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  • KDE: How can I select audio output device for mplayer?

    - by grimripper
    I recently installed Kubuntu 13.10 64-bit, and I'm having a problem with selecting audio output device. In Phonon, when I select audio device preference order and press Apply, Amarok and Dragon will immediately switch to the preferred device. VLC and SMplayer are not affected. VLC has its own setting for selecting the output device, but SMplayer remains a problem. It always plays audio on internal audio, and I can't change output to HDMI. How can I select HDMI for SMplayer's audio output device? I don't know if it matters, but when I select HDMI audio in Phonon and click Test, the test sound plays on the internal audio output as well. In the hardware settings tab, the front left and front right test buttons play audio on HDMI. Also, volume up/down buttons affect HDMI volume when SMplayer is focused. This would make sense if I could get SMplayer to play audio over HDMI, but it would be better if the volume keys affected SMplayer's own volume, or the "mplayer2: audio stream" which appears in volume control while mplayer is playing. EDIT: I've recompiled mplayer with alsa support, and can now select the audio output device from SMplayer's settings. Didn't affect the issue with Phonon of course, but it's a suitable workaround.

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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  • Video lags/freezes in SMPlayer and VLC

    - by RanRag
    When I try to play my video files in SMPlayer it works fine but as soon as I switch to fullscreen mode(16:9) following thing happens: 1) Video starts lagging. 2) Audio and video goes out of sync. 3) CPU usage rises to ~50%. 4) SMPlayer starts to hang. My current SMPlayer configuration: 1)Video Output Driver = x11(slow) 2)Audio Output Driver = alsa(0.0-HDA Intel) 3)Cache = 8192 KB 4)Threads for decoding(MPEG-1/2 and H.264 only = 2 Things I tried solve this problem: 1) Tried changing video o/p driver to xv,gl. 2) Tried changing audio o/p driver to pulse. 3) Tried increasing cache size and also tried using nocache. Everything works fine on windows but I don't want to switch to windows just to play video files. My system config: Acer Aspire One D270 Atom N2600(Cedar Trail) 1.6GHz 2GB Memory Intel GMA 3600 graphics. Ubuntu 12.04 Kernel Release: 3.2.0-23-generic-pae Rest all things are working fine I have no resolution issue, bluetooth, wireless also working fine. Just ask me to submit any other log file I will be happy to post. SMPlayer log MPlayer Terminal output Codec Information(currently playing file):

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  • Flash Player for IPTV

    - by Le Mystique
    Hi All, We have to design a flash player for three video sources of IPTV. Educational videos on the system that can be played on demand. (VOD or Video on Demand local) Streaming videos available on different websites that can be played on demand (VOD or Video on Demand remote) IPTV live streaming video feed Videos from three sources have to be played within single flash player that we need to design. There are 2 basic requirements: For the two VOD types, we have to provide the pause and play functionality. For IPTV, pause and play is not required, However, channel switching time is critically important here. The user should get the program behaviour as close to TV experience as possible. This means channel switching should be fast. To provide this, buffering of video is required for multiple channels. Now the questions is, is this possible? If yes, how? Secondly, what skill set (e.g. action script 3.0 , flash 10) should the flash programmer have to be able to design this? Thirdly is it as simple as making a normal FLV player? Or is it a more complex job?

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  • ArchBeat Link-o-Rama for December 7, 2012

    - by Bob Rhubart
    From XaaS to Java EE – Which damn cloud is right for me in 2012? | Markus Eisele Oracle ACE Director Markus Eisele wrestles with a timely technical issue and shares his observations on several of the alternatives. WebLogic Servier Domain Browser App (Android) My colleague Jeff Davies, a frequent speaker at OTN Architect Day events and a genuinely nice guy, emailed me last night with this message: "I just came across this app on Google Play. It allows WebLogic administrators to browse WLS 12c domain information. I installed it on my phone and tried it out. Works very fast." I'm an iPhone guy, but I'm perfectly comfortable taking Jeff at his word.The app is called WLS Domain Browser. Follow the link for more info from the Google Play site. Exalogic 2.0.1 Tea Break Snippets - Creating a ModifyJeOS VirtualBox | The Old Toxophilist "One of the main advantages of this is that Templates can be created away from the Exalogic Environment," explains The Old Toxophilist. BTW: I had to look it up: a toxophilist is one who collects bows and arrows. Thought for the Day "All models are wrong; some models are useful." — George Box Source: SoftwareQuotes.com

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • My Obligatory IPad Post

    - by mark.wilcox
    I've had my IPad for about a week now. So I thought I'd write some thoughts down based on my initial experiences. Here are my initial take-aways: 1 - Netflix OnDemand - I'm a movie junkie. I'm now more apt to just start a movie as background sound for my workday (I telecommute - so except for the occasional bark from my dog, it's awfully quiet here if I don't have something going). 2 - The Email Client is really nice and I'm as fast or faster typing when I have the wireless keyboard engaged. Even with onscreen keyboard - I'm already close to 75% of desktop speed 3 - The battery life is incredible - I think this is the first case where a mobile device actually under-promised on battery 4 - It totally has killed the notion of using a normal PC for my wife and mother-in-law - neither of which had wanted an iPhone/iPod Touch or really any Apple device until they got to play with my iPad. The concept of - instant on, easy to hold and touch-based navigation has them hooked. Heck, it has me hooked. My ultimate goal is to be able to have it at least replace the need to take my netbook with me on the road. I haven't had a chance to complete my testing on that front yet - between work, my wife traveling (for a change) and now my wife home sick - I haven't had time to just play with it. But so far my only regret - that I haven't already bought two more for everyone else in my family who wants to use mine. Posted via email from Virtual Identity Dialogue

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  • Is this the correct approach to an OOP design structure in php?

    - by Silver89
    I'm converting a procedural based site to an OOP design to allow more easily manageable code in the future and so far have created the following structure: /classes /templates index.php With these classes: ConnectDB Games System User User -Moderator User -Administrator In the index.php file I have code that detects if any $_GET values are posted to determine on which page content to build (it's early so there's only one example and no default): function __autoload($className) { require "classes/".strtolower($className).".class.php"; } $db = new Connect; $db->connect(); $user = new User(); if(isset($_GET['gameId'])) { System::buildGame($gameId); } This then runs the BuildGame function in the system class which looks like the following and then uses gets in the Game Class to return values, such as $game->getTitle() in the template file template/play.php: function buildGame($gameId){ $game = new Game($gameId); $game->setRatio(900, 600); require 'templates/play.php'; } I also have .htaccess so that actual game page url works instead of passing the parameters to index.php Are there any major errors of how I'm setting this up or do I have the general idea of OOP correct?

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  • external hard drive not detected after ubuntu crash [restarting machine]

    - by Netmoon
    today i tried to watch movie [with vlc media player] from my external hard drive [expansion portable 500 GB], and it's play good, then pause the movie and play it again, and my Ubuntu crashed! [Ubuntu 12.04]i had to restart the machine, so did it, but after that Ubuntu can't recognize this hard drive! i changed USB cable but it was not effective. this is my dmesg command result : [ 191.281630] usb 2-1.3: new full-speed USB device number 9 using ehci_hcd [ 191.353527] usb 2-1.3: device descriptor read/64, error -32 [ 191.529115] usb 2-1.3: device descriptor read/64, error -32 [ 191.704669] usb 2-1.3: new full-speed USB device number 10 using ehci_hcd [ 191.776524] usb 2-1.3: device descriptor read/64, error -32 [ 191.952202] usb 2-1.3: device descriptor read/64, error -32 [ 192.127772] usb 2-1.3: new full-speed USB device number 11 using ehci_hcd [ 192.534742] usb 2-1.3: device not accepting address 11, error -32 [ 192.606749] usb 2-1.3: new full-speed USB device number 12 using ehci_hcd [ 193.013696] usb 2-1.3: device not accepting address 12, error -32 [ 193.013906] hub 2-1:1.0: unable to enumerate USB device on port 3 note: I am able to hear the sound of the external drive lens. When attach hard drive to usb port, the status light goes on, but it's low bright and i think its power is low! try to mount in Microsoft Windows 7, but nothing happened.

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  • Creating foreign words' learning site with memory technique (Web 2.0)? Will it work?

    - by Michal P.
    I would like to earn a little money for realizing a good, simple project. My idea is to build a website for learning of chosen by me language (for users knowing English) using mnemonics. Users would be encourage to enter English words with translation to another language and describing the way, how to remember a foreign language word (an association link). Example: if I choose learning Spanish for people who knows English well, it would look like that: every user would be encourage to enter a way to remember a chosen by him/her Spanish word. So he/she would enter to the dictionary (my site database) ,e.g., English word: beach - playa (Spanish word). Then he/she would describe the method to remember Spanish word, e.g., "Image that U r on the beach and U play volleyball" - we have the word play and recall playa (mnemonics). I would like to give possibility of pic hotlinks, encourage for fun or little shocking memory links which is -- in the art of memory -- good. I would choose a language to take a niche of Google Search. The big question is if I don't lose my time on it?? (Maybe I need to find prototype way to check that idea?)

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • How to prevent overlapping of gunshot sounds when using fast-firing weapons

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • How to solve Fatal error: Call to undefined function readline()? readline library not found?

    - by SirBT
    I have an Ubuntu 12.04 LTS. And XAMPP for linux 1.7.7. When I code in php with and call the readline function I get this error message? "Fatal error: Call to undefined function readline()" I recently found the below thread which pointed out the name of the package that contained the desired readline: How to solve configure: error: readline library not found? I went ahead and installed # apt-get install libreadline6. But this didnt seem to make a difference. I still get the same error message: "Fatal error: Call to undefined function readline()". Was the thread missing further steps? Can anyone help me? I am new to Ubuntu. <?php echo "Simple menu \n" ; echo "1. Play Sports \n"; echo "2. Play Strategy games \n"; $userInput = readline('Enter something here: '); ?>

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  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • From release to business

    - by geneotech
    So let's say that I've finished programming a simple, indie MMO game similiar to Tibia. I've got a stable server application that is ready to launch, i've got a tested bug-free working client application that is ready to play and the game's official website (ready to host) with payment system and client that is ready to download for free. Let's say none of them break copyright laws, and no matter how impossible it sounds, let's for now say it's true. My game divides accounts into two groups - free and premium. If someone gets premium, he's granted access to all possible game features, that of course, need server authorisation to work properly. Let's say that the "premium account" can be bought on the website for a fixed money/month. Free accounts mean that everyone can actually play, but without paying, you get limited access. This is what the mentioned payment system will be for. Well, I'm completely novice to these business entities issues, so in short: what, in terms of law, are steps from here to the state where my game earns money in a fully legal way ? Also, is there for example, something like verification if game gives the user what it actually offers when paying on its website ? I live in Europe, if it changes something.

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  • Ubuntu 12.04 Full Screen without Unity Hub

    - by Xatolos
    I couldn't find an answer for this, so I thought I would try here. My problem is, I have some games on Wine that play in full screen mode but I can't really get them in full screen mode. When they start up, they end up with the GUI's "HUD" overlapping the game which is really annoying and well kills the option to play the game. This has also happened in a few of my Linux programs as well. While I wrote its a problem with Unity, it really isn't limited to this though. I've done full screen mode on Unity and had the Unity side bar and top menu overlap, I've used Gnome and had the same issue happen, Gnome menu is in the top, Cinnamon had the same issue. Sometimes if I Alt-Tab out of it and back into the program it MIGHT remove the HUD but that doesn't always work, and lets face it, full screen mode that is killed by the GUI just isn't something that can really be ignored. Any suggestions or help would be highly welcomed. My laptop http://www.cnet.com/laptops/asus-g53jw-a1-15/4507-3121_7-34210244.html edit Seems so far to be an issue with Unity and Gnome being in 3D mode, and possibly an issue with my NVidia card and XServe (I think that was it...). Going to Unity/Gnome 2d modes seem to help with this for the moment...

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • System always halt

    - by user211964
    Good day, Thanks Bruno for the prompt response. First sorry for my bad writing. I'll try to clarify my problem. Now my system already update to version 13.10. The problem is my system always put on stop whenever there is no activity. Example: I open terminal then execute "sudo apt-get update" then I leave my laptop away, the update stop at 20%. After I move my mouse then the update continue. When I watch a movie using vlc. Play the movie and change to full screen. After a while like 30-40 seconds the movie pause, and again after I move my mouse or hit any button on my keyboard the movie continue to play. I downloading torrent file, a big file, I leave my laptop the whole night, the next morning the downloading just stop. the problem my laptop cannot be on idle. means when I downloading a file or updating my system I just cannot leave my laptop away. I have to kept my laptop busy like surfing the internet...playing games etc.

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • Which field of programming is known as the best practice for Java? [closed]

    - by user1276509
    I'm a CS student and I have some programming background such as PHP, JavaScript and Pascal. Since Java is so popular among local companies and Java is known as market skill, I'm going to learn it. But I don't know in which field I can use it. So I wonder, what can I do with Java? I heard that Java is not good for web development, although there is Play! Framework. I know a lot of people who prefer to use Python, Ruby and PHP for web development instead of Java and its Play. I also heard that Java is not good to write destkop applications, although it's cross-platform. Many programmers prefer C# for destkop. So I see there's only one field which I can use Java for it - is Android development. But I'm not interested in mobile application development. So my question is which field of programming is known as the best practice for Java? Thanks in advance.

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  • PHP session not working with JQuery Ajax?

    - by Bolt_Head
    Update, Solved: After all this I found out that I was calling an old version of my code in the update ajax. 'boardControl.php' instead of 'boardUpdate.php' These are the kinds of mistakes that make programing fun. I'm writing a browser gomoku game. I have the ajax statement that allows the player to play a piece. $(document).ready(function() { $("td").live('click',function(){ var value = $(this).attr('id'); $.get('includes/boardControl.php',{play: value, bid: bid}); }); }); value = board square location bid = board ID Before creating a user login for player identification, the server side php had a temporary solution. It would rotate the piece state for the squares when clicked instead of knowing what player to create them for. After creating login stuff I set a session variable for the player's ID. I was hoping to read the session ID from the php during the ajax request and figure out what player they are from there. session_start(); ... $playerId = $_SESSION['char']; $Query=("SELECT p1, p2 FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $p1 = mysql_result($Result,0,"p1"); $p2 = mysql_result($Result,0,"p2"); $newPiece = 0; //*default no player if($playerId == $p1) $newPiece = 1; if($playerId == $p2) $newPiece = 2; For some reason when I run the full web app, the pieces still cycle though, even after I deleted the code to make them cycle. Furthermore, after logging in If i manually load the php page in the browser, it modifies the database correctly (where it only plays pieces belonging to that player) and outputs the correct results. It seems to me that the session is not being carried over when used with Ajax. Yet Google searches tell me that, sessions do work with Ajax. Update: I'm trying to provide more information. Logging in works correctly. My ID is recognized and I printed it out next to the board to ensure that I was retrieving it correctly. The ajax request does update the board. The values passed are correct and confirmed with firebug's console. However instead of placing pieces only for the player they belong to it cycles though the piece states (0,1,2). When manually browsing to boardUpdate.php and putting in the same values sent from the Ajax the results seen in the echo'ed response indicates that the corresponding piece is played each time as intended. Same results on my laptop after fresh load of firefox. Manually browsing to boardUpdate.php without logging in before hand leave the board unchanged (as intended when no user is found in the session). I've double checked the that session_start() is on the php files and double checked the session ID variables. Hope this extra information helps, i'm running out of ideas what to tell you. Should I load up the full code? Update 2: After checking the Ajax responce in fire-bug I realized that the 'play' request does not get a result, and the board is not updated till the next 'update'. I'm still looking into this but I'll post it here for you guys too. boardUpdate.php Notable places are: Refresh Board(line6) Place Piece(line20) function boardUpdate($turnCount) (line63) <?php session_start(); require '../../omok/dbConnect.php'; //*** Refresh Board *** if(isset($_GET['update'])) { $bid = $_GET['bid']; $Query=("SELECT turn FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $turnCount=mysql_result($Result,0,"turn"); if($_GET['turnCount'] < $turnCount) //** Turn increased { boardUpdate($turnCount); } } //*** Place Piece *** if(isset($_GET['play'])) // turn order? player detect? { $squareID = $_GET['play']; $bid = $_GET['bid']; $Query=("SELECT turn, boardstate FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $turnCount=mysql_result($Result,0,"turn"); $boardState=mysql_result($Result,0,"boardstate"); $turnCount++; $playerId = $_SESSION['char']; $Query=("SELECT p1, p2 FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $p1 = mysql_result($Result,0,"p1"); $p2 = mysql_result($Result,0,"p2"); $newPiece = 0; //*default no player if($playerId == $p1) $newPiece = 1; if($playerId == $p2) $newPiece = 2; // if($newPiece != 0) // { $oldPiece = getBoardSpot($squareID, $bid); $oldLetter = $boardState{floor($squareID/3)}; $slot = $squareID%3; //***function updateCode($old, $new, $current, $slot)*** $newLetter = updateCode($oldPiece, $newPiece, $oldLetter, $slot); $newLetter = value2Letter($newLetter); $newBoard = substr_replace($boardState, $newLetter, floor($squareID/3), 1); //** Update Query for boardstate & turn $Query=("UPDATE board SET boardState = '$newBoard', turn = '$turnCount' WHERE bid = '$bid'"); mysql_query($Query); // } boardUpdate($turnCount); } function boardUpdate($turnCount) { $json = '{"turnCount":"'.$turnCount.'",'; //** turnCount ** $bid = $_GET['bid']; $Query=("SELECT boardstate FROM board WHERE bid='$bid'"); $Result=mysql_query($Query); $Board=mysql_result($Result,0,"boardstate"); $json.= '"boardState":"'.$Board.'"'; //** boardState ** $json.= '}'; echo $json; } function letter2Value($input) { if(ord($input) >= 48 && ord($input) <= 57) return ord($input) - 48; else return ord($input) - 87; } function value2Letter($input) { if($input >= 10) return chr($input += 87); else return chr($input += 48); } //*** UPDATE CODE *** updates an letter with a new peice change and returns result letter. //***** $old : peice value before update //***** $new : peice value after update //***** $current : letterValue of code before update. //***** $slot : which of the 3 sqaures the change needs to take place in. function updateCode($old, $new, $current, $slot) { if($slot == 0) {// echo $current,"+((",$new,"-",$old,")*9)"; return letter2Value($current)+(($new-$old)*9); } else if($slot == 1) {// echo $current,"+((",$new,"-",$old,")*3)"; return letter2Value($current)+(($new-$old)*3); } else //slot == 2 {// echo $current,"+((",$new,"-",$old,")"; return letter2Value($current)+($new-$old); } }//updateCode() //**** GETBOARDSPOT *** Returns the peice value at defined location on the board. //****** 0 is first sqaure increment +1 in reading order (0-254). function getBoardSpot($squareID, $bid) { $Query=("SELECT boardstate FROM board WHERE bid='$bid'"); $Result=mysql_query($Query); $Board=mysql_result($Result,0,"boardstate"); if($squareID %3 == 2) //**3rd spot** { if( letter2Value($Board{floor($squareID/3)} ) % 3 == 0) return 0; else if( letter2Value($Board{floor($squareID/3)} ) % 3 == 1) return 1; else return 2; } else if($squareID %3 == 0) //**1st spot** { if(letter2Value($Board{floor($squareID/3)} ) <= 8) return 0; else if(letter2Value($Board{floor($squareID/3)} ) >= 18) return 2; else return 1; } else //**2nd spot** { return floor(letter2Value($Board{floor($squareID/3)}))/3%3; } }//end getBoardSpot() ?> Please help, I'd be glad to provide more information if needed. Thanks in advance =)

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  • Prevent auto mounting Android sdcard under Linux Mint

    - by BullShark
    I recently obtained an older Android phone, so that I could test Android Apps on it. I've needed it because I have a Nexus 7 but not older Android versions, hardware, etc. to test on. I'm having a problem with it under Linux Mint with Cinnamon. When I plug the phone in, or remove and plug the sdcard from the phone back to it while the phone is plugged in, Linux automatically mounts the sdcard. This is a problem because once it is mounted under Linux, it dismounts from the phone running Android 2.3.5, and I can no longer test Android Apps I write that require the sdcard to be present, writable. I went to Menu System Tools System Settings System Details Removable Media, and it brings up this window. I have changed the settings to always "Ask what to do" on "Select how media should be handled". However, the sdcard still gets mounted and then I am asked how I want to open these files (media players, photo importers, file browser, etc.). If I click the checkbox for "Never prompt or start programs on media insertion", then the sdcard is mounted, and I am not asked how to open these files. Eject is just a noob word for Ubuntu users that means umount (unmount) like "Adminstrator" is another ubuntu noob word for the root user. And if I unmount the sdcard, the phone doesn't recognize it again until I take the sdcard out and plug it back in. The phone sees it for a brief moment until Linux Mint takes it over. There are 2 possible solutions and maybe more: 1) Prevent Linux from automounting sdcards some how 2) Tell Android not to allow the computer it is plugged into to take over the sdcard, HOW? Edit: I found out how to prevent the sdcard from being automatically mounted: Now it gets recognized by Linux: bullshark@beastlinux ~ $ dmesg | tail -n 25 [597212.218323] sd 21:0:0:0: [sde] Attached SCSI removable disk [597212.218639] sr 21:0:0:1: Attached scsi CD-ROM sr2 [597212.218910] sr 21:0:0:1: Attached scsi generic sg7 type 5 [597217.139373] sd 21:0:0:0: [sde] 3862528 512-byte logical blocks: (1.97 GB/1.84 GiB) [597217.140726] sd 21:0:0:0: [sde] No Caching mode page present [597217.140735] sd 21:0:0:0: [sde] Assuming drive cache: write through [597217.143595] sd 21:0:0:0: [sde] No Caching mode page present [597217.143602] sd 21:0:0:0: [sde] Assuming drive cache: write through [597217.152240] sde: sde1 [597389.751008] 4:2:1: cannot get freq at ep 0x84 [597390.238742] 4:2:1: cannot get freq at ep 0x84 [597624.903132] sde: detected capacity change from 1977614336 to 0 [597637.677763] sd 21:0:0:0: [sde] 3862528 512-byte logical blocks: (1.97 GB/1.84 GiB) [597637.679616] sd 21:0:0:0: [sde] No Caching mode page present [597637.679626] sd 21:0:0:0: [sde] Assuming drive cache: write through [597637.682508] sd 21:0:0:0: [sde] No Caching mode page present [597637.682515] sd 21:0:0:0: [sde] Assuming drive cache: write through [597637.692758] sde: sde1 [597661.857979] sde: detected capacity change from 1977614336 to 0 [597688.775455] sd 21:0:0:0: [sde] 3862528 512-byte logical blocks: (1.97 GB/1.84 GiB) [597688.776814] sd 21:0:0:0: [sde] No Caching mode page present [597688.776823] sd 21:0:0:0: [sde] Assuming drive cache: write through [597688.780055] sd 21:0:0:0: [sde] No Caching mode page present [597688.780062] sd 21:0:0:0: [sde] Assuming drive cache: write through [597688.788639] sde: sde1 bullshark@beastlinux ~ $ However, the phone still unmounts the sdcard upon being detected by Linux. Linux detects but does not mount, and a few seconds later: Edit #2 (Solution): I solved this one by changing the usb connection type (was usb mass storage) :

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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • Oracle Enterprise Manager 11g Application Management Suite for Oracle E-Business Suite Now Available

    - by chung.wu
    Oracle Enterprise Manager 11g Application Management Suite for Oracle E-Business Suite is now available. The management suite combines features that were available in the standalone Application Management Pack for Oracle E-Business Suite and Application Change Management Pack for Oracle E-Business Suite with Oracle's market leading real user monitoring and configuration management capabilities to provide the most complete solution for managing E-Business Suite applications. The features that were available in the standalone management packs are now packaged into Oracle E-Business Suite Plug-in 4.0, which is now fully certified with Oracle Enterprise Manager 11g Grid Control. This latest plug-in extends Grid Control with E-Business Suite specific management capabilities and features enhanced change management support. In addition, this latest release of Application Management Suite for Oracle E-Business Suite also includes numerous real user monitoring improvements. General Enhancements This new release of Application Management Suite for Oracle E-Business Suite offers the following key capabilities: Oracle Enterprise Manager 11g Grid Control Support: All components of the management suite are certified with Oracle Enterprise Manager 11g Grid Control. Built-in Diagnostic Ability: This release has numerous major enhancements that provide the necessary intelligence to determine if the product has been installed and configured correctly. There are diagnostics for Discovery, Cloning, and User Monitoring that will validate if the appropriate patches, privileges, setups, and profile options have been configured. This feature improves the setup and configuration time to be up and operational. Lifecycle Automation Enhancements Application Management Suite for Oracle E-Business Suite provides a centralized view to monitor and orchestrate changes (both functional and technical) across multiple Oracle E-Business Suite systems. In this latest release, it provides even more control and flexibility in managing Oracle E-Business Suite changes.Change Management: Built-in Diagnostic Ability: This latest release has numerous major enhancements that provide the necessary intelligence to determine if the product has been installed and configured correctly. There are diagnostics for Customization Manager, Patch Manager, and Setup Manager that will validate if the appropriate patches, privileges, setups, and profile options have been configured. Enhancing the setup time and configuration time to be up and operational. Customization Manager: Multi-Node Custom Application Registration: This feature automates the process of registering and validating custom products/applications on every node in a multi-node EBS system. Public/Private File Source Mappings and E-Business Suite Mappings: File Source Mappings & E-Business Suite Mappings can be created and marked as public or private. Only the creator/owner can define/edit his/her own mappings. Users can use public mappings, but cannot edit or change settings. Test Checkout Command for Versions: This feature allows you to test/verify checkout commands at the version level within the File Source Mapping page. Prerequisite Patch Validation: You can specify prerequisite patches for Customization packages and for Release 12 Oracle E-Business Suite packages. Destination Path Population: You can now automatically populate the Destination Path for common file types during package construction. OAF File Type Support: Ability to package Oracle Application Framework (OAF) customizations and deploy them across multiple Oracle E-Business Suite instances. Extended PLL Support: Ability to distinguish between different types of PLLs (that is, Report and Forms PLL files). Providing better granularity when managing PLL objects. Enhanced Standard Checker: Provides greater and more comprehensive list of coding standards that are verified during the package build process (for example, File Driver exceptions, Java checks, XML checks, SQL checks, etc.) HTML Package Readme: The package Readme is in HTML format and includes the file listing. Advanced Package Search Capabilities: The ability to utilize more criteria within the advanced search package (that is, Public, Last Updated by, Files Source Mapping, and E-Business Suite Mapping). Enhanced Package Build Notifications: More detailed information on the results of a package build process. Better, more detailed troubleshooting guidance in the event of build failures. Patch Manager:Staged Patches: Ability to run Patch Manager with no external internet access. Customer can download Oracle E-Business Suite patches into a shared location for Patch Manager to access and apply. Supports highly secured production environments that prohibit external internet connections. Support for Superseded Patches: Automatic check for superseded patches. Allows users to easily add superseded patches into the Patch Run. More comprehensive and correct Patch Runs. Removes many manual and laborious tasks, frees up Apps DBAs for higher value-added tasks. Automatic Primary Node Identification: Users can now specify which is the "primary node" (that is, which node hosts the Shared APPL_TOP) during the Patch Run interview process, available for Release 12 only. Setup Manager:Preview Extract Results: Ability to execute an extract in "proof mode", and examine the query results, to determine accuracy. Used in conjunction with the "where" clause in Advanced Filtering. This feature can provide better and more accurate fine tuning of extracts. Use Uploaded Extracts in New Projects: Ability to incorporate uploaded extracts in new projects via new LOV fields in package construction. Leverages the Setup Manager repository to access extracts that have been uploaded. Allows customer to reuse uploaded extracts to provision new instances. Re-use Existing (that is, historical) Extracts in New Projects: Ability to incorporate existing extracts in new projects via new LOV fields in package construction. Leverages the Setup Manager repository to access point-in-time extracts (snapshots) of configuration data. Allows customer to reuse existing extracts to provision new instances. Allows comparative historical reporting of identical APIs, executed at different times. Support for BR100 formats: Setup Manager can now automatically produce reports in the BR100 format. Native support for industry standard formats. Concurrent Manager API Support: General Foundation now provides an API for management of "Concurrent Manager" configuration data. Ability to migrate Concurrent Managers from one instance to another. Complete the setup once and never again; no need to redefine the Concurrent Managers. User Experience Management Enhancements Application Management Suite for Oracle E-Business Suite includes comprehensive capabilities for user experience management, supporting both real user and synthetic transaction based user monitoring techniques. This latest release of the management suite include numerous improvements in real user monitoring support. KPI Reporting: Configurable decimal precision for reporting of KPI and SLA values. By default, this is two decimal places. KPI numerator and denominator information. It is now possible to view KPI numerator and denominator information, and to have it available for export. Content Messages Processing: The application content message facility has been extended to distinguish between notifications and errors. In addition, it is now possible to specify matching rules that can be used to refine a selected content message specification. Note this is only available for XPath-based (not literal) message contents. Data Export: The Enriched data export facility has been significantly enhanced to provide improved performance and accessibility. Data is no longer stored within XML-based files, but is now stored within the Reporter database. However, it is possible to configure an alternative database for its storage. Access to the export data is through SQL. With this enhancement, it is now more easy than ever to use tools such as Oracle Business Intelligence Enterprise Edition to analyze correlated data collected from real user monitoring and business data sources. SNMP Traps for System Events: Previously, the SNMP notification facility was only available for KPI alerting. It has now been extended to support the generation of SNMP traps for system events, to provide external health monitoring of the RUEI system processes. Performance Improvements: Enhanced dashboard performance. The dashboard facility has been enhanced to support the parallel loading of items. In the case of dashboards containing large numbers of items, this can result in a significant performance improvement. Initial period selection within Data Browser and reports. The User Preferences facility has been extended to allow you to specify the initial period selection when first entering the Data Browser or reports facility. The default is the last hour. Performance improvement when querying the all sessions group. Technical Prerequisites, Download and Installation Instructions The Linux version of the plug-in is available for immediate download from Oracle Technology Network or Oracle eDelivery. For specific information regarding technical prerequisites, product download and installation, please refer to My Oracle Support note 1224313.1. The following certifications are in progress: * Oracle Solaris on SPARC (64-bit) (9, 10) * HP-UX Itanium (11.23, 11.31) * HP-UX PA-RISC (64-bit) (11.23, 11.31) * IBM AIX on Power Systems (64-bit) (5.3, 6.1)

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