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  • MOS Community rewards Ram Kasthuri w/ FREE OOW Pass!

    - by cwarticki
    Congratulations Ram Kasthuri on Receiving a Free Full Conference Pass to Oracle OpenWorld!  Thank you for helping other members through your participation in My Oracle Support Community My Oracle Support Community member Ram Kasthuri received a free Oracle OpenWorld Pass from the My Oracle Support Community in appreciation for his work in answering questions posted by other Community members. Ram, an independent consultant, is an Application Solution Architect with Canon. He has been a valued Oracle customer for over 13 years. Ram is an active member in several of the Oracle EBS communities. He has achieved the Expert Level of recognition through his active participation.   Ram described the value he receives from My Oracle Support Community when he said what “I like best about the communities is the vicarious learning from real business scenarios posted by other Community members. The questions are real opportunities to learn all things Oracle, and EBS especially.” Ram is one of those member's who answers more questions than he posts, so he must get a lot of that vicarious learning. Oracle Premier Support customers can get answers and learn from both peers who have faced similar situations and Oracle experts. Join us in My Oracle Support Community. Look for Ram this week at Oracle OpenWorld and join him in My Oracle Support Community when you return to work. And while you’re at Oracle OpenWorld, Oracle Customer Support Services invites you to expand your knowledge by meeting with Oracle Support experts. Learn more about our sessions and network opportunities today!

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  • Why is the use of abstractions (such as LINQ) so taboo?

    - by Matthew Patrick Cashatt
    I am an independent contractor and, as such, I interview 3-4 times a year for new gigs. I am in the midst of that cycle now and got turned down for an opportunity even though I felt like the interview went well. The same thing has happened to me a couple of times this year. Now, I am not a perfect guy and I don't expect to be a good fit for every organization. That said, my batting average is lower than usual so I politely asked my last interviewer for some constructive feedback, and he delivered! The main thing, according to the interviewer, was that I seemed to lean too much towards the use of abstractions (such as LINQ) rather than towards lower-level, organically grown algorithms. On the surface, this makes sense--in fact, it made the other rejections make sense too because I blabbed about LINQ in those interviews as well and it didn't seem that the interviewers knew much about LINQ (even though they were .NET guys). So now I am left with this question: If we are supposed to be "standing on the shoulders of giants" and using abstractions that are available to us (like LINQ), then why do some folks consider it so taboo? Doesn't it make sense to pull code "off the shelf" if it accomplishes the same goals without extra cost? It would seem to me that LINQ, even if it is an abstraction, is simply an abstraction of all the same algorithms one would write to accomplish exactly the same end. Only a performance test could tell you if your custom approach was better, but if something like LINQ met the requirements, why bother writing your own classes in the first place? I don't mean to focus on LINQ here. I am sure that the JAVA world has something comparable, I just would like to know why some folks get so uncomfortable with the idea of using an abstraction that they themselves did not write. UPDATE As Euphoric pointed out, there isn't anything comparable to LINQ in the Java world. So, if you are developing on the .NET stack, why not always try and make use of it? Is it possible that people just don't fully understand what it does?

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  • Beginners guide to developing optimization software

    - by Florenc
    I am novice in "serious" programming i.e. applications that deal with real-life applications and software projects that go beyond school assignments. My interests include optimization, operations research, algorithms and lately i discovered how much I do like software design/development/engineering. I have already developed some simple desktop applications for some "famous" problems like TSP using heuristc approaches, a VRP solver (in progress) and so on. While developing this kind of software I actually used basic concepts taught at school such as object-orientation analysis and design. But, I found these courses rather elementary and quite boring (for my expectations). So I decided to go a little further and start developing "real" software (and this is where I realized how important and interesting software engineering/design is.) Now, here's my issue: I can not find a "study guide" for developing software of this kind. Currently, there are numerous resources out there (books, websites, tutorials) in designing and developing complex IS, web applications, smartphone apps but I can't find a book for example entitled "optimization software development". Definetly, someone could claim that "design patterns apply to software in general" but that's not my point. My point is that I could simply use my imagination for "simple" implementations, but what happens, when my imagination can not go further? In other words I'm looking for a guide/path to bridge the gap between: Mathematics-Algorithm Design-Software Engineering-Optimization-Software development

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  • Why is apt-cache so slow?

    - by Damn Terminal
    After upgrade to Trusty (14.04) from Saucy (13.10), all apt operations are very slow. Even those that do not include downloading anything, or connecting to any servers. For example, displaying the apt policy # time apt-cache policy [...] real 0m8.951s user 0m5.069s sys 0m3.861s takes almost ten seconds! Mostly a weird lag right after issuing the command. And it's the same even if I issue the same command again. On another system it doesn't take a tenth of a second real 0m0.096s user 0m0.070s sys 0m0.023s The other system is a little beefier but there was no noticeable difference before the upgrade. It's the same with apt-get, anything apt-related. How do I find out the source of this lag and fix it? Additional info: # cat /etc/nsswitch.conf # /etc/nsswitch.conf # # Example configuration of GNU Name Service Switch functionality. # If you have the `glibc-doc-reference' and `info' packages installed, try: # `info libc "Name Service Switch"' for information about this file. passwd: compat group: compat shadow: compat hosts: files dns networks: files protocols: db files services: db files ethers: db files rpc: db files netgroup: nis BTW is my understanding of how apt-cache works correct? It doesn't make any network connections when I run apt-cache policy, right? In case I'm wrong and it matters, here are my sources https://gist.github.com/anonymous/02920270ff68e23fc3ec

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • Robots &amp; Pencils Bring iOS Dev Camp/Dev School to Winnipeg

    - by D'Arcy Lussier
    My buddy Paul Thorsteinson from Robots and Pencils has come up with an elaborate way to collect his Mac power adaptor that I keep forgetting to mail to him – he’s coming to town with Jonathan Rasmusson to run an iPhone Dev Camp and two-day Dev School here in Winnipeg! From the email he sent me: We are going to be bringing our successful iOS dev school out to the 'Peg in October as well has hosting a dev camp on the Friday night (comparable to a .net user group type deal).  If you know any peeps in Manitoba who are interested in these, please pass along!  .Net developers are welcome to come and heckle as well ;) Winnipeg iPhone Dev Camp October 26th Marlborough Hotel, 5:30pm Cost: $10 http://ios-dev-camp-winnipeg-eorg.eventbrite.com/ ^for devs of any level interested in meeting other devs hearing talks of all levels.  Food and networking Winnipeg iPhone Dev School October 27th, 28th, Marlborough Hotel Cost: $899 + GST http://academy.robotsandpencils.com/training ^For devs looking to get their feet wet in iOS dev Paul has spoken at Prairie Dev Con before and is vastly knowledgeable in mobile development. You can see his work in Spy vs Spy, Catch the Princess, World Explorer for Minecraft, Deco Windshield (yes they run their entire business on their iPad), Anthm, Own This World and too many other apps. If you’re into iOS development, looking to get in, or wanting to improve your skills, consider these great professional development opportunities! D

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  • Moving away from PHP and running towards server-side JavaScript [on hold]

    - by Sosukodo
    I've decided to start moving away from PHP and server-side JavaScript looks like an attractive replacement. However, I'm having a hard time wrapping my head around how others are using Node.js for web applications. I'm currently using Lighttpd with FastCGI PHP. The one thing I like about PHP is that I can "inline" my scripts in the document like so: <?php echo 'Hello, World!'; ?> My question is: Is there any server-side JavaScript solution that I can use in this manor? For instance, I'd love to be able to do this: <?js print('Hello, World!'); ?> Is there such a thing? I'm not looking for opinions about "which is better". I just want to know what's out there and I'll explore each of them on my own. The important thing is that I'd like to use it like I demonstrated above. Links to the software along with implementation examples will be considered above other answers.

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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  • Test-Driven Development with plain C: manage multiple modules

    - by Angelo
    I am new to test-driven development, but I'm loving it. There is, however, a main problem that prevents me from using it effectively. I work for embedded medical applications, plain C, with safety issues. Suppose you have module A that has a function A_function() that I want to test. This function call a function B_function, implemented in module B. I want to decouple the module so, as James Grenning teaches, I create a Mock module B that implements a mock version of B_function. However the day comes when I have to implement module B with the real version of B_function. Of course the two B_function can not live in the same executable, so I don't know how to have a unique "launcher" to test both modules. James Grenning way out is to replace, in module A, the call to B_function with a function pointer that can have the value of the mock or the real function according to the need. However I work in a team, and I can not justify this decision that would make no sense if it were not for the test, and no one asked me explicitly to use test-driven approach. Maybe the only way out is to generate different a executable for each module. Any smarter solution? Thank you

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  • Not All iPhone 5 and Galaxy SIII in Some Markets #UX #mobile #BBC #L10n

    - by ultan o'broin
    The BBC World Service provides news content to more people across the globe, and has launched a series of new apps tailored for Nokia devices, allowing mobile owners to receive news updates in 11 different languages. So, not everyone using an iPhone 5 or Samsung Galaxy SIII then? hardly surprising given one of these devices could cost you a large chunk of your annual income in some countries! The story is a reminder of taking into account local market requirements and using a toolkit to develop solutions for them. The article tells us The BBC World Service apps will feature content from the following BBC websites: BBC Arabic, BBC Brasil (in Portuguese), BBC Chinese, BBC Hindi, BBC Indonesia, BBC Mundo (in Spanish), BBC Russian, BBC Turkce, BBC Ukrainian, BBC Urdu and BBC Vietnamese. Users of the Chinese, Indonesian and Arabic apps will receive news content but will also be able to listen to radio bulletins.It’s a big move for the BBC, particularly as Nokia has sold more than 675 million Series 40 handsets to date. While the company’s smartphone sales dwindle, its feature phone business has continued to prop up its balance sheet. Ah, feature phones. Remember them? You should! Don't forget that Oracle Application Development Framework solution for feature phones too: Mobile Browser. So, don't ignore a huge market segment and opportunity to grow your business by disregarding feature phones when Oracle makes it easy  for you to develop mobile solutions for a full range of devices and users! Let's remind ourselves of the different mobile toolkit solutions offered by Oracle or coming soon that makes meeting the users of global content possible. Mobile Development with ADF Mobile (Oracle makes no contractual claims about development, release, and timing of future products.) All that said, check out where the next big markets for mobile apps is coming from in my post on Blogos: Where Will The Next 10 Million Apps Come From? BRIC to MIST.

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  • How to plan/manage multi-platform (mobile) products?

    - by PhD
    Say I've to develop an app that runs on iOS, Android and Windows 8 Mobile. Now all three platforms are technically in different program languages. The only 'reuse' that I can see is that of the boxes-and-lines drawings (UML :) charts and nothing else. So how do companies/programmers manage the variation of the same product across different platforms especially since the implementation languages differ? It's 'easier' in the desktop world IMO given the plethora of languages and cross-platform libraries to make your life easier. Not so in the mobile world. More so, product line management principles don't seem to be all that applicable - what is same and variant doesn't really matter - the application is the same (conceptually) and the implementation is variant. Some difficulties that come to mind: Bug Fixing: Applications maybe designed in a similar manner but the bug identification and fixing would be radically different. A bug on iOS may/may-not be existent for that on Android. Or a bug fix approach on one platform may not be the same on another (unless it's a semantic bug like a!=b instead of a==b which would require the same 'approach' to fixing in essence Enhancements: Making a change on one platform would be radically different than on another Code-Design Divergence: They way the code is written/organized, the class structures etc., could be very different given the different implementation environments - leading to further reuse of the (above) UML models. There are of course many others - just keeping the development in sync and making sure all applications are up to the same version with the same set of features etc. Seems the effort is 3x that of a single application. So how exactly does one manage this nightmarish situation? Some thoughts: Split application to client/server to minimize the effect to client side only (not always doable) Use frameworks like Unity-3D that could take care of the cross-platform problem (mostly applicable to games and probably not to other applications etc.) Any other ways of managing a platform line? What are some proven approaches to managing/taming the effects?

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Support our movement?

    - by Mirchi Sid
    | Imagine Freedom 2013 | mnearth Student Programs This is to inform you about the world’s first online student competition called imagine freedom which is conducted by mnearth corporation India .The imagine freedom will be one of the most popular student IT competition in the world .The program will be fully functioned with free and open source software and operating system like Ubuntu Linux and Linux . The Competition have a lot of other categories like web designing , software development and much more .The program coordinates will contact your schools for the selection process and giving the first steps for registration . If you are an expert in Open source free software? Then it is the time for you ! Otherwise do you know anyone who have the skills ? Then inform them about the program . The competitions will be done as a part of Mnearth Student Programs . The program schedule and the local competition information will be send after getting the applications . The competitions are categorized into three . |Categories Of Participants Animation Films Multimedia Presentation 3D Animation Web Designing Software Development Innovations Cloud Apps Games etc. . . . . . |Levels Of Participants High School Level Higher Secondary Level Collage Level University Level |High School level This levels is for the students who is students . It’s age limit is 12 - 24 years . The competitions will be started on this year for selecting the good students who have the talent . For more information Send to : [email protected] Call us on :04936312206 (india) Join with the Community on facebook : follow us on twitter : www.twitter.com/imaginatingkids www.facebook.com/imaginefreedomonce

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  • Advantages of Scala vs. Groovy with JAVA EE 6 Applications.

    - by JAVA EE Wannabe
    Please let me first emphasize that I am not looking for flare wars. I just want advices from people who have real experiences. I started learning JAVA EE 6 as real newbie and am having had time choosing what tools to use. First problem is what is the advantage of using Scala vs. Groovy with Java EE 6 apps over Java? I've seen on some blogs people mentioning you gonna write less code but as a newbie I don't know what other advantages and disadvantages are there. Second problem is Netbeans 6.9 or Helios 3.6.1? I realized that with eclipse I can easily mix EE 6 applications with Groovy or Scala without any problems (I only did this by displaying a String message from Scala and Groovy classes.). With Netbeans the only I can think of is having separate Java project libraries and using the jars in my web app. But also realize to the extent of my little knowledge Netbeans has better support for Java EE 6. Please need your expert advice. Thanks.

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  • Is there any kind of established architecture for browser based MMO games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that?

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  • Advice on reconciling discordant data

    - by Justin
    Let me support my question with a quick scenario. We're writing an app for family meal planning. We'll produce daily plans with a target calorie goal and meals to achieve it for our nuclear family. Our calorie goal will be calculated for each person from their attributes (gender, age, weight, activity level). The weight attribute is the simplest example here. When Dad (the fascist nerd who is inflicting this on his family) first uses the application he throws approximate values into it for Daughter. He thinks she is 5'2" (157 cm) and 125 lbs (56kg). The next day Mom sits down to generate the menu and looks back over what the bumbling Dad did, quietly fumes that he can never recall anything about the family, and says the value is really 118 lbs! This is the first introduction of the discord. It seems, in this scenario, Mom is probably more correct that Dad. Though both are only an approximation of the actual value. The next day the dear Daughter decides to use the program and sees her weight listed. With the vanity only a teenager could muster she changes the weight to 110 lbs. Later that day the Mom returns home from a doctor's visit the Daughter needed and decides that it would be a good idea to update her Daughter's weight in the program. Hooray, another value, this time 117 lbs. Now how do you reconcile these data points? Measurement error, confidence in parties, bias, and more all confound the data. In some idealized world we'd have a weight authority of some nature providing the one and only truth. How about in our world though? And the icing on the cake is that this single data point changes over time. How have you guys solved or managed this conflict?

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • Improved Customer Experience, but at what Cost? See the DELL Computer experience with RTD

    - by Richard Lefebvre
    We can all probably agree that improving your customers' experience is a good thing. But a key question many people are asking is will it help your organization and, in particular, what are the financial benefits? That's a good question, especially when companies ARE experiencing phenomenal return on investment (ROI). Of course, there are many factors that impact ROI or other measures of success, but we'd like to share some success stories as examples of customer experience in action and delivering positive results. If you would like to learn more about the economics of customer experience, see Brian Curran's presentation at the Oracle Customer Experience Summit last month. In this series of blog posts, we'll share actual customer stories. Today's example is Dell, which uses Oracle Real-Time Decisions (RTD) and Siebel CRM as part of their customer experience portfolio to better understand their customers' needs and wants and provide consistent interactions. Regular readers of this blog are probably familiar with Siebel, but RTD may be new to many of you. RTD is a complete decision management solution that delivers real-time decisions and recommendations and automatically renders decisions within a business process to create tailored messaging for every customer interaction. What does that mean? In the video below, Dell describes how customer experience is important not just for one interaction channel, but across all "vehicles." RTD is helping Dell understand customer behavior and communicate with the customer in a more relevant manner, across all communication  or interaction channels including sales and service call centers, email marketing and online. Dell continues to expand use of RTD because the benefits are showing up in sales, service and marketing results including 19% increase in close rates, faster issue resolution and 40% improvement in revenue per click in email marketing. Video link By Tony Berk on Nov 15, 2012

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • How to find out when to increase bit rate? (TCP streaming solution)

    - by Kabumbus
    How to find out when to increase bit rate? (TCP streaming solution) We have a stream with "frames". each "frame" has a "timestamp" . frames have bit rate property which is actually there size. We generate frames with our app and stream them one by one on to our TCP server socket. At the same time server post replies so when after each sent frame we try to read from socket we receive which timestamp is currently on server. if timestamp is lover than previous frame we lover bit rate 20%. Such scheme seems to work giving me one way vbr (lowering) but I wonder how to implement increase? I mean we can always try to increase 5% each frame until some limited desired value but each time we have delay will lose real-time feature of our stream... Generally such scheme is for finding out how much of network stream is currently used by other user apps and give picture of how much server is loaded at the same time so we can stream just right amount of data for all to receive it in real time. So what shall I do to add increase to my scheme? So having current bit rate of A I thought we could add +7% for 3 frames and than one -20% and than if all that 3 frames with +7% came in time we could add 14% to A and repeat circle and it would hopefully not be really noticeable if 2nd frame wold come to us with delay... probably this one is too localised because it is a requirement for me to use TCP.

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  • Pure functional programming and game state

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

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  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

    - by Afonso Lage
    After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused about all this. I want to have a 3D first person camera. The move (translation) is working fine but the rotation isnt working like I need. I need a camera to rotate arround world Axis and not about its own axis. But even using Quaternions, this doesnt work and no matter how much I read about Euler Angles, everybody says to me dont touch on it! This is a little piece of code that i'm using to make the rotation: Quaternion qPitch = Quaternion.createFromAxis(cameraRotate.x, 1.0f, 0.0f, 0.0f); Quaternion qYaw = Quaternion.createFromAxis(cameraRotate.y, 0.0f, 1.0f, 0.0f); this.multiplicate(qPitch.toMatrix4f().toArray()); this.multiplicate(qYaw.toMatrix4f().toArray()); Where this is a Matrix4f view matrix and cameraRotate is a Vector3f that just handle the angles to rotate obtained from mouse move. So I think I'm doing everything right: Translate the view Matrix Rotate the Move Matrix So, after reading all this, I just want to know: To obtain a correct first person camera rotate, I must need to use Quaternios to make the rotations, but how to rotate around world axis? Thanks for reading it. Best regards, Afonso Lage

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