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  • How to convert from wav or mp3 to raw PCM [on hold]

    - by Komyg
    I am developing a game using Cocos2d-X and Marmalade SDK, and I am looking for any recommendations of programs that can convert audio files in mp3 or wav format to raw PCM 16 format. The problem is that I am using the SimpleAudioEngine class to play sounds in my game and in Marmalade it only supports files that are encoded as raw PCM 16. Unfortunately I've been having a very hard time finding a program that can do this type of conversion, so I am looking for a recommendation.

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  • Oracle University Partner Enablement-Update (Week 13)

    - by swalker
    Get ready for Fusion Applications Implementations Oracle University has scheduled the first implementation courses. To view see: Italy France The Netherlands: UK If you can’t travel to these countries, why don’t you try a Live Virtual Class? All courses can be booked via the websites. For more information, assistance in booking and scheduling requests contact your local Oracle University Service Desk. Bleiben Sie in Verbindung mit Oracle University: LinkedIn OracleMix Twitter Facebook Google+

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  • F# Objects &ndash; Integrating with the other .Net Languages &ndash; Part 1

    - by MarkPearl
    In the next few blog posts I am going to explore objects in F#. Up to now, my dabbling in F# has really been a few liners and while I haven’t reached the point where F# is my language of preference – I am already seeing the benefits of the language when solving certain types of programming problems. For me I believe that the F# language will be used in a silo like architecture and that the real benefit of having F# under your belt is so that you can solve problems that F# lends itself towards and then interact with other .Net languages in doing the rest. When I was still very new to the F# language I did the following post covering how to get F# & C# to talk to each other. Today I am going to use a similar approach to demonstrate the structure of F# objects when inter-operating with other languages. Lets start with an empty F# class … type Person() = class end   Very simple, and all we really have done is declared an object that has nothing in it. We could if we wanted to make an object that takes a constructor with parameters… the code for this would look something like this… type Person =     {         Firstname : string         Lastname : string     }   What’s interesting about this syntax is when you try and interop with this object from another .Net language like C# - you would see the following…   Not only has a constructor been created that accepts two parameters, but Firstname and Lastname are also exposed on the object. Now it’s important to keep in mind that value holders in F# are immutable by default, so you would not be able to change the value of Firstname after the construction of the object – in C# terms it has been set to readonly. One could however explicitly state that the value holders were mutable, which would then allow you to change the values after the actual creation of the object. type Person = { mutable Firstname : string mutable Lastname : string }   Something that bugged me for a while was what if I wanted to have an F# object that requires values in its constructor, but does not expose them as part of the object. After bashing my head for a few moments I came up with the following syntax – which achieves this result. type Person(Firstname : string, Lastname : string) = member v.Fullname = Firstname + " " + Lastname What I haven’t figured out yet is what is the difference between the () & {} brackets when declaring an object.

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  • Why enumerator structs are a really bad idea (redux)

    - by Simon Cooper
    My previous blog post went into some detail as to why calling MoveNext on a BCL generic collection enumerator didn't quite do what you thought it would. This post covers the Reset method. To recap, here's the simple wrapper around a linked list enumerator struct from my previous post (minus the readonly on the enumerator variable): sealed class EnumeratorWrapper : IEnumerator<int> { private LinkedList<int>.Enumerator m_Enumerator; public EnumeratorWrapper(LinkedList<int> linkedList) { m_Enumerator = linkedList.GetEnumerator(); } public int Current { get { return m_Enumerator.Current; } } object System.Collections.IEnumerator.Current { get { return Current; } } public bool MoveNext() { return m_Enumerator.MoveNext(); } public void Reset() { ((System.Collections.IEnumerator)m_Enumerator).Reset(); } public void Dispose() { m_Enumerator.Dispose(); } } If you have a look at the Reset method, you'll notice I'm having to cast to IEnumerator to be able to call Reset on m_Enumerator. This is because the implementation of LinkedList<int>.Enumerator.Reset, and indeed of all the other Reset methods on the BCL generic collection enumerators, is an explicit interface implementation. However, IEnumerator is a reference type. LinkedList<int>.Enumerator is a value type. That means, in order to call the reset method at all, the enumerator has to be boxed. And the IL confirms this: .method public hidebysig newslot virtual final instance void Reset() cil managed { .maxstack 8 L_0000: nop L_0001: ldarg.0 L_0002: ldfld valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator<int32> EnumeratorWrapper::m_Enumerator L_0007: box [System]System.Collections.Generic.LinkedList`1/Enumerator<int32> L_000c: callvirt instance void [mscorlib]System.Collections.IEnumerator::Reset() L_0011: nop L_0012: ret } On line 0007, we're doing a box operation, which copies the enumerator to a reference object on the heap, then on line 000c calling Reset on this boxed object. So m_Enumerator in the wrapper class is not modified by the call the Reset. And this is the only way to call the Reset method on this variable (without using reflection). Therefore, the only way that the collection enumerator struct can be used safely is to store them as a boxed IEnumerator<T>, and not use them as value types at all.

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  • Sortable & Filterable PrimeFaces DataTable

    - by Geertjan
    <h:form> <p:dataTable value="#{resultManagedBean.customers}" var="customer"> <p:column id="nameHeader" filterBy="#{customer.name}" sortBy="#{customer.name}"> <f:facet name="header"> <h:outputText value="Name" /> </f:facet> <h:outputText value="#{customer.name}" /> </p:column> <p:column id="cityHeader" filterBy="#{customer.city}" sortBy="#{customer.city}"> <f:facet name="header"> <h:outputText value="City" /> </f:facet> <h:outputText value="#{customer.city}" /> </p:column> </p:dataTable> </h:form> That gives me this: And here's the filter in action: Behind this, I have: import com.mycompany.mavenproject3.entities.Customer; import java.io.Serializable; import java.util.List; import javax.annotation.PostConstruct; import javax.ejb.EJB; import javax.faces.bean.RequestScoped; import javax.inject.Named; @Named(value = "resultManagedBean") @RequestScoped public class ResultManagedBean implements Serializable { @EJB private CustomerSessionBean customerSessionBean; public ResultManagedBean() { } private List<Customer> customers; @PostConstruct public void init(){ customers = customerSessionBean.getCustomers(); } public List<Customer> getCustomers() { return customers; } public void setCustomers(List<Customer> customers) { this.customers = customers; } } And the above refers to the EJB below, which is a standard EJB that I create in all my Java EE 6 demos: import com.mycompany.mavenproject3.entities.Customer; import java.io.Serializable; import java.util.List; import javax.ejb.Stateless; import javax.persistence.EntityManager; import javax.persistence.PersistenceContext; @Stateless public class CustomerSessionBean implements Serializable{ @PersistenceContext EntityManager em; public List getCustomers() { return em.createNamedQuery("Customer.findAll").getResultList(); } } Only problem is that the columns are only sortable after the first time I use the filter.

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • How can I test database access methods in Java?

    - by javaStudent
    I want to write a test for a method that accesses a database such as following. public class MyClass{ public String getAddress(Int id){ String query = "Select * from Address where id="+id; //some additional statements resultSet = statement.executeQuery(); return result.getString(ADDRESS); } } How can I test this method? I am using Java.

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  • NetBeans IDE 7.3 Knows Null

    - by Geertjan
    What's the difference between these two methods, "test1" and "test2"? public int test1(String str) {     return str.length(); } public int test2(String str) {     if (str == null) {         System.err.println("Passed null!.");         //forgotten return;     }     return str.length(); } The difference, or at least, the difference that is relevant for this blog entry, is that whoever wrote "test2" apparently thinks that the variable "str" may be null, though did not provide a null check. In NetBeans IDE 7.3, you see this hint for "test2", but no hint for "test1", since in that case we don't know anything about the developer's intention for the variable and providing a hint in that case would flood the source code with too many false positives:  Annotations are supported in understanding how a piece of code is intended to be used. If method return types use @Nullable, @NullAllowed, @CheckForNull, the value is considered to be "strongly possible to be null", as well as if the variable is tested to be null, as shown above. When using @NotNull, @NonNull, @Nonnull, the value is considered to be non-null. (The exact FQNs of the annotations are ignored, only simple names are checked.) Here are examples showing where the hints are displayed for the non-null hints (the "strongly possible to be null" hints are not shown below, though you can see one of them in the screenshot above), together with a comment showing what is shown when you hover over the hint: There isn't a "one size fits all" refactoring for these various instances relating to null checks, hence you can't do an automated refactoring across your code base via tools in NetBeans IDE, as shown yesterday for class member reordering across code bases. However, you can, instead, go to Source | Inspect and then do a scan throughout a scope (e.g., current file/package/project or combinations of these or all open projects) for class elements that the IDE identifies as potentially having a problem in this area: Thanks to Jan Lahoda, who reports that this currently also works in NetBeans IDE 7.3 dev builds for fields but that may need to be disabled since right now too many false positives are returned, for help with the info above and any misunderstandings are my own fault!

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Google I/O 2012 - Playing with Patterns

    Google I/O 2012 - Playing with Patterns "Marco Paglia Best-in-class application designers and developers will talk about their experience in developing for Android, showing screenshots from their app, exploring the challenges they faced, and offering creative solutions congruent with the Android Design guide. Guests will be invited to show examples of visual and interaction patterns in their application that manage to keep it simultaneously consistent and personal. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1 0 ratings Time: 02:13:20 More in Science & Technology

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  • Apress Deal of the Day - 5Mar/2011 - Crafting Digital Media: Audacity, Blender, Drupal, GIMP, Scribus, and other Open Source Tools

    - by TATWORTH
    Today's Apress $10 deal of the day at http://www.apress.com/info/dailydeal has been on before. I have a copy and it is useful read on open source applications for Windows. Crafting Digital Media: Audacity, Blender, Drupal, GIMP, Scribus, and other Open Source Tools Open source software, also known as free software, now offers a creative platform with world-class programs. Crafting Digital Media is your foundation course in photographic manipulation, illustration, animation, making music, video editing, and more using open source software.

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • how to call web method in java application?.

    - by user12344
    Hi, I have created java web application(Web Service). I want to call the setName() method in java application(GUI). how is call web method in application?. package sv; import javax.jws.WebMethod; import javax.jws.WebParam; import javax.jws.WebService; @WebService() public class MyService { @WebMethod(operationName = "setName") public String setName(@WebParam(name = "name") String name) { return "my string is "+ name; } }

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  • Syncing client and server CRUD operations using json and php

    - by Justin
    I'm working on some code to sync the state of models between client (being a javascript application) and server. Often I end up writing redundant code to track the client and server objects so I can map the client supplied data to the server models. Below is some code I am thinking about implementing to help. What I don't like about the below code is that this method won't handle nested relationships very well, I would have to create multiple object trackers. One work around is for each server model after creating or loading, simply do $model->clientId = $clientId; IMO this is a nasty hack and I want to avoid it. Adding a setCientId method to all my model object would be another way to make it less hacky, but this seems like overkill to me. Really clientIds are only good for inserting/updating data in some scenarios. I could go with a decorator pattern but auto generating a proxy class seems a bit involved. I could use a generic proxy class that uses a __call function to allow for original object data to be accessed, but this seems wrong too. Any thoughts or comments? $clientData = '[{name: "Bob", action: "update", id: 1, clientId: 200}, {name:"Susan", action:"create", clientId: 131} ]'; $jsonObjs = json_decode($clientData); $objectTracker = new ObjectTracker(); $objectTracker->trackClientObjs($jsonObjs); $query = $this->em->createQuery("SELECT x FROM Application_Model_User x WHERE x.id IN (:ids)"); $query->setParameters("ids",$objectTracker->getClientSpecifiedServerIds()); $models = $query->getResults(); //Apply client data to server model foreach ($models as $model) { $clientModel = $objectTracker->getClientJsonObj($model->getId()); ... } //Create new models and persist foreach($objectTracker->getNewClientObjs() as $newClientObj) { $model = new Application_Model_User(); .... $em->persist($model); $objectTracker->trackServerObj($model); } $em->flush(); $resourceResponse = $objectTracker->createResourceResponse(); //Id mappings will be an associtave array representing server id resources with client side // id. //This method Dosen't seem to flexible if we want to return additional data with each resource... //Would have to modify the returned data structure, seems like tight coupling... //Ex return value: //[{clientId: 200, id:1} , {clientId: 131, id: 33}];

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  • How to select li range and move them inside div [closed]

    - by user8012
    How can I select a range of li and move them inside div element. For example: <ul> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> </ul> If the li is more than 6 create a column like this: <ul> <li> <div class="column1"> <ul> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> </ul> </div> </li> <li> <div class="column2"> <ul> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> <li>test</li> </ul> </div> </li> </ul>

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  • Managing Regulated Content in WebCenter: USDM and Oracle Offer a New Part 11 Compliant Solution for Life Sciences

    - by Michael Snow
    Guest post today provided by Oracle partner, USDM  Regulated Content in WebCenterUSDM and Oracle offer a new Part 11 compliant solution for Life Sciences (White Paper) Life science customers now have the ability to take advantage of all of the benefits of Oracle’s WebCenter Content, a global leader in Enterprise Content Management.   For the past year, USDM has been developing best practice compliance solutions to meet regulated content management requirements for 21 CFR Part 11 in WebCenter Content. USDM has been an expert in ECM for life sciences since 1999 and in 2011, certified that WebCenter was a 21CFR Part 11 compliant content management platform (White Paper).  In addition, USDM has built Validation Accelerators Packs for WebCenter to enable life science organizations to quickly and cost effectively validate this world class solution.With the Part 11 certification, Oracle’s WebCenter now provides regulated life science organizations  the ability to manage REGULATORY content in WebCenter, as well as the ability to take advantage of ALL of the additional functionality of WebCenter, including  a complete, open, and integrated portfolio of portal, web experience management, content management and social networking technology.  Here are a few screen shot examples of Part 11 functionality included in the product: E-Sign, E-Sign Rendor, Meta Data History, Audit Trail Report, and Access Reporting. Gone are the days that life science companies have to spend millions of dollars a year to implement, maintain, and validate ECM systems that no longer meet the ever changing business and regulatory requirements.  Life science companies now have the ability to use WebCenter Content, an ECM system with a substantially lower cost of ownership and unsurpassed functionality.Oracle has been #1 in life sciences because of their ability to develop cost effective, easy-to-use, scalable solutions which help increase insight and efficiency to drive growth for their customers.  Adding a world class ECM solution to this product portfolio allows life science organizations the chance to get rid of costly ECM systems that no longer meet their needs and use WebCenter, part of the Oracle Fusion Technology stack, with their other leading enterprise applications.USDM provides:•    Expertise in Life Science ECM Business Processes•    Prebuilt Life Science Configuration in WebCenter •    Validation Accelerator Packs for WebCenterUSDM is very proud to support Oracle’s expanding commitment to Life Sciences…. For more information please contact:  [email protected] Oracle will be exhibiting at DIA 2012 in Philadelphia on June 25-27. Stop by our booth (#2825) to learn more about the advantages of a centralized ECM strategy and see the Oracle WebCenter Content solution, our 21 CFR Part 11 compliant content management platform.

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  • NHibernate Session Load vs Get when using Table per Hierarchy. Always use ISession.Get&lt;T&gt; for TPH to work.

    - by Rohit Gupta
    Originally posted on: http://geekswithblogs.net/rgupta/archive/2014/06/01/nhibernate-session-load-vs-get-when-using-table-per-hierarchy.aspxNHibernate ISession has two methods on it : Load and Get. Load allows the entity to be loaded lazily, meaning the actual call to the database is made only when properties on the entity being loaded is first accessed. Additionally, if the entity has already been loaded into NHibernate Cache, then the entity is loaded directly from the cache instead of querying the underlying database. ISession.Get<T> instead makes the call to the database, every time it is invoked. With this background, it is obvious that we would prefer ISession.Load<T> over ISession.Get<T> most of the times for performance reasons to avoid making the expensive call to the database. let us consider the impact of using ISession.Load<T> when we are using the Table per Hierarchy implementation of NHibernate. Thus we have base class/ table Animal, there is a derived class named Snake with the Discriminator column being Type which in this case is “Snake”. If we load This Snake entity using the Repository for Animal, we would have a entity loaded, as shown below: public T GetByKey(object key, bool lazy = false) { if (lazy) return CurrentSession.Load<T>(key); return CurrentSession.Get<T>(key); } var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), true); var snake = animal as Snake; snake is null As you can see that the animal entity retrieved from the database cannot be cast to Snake even though the entity is actually a snake. The reason being ISession.Load prevents the entity to be cast to Snake and will throw the following exception: System.InvalidCastException :  Message=Unable to cast object of type 'TPHAnimalProxy' to type 'NHibernateChecker.Model.Snake'. Thus we can see that if we lazy load the entity using ISession.Load<TPHAnimal> then we get a TPHAnimalProxy and not a snake. =============================================================== However if do not lazy load the same cast works perfectly fine, this is since we are loading the entity from database and the entity being loaded is not a proxy. Thus the following code does not throw any exceptions, infact the snake variable is not null: var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), false); var snake = animal as Snake; if (snake == null) { var snake22 = (Snake) animal; }

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  • Playing with F#

    - by mroberts
    Project Euler is a awesome site.   When working with a new language it can be tricky to find problems that need solving, that are more complex than "Hello World" and simpler than a full blown application. Project Euler gives use just that, cool and thought provoking problems that usually don't take days to solve.  I've solved a number of questions with C# and some with Java.  BTW, I used Java because it had BigInteger support before .Net. A couple weeks ago, back when winter had a firm grip on Columbus, OH, I began playing (researching) with F#.  I began with Problem #1 from Project Euler.  I started by looking at my solution in C#. Here is my solution in C#. 1: using System; 2: using System.Collections.Generic; 3:   4: namespace Problem001 5: { 6: class Program 7: { 8: static void Main(string[] args) 9: { 10: List<int> values = new List<int>(); 11:   12: for (int i = 1; i < 1000; i++) 13: { 14: if (i % 3 == 0 || i % 5 == 0) 15: values.Add(i); 16: } 17: int total = 0; 18:   19: values.ForEach(v => total += v); 20:   21: Console.WriteLine(total); 22: Console.ReadKey(); 23: } 24: } 25: }   Now, after much tweaking and learning, here is my solution in F#.   1: open System 2:   3: let calc n = 4: [1..n] 5: |> List.map (fun x -> if (x % 3 = 0 || x % 5 = 0) then x else 0) 6: |> List.sum 7:   8: let main() = 9: calc 999 10: |> printfn "result = %d" 11: Console.ReadKey(true) |> ignore 12:   13: main() Just this little example highlights some cool things about F#. Type inference. F# infers the type of a value.  In the C# code above we declare a number of variables, the list, and a couple ints.  F# does not require this, it infers the calc (a function) accepts a int and returns a int. Great built in functionality for Lists.  List.map for example. BTW, I don’t think I’m spilling the beans by giving away the code for Problem 1.  It by far is the easiest question, IMHO, solved by 92,000+ people. Next I’ll look into writing a class library with F#.

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  • ANTS CLR and Memory Profiler In Depth Review (Part 2 of 2 &ndash; Memory Profiler)

    - by ToStringTheory
    One of the things that people might not know about me, is my obsession to make my code as efficient as possible. Many people might not realize how much of a task or undertaking that this might be, but it is surely a task as monumental as climbing Mount Everest, except this time it is a challenge for the mind… In trying to make code efficient, there are many different factors that play a part – size of project or solution, tiers, language used, experience and training of the programmer, technologies used, maintainability of the code – the list can go on for quite some time. I spend quite a bit of time when developing trying to determine what is the best way to implement a feature to accomplish the efficiency that I look to achieve. One program that I have recently come to learn about – Red Gate ANTS Performance (CLR) and Memory profiler gives me tools to accomplish that job more efficiently as well. In this review, I am going to cover some of the features of the ANTS memory profiler set by compiling some hideous example code to test against. Notice As a member of the Geeks With Blogs Influencers program, one of the perks is the ability to review products, in exchange for a free license to the program. I have not let this affect my opinions of the product in any way, and Red Gate nor Geeks With Blogs has tried to influence my opinion regarding this product in any way. Introduction – Part 2 In my last post, I reviewed the feature packed Red Gate ANTS Performance Profiler.  Separate from the Red Gate Performance Profiler is the Red Gate ANTS Memory Profiler – a simple, easy to use utility for checking how your application is handling memory management…  A tool that I wish I had had many times in the past.  This post will be focusing on the ANTS Memory Profiler and its tool set. The memory profiler has a large assortment of features just like the Performance Profiler, with the new session looking nearly exactly alike: ANTS Memory Profiler Memory profiling is not something that I have to do very often…  In the past, the few cases I’ve had to find a memory leak in an application I have usually just had to trace the code of the operations being performed to look for oddities…  Sadly, I have come across more undisposed/non-using’ed IDisposable objects, usually from ADO.Net than I would like to ever see.  Support is not fun, however using ANTS Memory Profiler makes this task easier.  For this round of testing, I am going to use the same code from my previous example, using the WPF application. This time, I will choose the ‘Profile Memory’ option from the ANTS menu in Visual Studio, which launches the solution in its currently configured state/start-up project, and then launches the ANTS Memory Profiler to help.  It prepopulates all of the fields with the current project information, and all I have to do is select the ‘Start Profiling’ option. When the window comes up, it is actually quite barren, just giving ideas on how to work the profiler.  You start by getting to the point in your application that you want to profile, and then taking a ‘Memory Snapshot’.  This performs a full garbage collection, and snapshots the managed heap.  Using the same WPF app as before, I will go ahead and take a snapshot now. As you can see, ANTS is already giving me lots of information regarding the snapshot, however this is just a snapshot.  The whole point of the profiler is to perform an action, usually one where a memory problem is being noticed, and then take another snapshot and perform a diff between them to see what has changed.  I am going to go ahead and generate 5000 primes, and then take another snapshot: As you can see, ANTS is already giving me a lot of new information about this snapshot compared to the last.  Information such as difference in memory usage, fragmentation, class usage, etc…  If you take more snapshots, you can use the dropdown at the top to set your actual comparison snapshots. If you beneath the timeline, you will see a breadcrumb trail showing how best to approach profiling memory using ANTS.  When you first do the comparison, you start on the Summary screen.  You can either use the charts at the bottom, or switch to the class list screen to get to the next step.  Here is the class list screen: As you can see, it lists information about all of the instances between the snapshots, as well as at the bottom giving you a way to filter by telling ANTS what your problem is.  I am going to go ahead and select the Int16[] to look at the Instance Categorizer Using the instance categorizer, you can travel backwards to see where all of the instances are coming from.  It may be hard to see in this image, but hopefully the lightbox (click on it) will help: I can see that all of these instances are rooted to the application through the UI TextBlock control.  This image will probably be even harder to see, however using the ‘Instance Retention Graph’, you can trace an objects memory inheritance up the chain to see its roots as well.  This is a simple example, as this is simply a known element.  Usually you would be profiling an actual problem, and comparing those differences.  I know in the past, I have spotted a problem where a new context was created per page load, and it was rooted into the application through an event.  As the application began to grow, performance and reliability problems started to emerge.  A tool like this would have been a great way to identify the problem quickly. Overview Overall, I think that the Red Gate ANTS Memory Profiler is a great utility for debugging those pesky leaks.  3 Biggest Pros: Easy to use interface with lots of options for configuring profiling session Intuitive and helpful interface for drilling down from summary, to instance, to root graphs ANTS provides an API for controlling the profiler. Not many options, but still helpful. 2 Biggest Cons: Inability to automatically snapshot the memory by interval Lack of complete integration with Visual Studio via an extension panel Ratings Ease of Use (9/10) – I really do believe that they have brought simplicity to the once difficult task of memory profiling.  I especially liked how it stepped you further into the drilldown by directing you towards the best options. Effectiveness (10/10) – I believe that the profiler does EXACTLY what it purports to do.  Features (7/10) – A really great set of features all around in the application, however, I would like to see some ability for automatically triggering snapshots based on intervals or framework level items such as events. Customer Service (10/10) – My entire experience with Red Gate personnel has been nothing but good.  their people are friendly, helpful, and happy! UI / UX (9/10) – The interface is very easy to get around, and all of the options are easy to find.  With a little bit of poking around, you’ll be optimizing Hello World in no time flat! Overall (9/10) – Overall, I am happy with the Memory Profiler and its features, as well as with the service I received when working with the Red Gate personnel.  Thank you for reading up to here, or skipping ahead – I told you it would be shorter!  Please, if you do try the product, drop me a message and let me know what you think!  I would love to hear any opinions you may have on the product. Code Feel free to download the code I used above – download via DropBox

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  • RightNow stunning references: Spotlight on "The Boston Globe"

    - by Richard Lefebvre
    The Boston Globe’s World Class Contact Center Improves Customer Service and Retention with Oracle Web, Mobile, and Social Media Solutions. “Oracle RightNow solutions help us deliver exceptional customer support to both print customers and our technology-savvy digital customers. Whether customers are chatting online with an agent or finding answers from their mobile devices, Oracle RightNow solutions help our clients get the information they need anytime, anywhere.” ? Robert Saurer, Director of Customer Care and Marketing, The Boston Globe Read the full Press Release here

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  • SQL Deprecation event uses depracted feature

    - by simonsabin
    Something mildly amusing for a monday morning. The Deprecation Event Class uses the ntext data type which is a deprecated feature. To have a look yourself go to http://msdn.microsoft.com/en-us/library/ms178053.aspx Yeh I know its profiler that is using ntext, still made me smile.

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  • How to use data mining principles in this project?

    - by Simon
    I'm getting a Data Mining class this semester and we are free for the final project. For a few months I'm working on procedural planets rendering (something like this http://www.youtube.com/watch?v=rL8zDgTlXso). Do you have any idea of which data mining principles I could use to keep working this project ? Maybe I could try to generate interesting terrains from a set of real maps ? Any publications on that subject ? Any other ideas ?

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