in runnable form. However when employing a declarative style, that directly maps the formalized specs to language semantics, is it even actually possible to express the specs in runnable form in a separate way, that adds value? The more obvious aspect of unit tests is to track down errors that cannot be revealed through static analysis. Given that type safe functional code is a good tool to code extremely close to what your static analyzer understands. However a simple mistake like using x instead of y (both being coordinates) in your code cannot be covered. However such a mistake could also arise while writing the test code, so I am not sure whether its worth the effort. Unit tests do introduce redundancy, which means that when requirements change, the code implementing them and the tests covering this code must both be changed. This overhead of course is about constant, so one could argue, that it doesn't really matter. In fact, in languages like Ruby it really doesn't compared to the benefits, but given how statically typed functional programming covers a lot of the ground unit tests are intended for, it feels like it's a constant overhead one can simply reduce without penalty. From this I'd deduce that unit tests are somewhat obsolete in this programming style. Of course such a claim can only lead to religious wars, so let me boil this down to a simple question: When you use such a programming style, to which extents do you use unit tests and why (what quality is it you hope to gain for your code)? Or the other way round: do you have criteria by which you can qualify a unit of statically typed functional code as covered by the static analyzer and hence needs no unit test coverage?

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  • Writing a SQL Azure Book - Notes

    - by Herve Roggero
    Over the last few months I have had the opportunity to ramp up significantly on SQL Azure.  In fact I will be the co-author of Pro SQL Azure, published by Apress. This is going to be a book on how to best leverage SQL Azure, both from a technology and design standpoint. Talking about design, one of the things I realized is that understanding the key limitations and boundary parameters of Azure in general, and more specifically SQL Azure, will play an important role in making sounds design decisions that both meet reasonable performance requirements and minimize the costs associated with running a cloud computing solution.   The book touches on many design considerations including link encryption, pricing model, design patterns, and also some important performance techniques that need to be leveraged when developing in Azure, including Caching, Lazy Properties and more.   Finally I started working with Shards and how to implement them in Azure to ensure database scalability beyond the current size limitations. Implementing shards is not simple, and the book will address how to create a shard technology within your code to provide a scale-out mechanism for your SQL Azure databases.   As you can see, there are many factors to consider when designing a SQL Azure database. While we can think of SQL Azure as a cloud version of SQL Server, it is best to look at it as a new platform to make sure you don’t make any assumptions on how to best leverage it.

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  • How do you prefer to handle image spriting in your web projects?

    - by Macy Abbey
    It seems like these days it is pretty much mandatory for web applications to sprite images if they want many images on their site AND a fast load time. (Spriting is the process of combining all images referenced from a style sheet into one/few image(s) with each reference containing a different background position.) I was wondering what method of implementing sprites you all prefer in your web applications, given that we are referring to non-dynamic images which are included/designed by the programming team and not images which are dynamically uploaded by a third party. 1. Add new images to an existing sprite by hand, create new css reference by hand. 2. Generate a sprite server-side from your css files which all reference single images set to be background images of an html element that is the same size of the image you are spriting once per build and update all css references programmatically. 3. Use a sprite generating program to generate a sprite image for you once per release and hand insert the new css class / image into your project. 4. Other methods? I prefer two as it requires very little hand-coding and image editing.

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  • On the frontier between work and home

    - by MPelletier
    I think we've all been there: You hear of someone say "hey, wouldn't it be nice if platform X had feature Y?" You look around (on SO!), the feature really doesn't exist, even though it probably would be useful in many contexts. So it's pretty generic. Your mind wanders for a bit. "How tough would it be? Well, it'd probably be just a snippet. And an ad-hoc function. And maybe a wrapper." And boom, before you know it, you've spent a dozen hours of your free time implementing a FooFeature that's really neat and generic. The kind of code you might not even have the time to spit and shine at work, that would be a bit rushed and not so documented. So now you wonder "wouldn't this be useful to others?" And you've got your blog, maybe a CodeProject account, and your colleague who asked if FooFeature exists might, haphazardly, come accross that blog entry, had it existed before they told you. On the otherhand, the NDA agreement. It's sort of vague and general. It doesn't forbid you from coding at home, but it's clear on sharing company code, that's a big NO. But this isn't company code. Or is it? Or will it be? So, what do you do with code (that's more than just a snippet) you wrote in your off time with universality in mind but an idea that came from work, and that will most likely be used at work? Can it be published?

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  • Optimizing hash lookup & memory performance in Go

    - by Moishe
    As an exercise, I'm implementing HashLife in Go. In brief, HashLife works by memoizing nodes in a quadtree so that once a given node's value in the future has been calculated, it can just be looked up instead of being re-calculated. So eg. if you have a node at the 8x8 level, you remember it by its four children (each at the 2x2 level). So next time you see an 8x8 node, when you calculate the next generation, you first check if you've already seen a node with those same four children. This is extended up through all levels of the quadtree, which gives you some pretty amazing optimizations if eg. you're 10 levels above the leaves. Unsurprisingly, it looks like the perfmance crux of this is the lookup of nodes by child-node values. Currently I have a hashmap of {&upper_left_node,&upper_right_node,&lower_left_node,&lower_right_node} -> node So my lookup function is this: func FindNode(ul, ur, ll, lr *Node) *Node { var node *Node var ok bool nc := NodeChildren{ul, ur, ll, lr} node, ok = NodeMap[nc] if ok { return node } node = &Node{ul, ur, ll, lr, 0, ul.Level + 1, nil} NodeMap[nc] = node return node } What I'm trying to figure out is if the "nc := NodeChildren..." line causes a memory allocation each time the function is called. If it does, can I/should I move the declaration to the global scope and just modify the values each time this function is called? Or is there a more efficient way to do this? Any advice/feedback would be welcome. (even coding style nits; this is literally the first thing I've written in Go so I'd love any feedback)

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  • How to implement early exit / return in Haskell?

    - by Giorgio
    I am porting a Java application to Haskell. The main method of the Java application follows the pattern: public static void main(String [] args) { if (args.length == 0) { System.out.println("Invalid number of arguments."); System.exit(1); } SomeDataType d = getData(arg[0]); if (!dataOk(d)) { System.out.println("Could not read input data."); System.exit(1); } SomeDataType r = processData(d); if (!resultOk(r)) { System.out.println("Processing failed."); System.exit(1); } ... } So I have different steps and after each step I can either exit with an error code, or continue to the following step. My attempt at porting this to Haskell goes as follows: main :: IO () main = do a <- getArgs if ((length args) == 0) then do putStrLn "Invalid number of arguments." exitWith (ExitFailure 1) else do -- The rest of the main function goes here. With this solution, I will have lots of nested if-then-else (one for each exit point of the original Java code). Is there a more elegant / idiomatic way of implementing this pattern in Haskell? In general, what is a Haskell idiomatic way to implement an early exit / return as used in an imperative language like Java?

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  • Sharing authentication methods across API and web app

    - by Snixtor
    I'm wanting to share an authentication implementation across a web application, and web API. The web application will be ASP.NET (mostly MVC 4), the API will be mostly ASP.NET WEB API, though I anticipate it will also have a few custom modules or handlers. I want to: Share as much authentication implementation between the app and API as possible. Have the web application behave like forms authentication (attractive log-in page, logout option, redirect to / from login page when a request requires authentication / authorisation). Have API callers use something closer to standard HTTP (401 - Unauthorized, not 302 - Redirect). Provide client and server side logout mechanisms that don't require a change of password (so HTTP basic is out, since clients typically cache their credentials). The way I'm thinking of implementing this is using plain old ASP.NET forms authentication for the web application, and pushing another module into the stack (much like MADAM - Mixed Authentication Disposition ASP.NET Module). This module will look for some HTTP header (implementation specific) which indicates "caller is API". If the header "caller is API" is set, then the service will respond differently than standard ASP.NET forms authentication, it will: 401 instead of 302 on a request lacking authentication. Look for username + pass in a custom "Login" HTTP header, and return a FormsAuthentication ticket in a custom "FormsAuth" header. Look for FormsAuthentication ticket in a custom "FormsAuth" header. My question(s) are: Is there a framework for ASP.NET that already covers this scenario? Are there any glaring holes in this proposed implementation? My primary fear is a security risk that I can't see, but I'm similarly concerned that there may be something about such an implementation that will make it overly restrictive or clumsy to work with.

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