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  • Free training at Northwest Cadence

    - by Martin Hinshelwood
    Even though I have only been at Northwest Cadence for a short time I have already done so much. What I really wanted to do was let you guys know about a bunch of FREE training that NWC offers. These sessions are at a fantastic time for the UK as 9am PST (Seattle time) is around 5pm GMT. Its a fantastic way to finish off your Fridays and with the lack of love for developers in the UK set to continue I would love some of you guys to get some from the US instead. There are really two offerings. The first is something called Coffee talks that take you through an hours worth of detail in a specific category. Coffee Talks These coffee talks have some superb topics and you can get excellent interaction with the presenter as they are kind of informal. Date Day Time Topic Register Here 01/04/11 Tuesday 8:30AM – 9:30AM PST Real World Business and Technical Benefits of ALM with TFS 2010 150656 01/28/11 Friday 9:00AM - 10:00AM PST The Full Testing Experience Professional Quality Assurance with Visual Studio 2010 152810 02/11/11 Friday 9:00AM - 10:00AM PST Visual Source Safe to Team Foundation Server 152844 02/25/11 Friday 2:00PM - 3:00PM PST The Full Testing Experience Professional Quality Assurance with Visual Studio 2010 152816 03/11/11 Friday 9:00AM - 10:00AM PST Lab Manager The Ultimate “No More No Repro” Tool 152809 03/25/11 Friday 9:00AM - 10:00AM PST The Full Testing Experience Professional Quality Assurance with Visual Studio 2010 152838 04/08/11 Friday 9:00AM - 10:00AM PST Visual Source Safe to Team Foundation Server 152846 04/22/11 Friday 9:00AM - 10:00AM PST The Full Testing Experience Professional Quality Assurance with Visual Studio 2010 152839 05/06/11 Friday 2:00PM - 3:00PM PST Real World Business and Technical Benefits of ALM with TFS 2010 150657 05/20/11 Friday 9:00AM - 10:00AM PST The Full Testing Experience Professional Quality Assurance with Visual Studio 2010 152842 06/03/11 Friday 9:00AM - 10:00AM PST Visual Source Safe to Team Foundation Server 152847 06/17/11 Friday 9:00AM - 10:00AM PST The Full Testing Experience Professional Quality Assurance with Visual Studio 2010 152843   ALM Training Engagement Program Microsoft has released a new program to bring free Visual Studio 2010 Training Sessions to select customers on Microsoft Visual Studio products and how Application Lifecycle Management (ALM) solutions can help drive greater business impact. For more details on this program, please see the process chart below.  To get started send an email to us; This training is paid for by Microsoft and you would need to commit to 4 sessions in order to get accepted into the program. So these have more hoops to jump through to get them, but the content is much more formal and centres around adoption.

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  • Upgrading Visual Studio 2010

    - by Martin Hinshelwood
    I have been running Visual Studio 2010 as my main development studio on my development computer since the RC was released. I need to upgrade that to the RTM, but first I need to remove it. Microsoft have done a lot of work to make this easy, and it works. Its as easy as uninstalling from the control panel. I have had may previous versions of Visual Studio 2010 on this same computer with no need to rebuild to remove all the bits. Figure: Run the uninstall from the control panel to remove Visual Studio 2010 RC Figure: The uninstall removes everything for you.  Figure: A green tick means the everything went OK. If you get a red cross, try installing the RTM anyway and it should warn you with what was not uninstalled properly and you can remove it manually.   Once you have VS2010 RC uninstalled installing should be a breeze. The install for 2010 is much faster than 2008. Which could take all day, and then some on slower computers. This takes around 20 minutes even on my small laptop. I always do a full install as although I have to do c# I sometimes get to use a proper programming language VB.NET. Seriously, there is nothing worse than trying to open a project and the other developer has used something you don't have. Its not their fault. Its yours! Save yourself the angst and install Fully, its only 5.9GB. Figure: I always select all of the options.   Now go forth and develop! Preferably in VB.NET…   Technorati Tags: Visual Studio,VS2010,VS 2010

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  • It's intellisense for SQL Server

    - by Nick Harrison
    It's intellisense for SQL Server Anyone who has ever worked with me, heard me speak, or read any of writings knows that I am a HUGE fan of Reflector.    By extension,  I am a big fan of Red - Gate   I have recently begun exploring some of their other offerings and came across this jewel. SQL Prompt is a plug in for Visual Studio and SQL Server Management Studio.    It provides several tools to make dealing with SQL a little easier for your friendly neighborhood developer. When you a query window in a database, the plugin kicks in and gathers the metadata for the database that you are in.    As you type a query, you get handy feedback like a list of tables after you type select.    You can select one of the tables, specify * and then tab to expand the select clause to include all of the columns from the selected table.    As you are building up the where clause, you are prompted by the names of columns in the selected tables. If you spend any time writing ad hoc queries or building stored procedures by hand, this can save you substantial time. If you are learning a new data model, this can greatly cut down on your frustration level. The other really cool thing here is Format SQL.   I have searched all over the place for a really good SQL formatter.    Badly formatted  SQL is so much harder to read than well formatted SQL.   Unfortunately, management studio offers no support for keeping your SQL well formatted.    There are many tools available to format your SQL.   Some work better than others.    Some don't work that well at all.   Most will give you some measure of control over how the formatted SQL looks.    SQL Prompt produces good results and is easy to configure. Sadly no tool is perfect, and what would we be without a wish list.    There are some features that I would like to see: Make it easier to paste SQL in and out of code.    Strip off string builder, etc Automate replacing hard coded values with bind variables or parameters In addition to reformatting SQL, which is a huge refactor, support for other SQL refactors would be nice.    Convert join to sub query and vice versa come to mind Wish list a side, this is a wonderful tool that easily saves me an hour or more on most weeks.

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  • How do I detect if I'm in a 'full screen' bash shell or GUI terminal window?

    - by Nick T
    I have some code in my .bashrc that sets the terminal window title using the currently running command and it works great in Unity, where the terminal is in a window. However, when I'm logging in with the Ctrl + Alt + F1 terminal (whatever it's called), my prompt gets filled with garbage that is various escape sequences that set the (nonexistent) window title. How can I detect from within a bash script if I'm in one or the other?

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  • Small adventure game

    - by Nick Rosencrantz
    I'm making a small adventure game where the player can walk through Dungeons and meet scary characters: The whole thing is 20 java classes and I'm making this a standalone frame while it could very well be an applet I don't want to make another applet since I might want to recode this in C/C++ if the game or game engine turns out a success. The engine is the most interesting part of the game, it controls players and computer-controlled characters such as Zombies, Reptile Warriors, Trolls, Necromancers, and other Persons. These persons can sleep or walk around in the game and also pick up and move things. I didn't add many things so I suppose that is the next thing to do is to add things that can get used now that I already added many different types of walking persons. What do you think I should add and do with things in the game? The things I have so far is: package adventure; /** * The data type for things. Subclasses will be create that takes part of the story */ public class Thing { /** * The name of the Thing. */ public String name; /** * @param name The name of the Thing. */ Thing( String name ) { this.name = name; } } public class Scroll extends Thing { Scroll (String name) { super(name); } } class Key extends Thing { Key (String name) { super(name); } } The key is the way to win the game if you figure our that you should give it to a certain person and the scroll can protect you from necromancers and trolls. If I make this game more Dungeons and Dragons-inspired, do you think will be any good? Any other ideas that you think I could use here? The Threadwhich steps time forward and wakes up persons is called simulation. Do you think I could do something more advanced with this class? package adventure; class Simulation extends Thread { private PriorityQueue Eventqueue; Simulation() { Eventqueue = new PriorityQueue(); start(); } public void wakeMeAfter(Wakeable SleepingObject, double time) { Eventqueue.enqueue(SleepingObject, System.currentTimeMillis()+time); } public void run() { while(true) { try { sleep(5); //Sov i en halv sekund if (Eventqueue.getFirstTime() <= System.currentTimeMillis()) { ((Wakeable)Eventqueue.getFirst()).wakeup(); Eventqueue.dequeue(); } } catch (InterruptedException e ) { } } } } And here is the class that makes up the actual world: package adventure; import java.awt.*; import java.net.URL; /** * Subklass to World that builds up the Dungeon World. */ public class DungeonWorld extends World { /** * * @param a Reference to adventure game. * */ public DungeonWorld(Adventure a) { super ( a ); // Create all places createPlace( "Himlen" ); createPlace( "Stairs3" ); createPlace( "IPLab" ); createPlace( "Dungeon3" ); createPlace( "Stairs5" ); createPlace( "C2M2" ); createPlace( "SANS" ); createPlace( "Macsal" ); createPlace( "Stairs4" ); createPlace( "Dungeon2" ); createPlace( "Datorsalen" ); createPlace( "Dungeon");//, "Ljushallen.gif" ); createPlace( "Cola-automaten", "ColaAutomat.gif" ); createPlace( "Stairs2" ); createPlace( "Fable1" ); createPlace( "Dungeon1" ); createPlace( "Kulverten" ); // Create all connections between places connect( "Stairs3", "Stairs5", "Down", "Up" ); connect( "Dungeon3", "SANS", "Down", "Up" ); connect( "Dungeon3", "IPLab", "West", "East" ); connect( "IPLab", "Stairs3", "West", "East" ); connect( "Stairs5", "Stairs4", "Down", "Up" ); connect( "Macsal", "Stairs5", "South", "Norr" ); connect( "C2M2", "Stairs5", "West", "East" ); connect( "SANS", "C2M2", "West", "East" ); connect( "Stairs4", "Dungeon", "Down", "Up" ); connect( "Datorsalen", "Stairs4", "South", "Noth" ); connect( "Dungeon2", "Stairs4", "West", "East" ); connect( "Dungeon", "Stairs2", "Down", "Up" ); connect( "Dungeon", "Cola-automaten", "South", "North" ); connect( "Stairs2", "Kulverten", "Down", "Up" ); connect( "Stairs2", "Fable1", "East", "West" ); connect( "Fable1", "Dungeon1", "South", "North" ); // Add things // --- Add new things here --- getPlace("Cola-automaten").addThing(new CocaCola("Ljummen cola")); getPlace("Cola-automaten").addThing(new CocaCola("Avslagen Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Iskall Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Cola Light")); getPlace("Cola-automaten").addThing(new CocaCola("Cuba Cola")); getPlace("Stairs4").addThing(new Scroll("Scroll")); getPlace("Dungeon3").addThing(new Key("Key")); Simulation sim = new Simulation(); // Load images to be used as appearance-parameter for persons Image studAppearance = owner.loadPicture( "Person.gif" ); Image asseAppearance = owner.loadPicture( "Asse.gif" ); Image trollAppearance = owner.loadPicture( "Loke.gif" ); Image necromancerAppearance = owner.loadPicture( "Necromancer.gif" ); Image skeletonAppearance = owner.loadPicture( "Reptilewarrior.gif" ); Image reptileAppearance = owner.loadPicture( "Skeleton.gif" ); Image zombieAppearance = owner.loadPicture( "Zombie.gif" ); // --- Add new persons here --- new WalkingPerson(sim, this, "Peter", studAppearance); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "John", studAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Sean", studAppearance ); new WalkingPerson(sim, this, "Reptile", reptileAppearance ); new LabAssistant(sim, this, "Kate", asseAppearance); new LabAssistant(sim, this, "Jenna", asseAppearance); new Troll(sim, this, "Troll", trollAppearance); new Necromancer(sim, this, "Necromancer", necromancerAppearance); } /** * * The place where persons are placed by default * *@return The default place. * */ public Place defaultPlace() { return getPlace( "Datorsalen" ); } private void connect( String p1, String p2, String door1, String door2) { Place place1 = getPlace( p1 ); Place place2 = getPlace( p2 ); place1.addExit( door1, place2 ); place2.addExit( door2, place1 ); } } Thanks

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  • Is there a constant for "end of time"?

    - by Nick Rosencrantz
    For some systems, the time value 9999-12-31 is used as the "end of time" as the end of the time that the computer can calculate. But what if it changes? Wouldn't it be better to define this time as a builtin variable? In C and other programming languages there usually is a variable such as MAX_INT or similar to get the largest value an integer could have. Why is there not a similar function for MAX_TIME i.e. set the variable to the "end of time" which for many systems usually is 9999-12-31. To avoid the problem of hardcoding to a wrong year (9999) could these systems introduce a variable for the "end of time"?

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Is there a language between C and C++?

    - by Robert Martin
    I really like the simple and transparent nature of C: when I write C code I feel unencumbered by "leaky abstractions" and can almost always make a shrewd guess as to the assembly I'm producing. I also like the simple, familiar syntax for C. However, C doesn't have these simple, helpful doodads that C++ offers like classes, simplified non-cstring handling, etc. I know that it's all possible to implement in C using jump tables and the like, but that's a bit wordy at times, and not very type-safe for various reasons. I'm not a fan of the over-emphasis on objects in C++, though, and I'm gun shy of the 'new' operator and the like. C++ seems to have just a few too many hiccups to, for instance, be used as a system programming language. Does there exist a language that sits between C and C++ on the scale of widgets and doodads? Disclaimer: I mean this as purely a factual question. I do not intend to anger you because I don't share your view that C{,++} is good enough to do whatever I'm planning.

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  • Cuda vs OpenCL - opinions

    - by Martin Beckett
    Interested in peoples opinions of Cuda vs openCL following NVidia's Cuda4 release. I had originally gone with openCL since cross platform, open standards are a good thing(tm). I assumed NVidia would fall into line as they had done with openGL. But having talked to some NVidia people, they (naturaly) claim that they will concentrate on CUDA and openCL is hampered by having committees and having to please everyone - like openGL. And with the new tools and libs in CUDA it's hard to argue with that. -I'm in a fairly technical market so I can require the users to have particular HW.

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  • Guidance: How to layout you files for an Ideal Solution

    - by Martin Hinshelwood
    Creating a solution and having it maintainable over time is an art and not a science. I like being pedantic and having a place for everything, no matter how small. For setting up the Areas to run Multiple projects under one solution see my post on  When should I use Areas in TFS instead of Team Projects and for an explanation of branching see Guidance: A Branching strategy for Scrum Teams. Update 17th May 2010 – We are currently trialling running a single Sprint branch to improve our history. Whenever I setup a new Team Project I implement the basic version control structure. I put “readme.txt” files in the folder structure explaining the different levels, and a solution file called “[Client].[Product].sln” located at “$/[Client]/[Product]/DEV/Main” within version control. Developers should add any projects you need to create to that solution in the format “[Client].[Product].[ProductArea].[Assembly]” and they will automatically be picked up and built automatically when you setup Automated Builds using Team Foundation Build. All test projects need to be done using MSTest to get proper IDE and Team Foundation Build integration out-of-the-box and be named for the assembly that it is testing with a naming convention of “[Client].[Product].[ProductArea].[Assembly].Tests” Here is a description of the folder layout; this content should be replicated in readme files under version control in the relevant locations so that even developers new to the project can see how to do it. Figure: The Team Project level - at this level there should be a folder for each the products that you are building if you are using Areas correctly in TFS 2010. You should try very hard to avoided spaces as these things always end up in a URL eventually e.g. "Code Auditor" should be "CodeAuditor". Figure: Product Level - At this level there should be only 3 folders (DEV, RELESE and SAFE) all of which should be in capitals. These folders represent the three stages of your application production line. Each of them may contain multiple branches but this format leaves all of your branches at the same level. Figure: The DEV folder is where all of the Development branches reside. The DEV folder will contain the "Main" branch and all feature branches is they are being used. The DEV designation specifies that all code in every branch under this folder has not been released or made ready for release. And feature branches MUST merge (Forward Integrate) from Main and stabilise prior to merging (Reverse Integration) back down into Main and being decommissioned. Figure: In the Feature branching scenario only merges are allowed onto Main, no development can be done there. Once we have a mature product it is important that new features being developed in parallel are kept separate. This would most likely be used if we had more than one Scrum team working on a single product. Figure: when we are ready to do a release of our software we will create a release branch that is then stabilised prior to deployment. This protects the serviceability of of our released code allowing developers to fix bugs and re-release an existing version. Figure: All bugs found on a release are fixed on the release.  All bugs found in a release are fixed on the release and a new deployment is created. After the deployment is created the bug fixes are then merged (Reverse Integration) into the Main branch. We do this so that we separate out our development from our production ready code.  Figure: SAFE or RTM is a read only record of what you actually released. Labels are not immutable so are useless in this circumstance.  When we have completed stabilisation of the release branch and we are ready to deploy to production we create a read-only copy of the code for reference. In some cases this could be a regulatory concern, but in most cases it protects the company building the product from legal entanglements based on what you did or did not release. Figure: This allows us to reference any particular version of our application that was ever shipped.   In addition I am an advocate of having a single solution with all the Project folders directly under the “Trunk”/”Main” folder and using the full name for the project folders.. Figure: The ideal solution If you must have multiple solutions, because you need to use more than one version of Visual Studio, name the solutions “[Client].[Product][VSVersion].sln” and have it reside in the same folder as the other solution. This makes it easier for Automated build and improves the discoverability of your code and its dependencies. Send me your feedback!   Technorati Tags: VS ALM,VSTS Developing,VS 2010,VS 2008,TFS 2010,TFS 2008,TFBS

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  • Adventures in Scrum: Lesson 1 &ndash; The failed Sprint

    - by Martin Hinshelwood
    I recently had a conversation with a product owner that wanted to have the Scrum team broken up into smaller units so that less time was wasted on the Scrum Ceremonies! Their complaint was around the need in Scrum to have the entire “Team” (7+-2) involved in the sizing of the work during the “Sprint Planning Meeting”.  The standard flippant answer of all Scrum professionals, “Well that's not Scrum”, does not get you any brownie points in these situations. The response could be “Well we are not doing Scrum then” which in turn leads to “We are doing Scrum…But, we have split the scrum team into units of 2/3 so that they can concentrate on a specific area of work”. While this may work, it is not Scrum and should not be called so… It is just a form of Agile. Don’t get me wrong at this stage, there is nothing wrong with Agile, just don’t call it Scrum. The reason that the Product Owner wants to do this is that, in effect, through a number of miscommunications and failings in our implementation of Scrum, there was NO unit of potentially Shippable software at the end of the first sprint. It does not matter to them that most Scrum teams will fail the first Sprint, even those that are high performing teams. Remember it is the product owners their money! We should NOT break up scrum teams into smaller units for the purpose of having less people tied up in the Scrum Ceremonies. The amount of backlog the Team selects is solely up to the Team… Only the Team can assess what it can accomplish over the upcoming Sprint. - Scrum Guide, Scrum.org The entire team must accept the work and in order to understand what they can accept they must be free to size it as a team. This both encourages common understanding and increases visibility on why team members think a task is of a particular size. This has the benefit of increasing the knowledge of the entire team in the problem domain. A new Team often first realizes that it will either sink or swim as a Team, not individually, in this meeting. The Team realizes that it must rely on itself. As it realizes this, it starts to self-organize to take on the characteristics and behaviour of a real Team. - Scrum Guide, Scrum.org This paragraph goes to the why of having the whole team at the meeting; The goal of Scrum it to produce a unit of potentially shippable software at the end of every Sprint. In order to achieve this we need high performing teams and this is what Scrum as a framework has been optimised to produce. I think that our Product Owner is understandably upset over loosing two weeks work and is losing sight the end goal of Scrum in the failures of the moment. As the man spending the money, I completely understand his perspective and I think that we should not have started Scrum on an internal project, but selected a customer  that is open to the ideas and complications of Scrum. So, what should we have NOT done on our first Scrum project: Should not have had 3 interns as the only on site resource – This lead to bad practices as the experienced guys were not there helping and correcting as they usually would. Should not have had the only experienced guys offsite – With both the experienced technical guys in completely different time zones it was difficult to get time for questions. Helping the guys on site was just plain impossible. Should not have used a part time ScrumMaster – Although the ScrumMaster attended all of the Ceremonies, because they are only in 2 full days of the week it makes it difficult for the team to raise impediments as they go. Should not have used a proxy product owner. – This was probably the worst decision that was made. Mainly because the proxy product owner did not have the same vision as the product owner. While Scrum does not explicitly reject the idea of a Proxy Product Owner, I do not think it works very well in practice. The “single wringable neck” needs to contain both the Money and the Vision as well as attending the required meetings. I will be brining all of these things up at the Sprint Retrospective and we will learn from our mistakes and move on. Do, Inspect then Adapt…   Technorati Tags: Scrum,Sprint Planing,Sprint Retrospective,Scrum.org,Scrum Guide,Scrum Ceremonies,Scrummaster,Product Owner Need Help? Professional Scrum Developer Training SSW has six Professional Scrum Developer Trainers who specialise in training your developers in implementing Scrum with Microsoft's Visual Studio ALM tools.

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  • SSW Scrum Rule: Do you know to use clear task descriptions?

    - by Martin Hinshelwood
    When you create tasks in Scrum you are doing this within a time box and you tend to add only the information you need to remember what the task is. And the entire Team was at the meeting and were involved in the discussions around the task, so why do you need more? Once you have accepted a task you should then add as much information as possible so that anyone can pick up that task; what if your numbers come up? Will you be into work the next day? Figure: What if your numbers come up in the lottery? What if the Team runs a syndicate and all your numbers come up? The point is that anything can happen and you need to protect the integrity of the project, the company and the Customer. Add as much information to the task as you think is necessary for anyone to work on the task. If you need to add rich text and images you can do this by attaching an email to the task.   Figure: Bad example, there is not enough information for a non team member to complete this task Figure: Julie provided a lot more information and another team should be able to pick this up. This has been published as Do you know to ensure that relevant emails are attached to tasks in our Rules to Better Scrum using TFS.   Technorati Tags: Scrum,SSW Rules,TFS 2010

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  • Privacy Protection in Oracle IRM 11g

    - by martin.abrahams
    Another innovation in Oracle IRM 11g is an in-built privacy policy challenge. By design, one of the many things that Oracle IRM does, of course, is collect audit information about how and where sealed documents are being used - user names, machine identifiers and so on. Many customers consider that this has privacy implications that the user should be invited to accept as a condition of service use - for the protection of both of the user and the service from avoidable controversy. So, in 11g IRM, when a new user connects to a server for the first time, they can expect to see the following privacy policy dialog. The dialog provides a configurable URL that the customer can use to publish the privacy policy for their IRM service. The policy might clarify what data is being collected and stored, what use that data might be put to, and so on as required by the service owner's legal advisers. In previous releases, you could construct an equivalent capability, and some customers did, but this innovation makes it much easier to do - you simply write a privacy policy and publish it as a web page for which the dialog automatically provides a link. This is another example of how Oracle IRM anticipates not just the security requirements of a customer, but also the broader requirements of service provisioning.

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  • Is shipping a Clojure desktop app realistic?

    - by Cedric Martin
    I'm currently shipping a desktop Java application. It is a plain old Java 5 Java / Swing app and so far everything worked nicely. Java 5 was targetted because some users were on OS X version / computers that shall never have Java 6 (we may lift this limitation soon and switch to a newer Java and simply abandoning my users stuck with Java 5). I'm quickly getting up to speed with Clojure but I haven't really done lots of Clojure-to-Java and Java-to-Clojure yet and I was wondering if it was realistic to ship a Clojure desktop application instead of a Java application? The application I'm shipping is currently about 12 MB with all the .jar so adding Clojure doesn't seen to be too much of an issue. My plan would be to have Clojure call Java APIs: my application is already divided in several independent jars. If I understand correctly calling Clojure from Java is harder than calling Java code from Clojure which is why I'd basically rewrite all the UI (part of the UI, mixing Swing components and self-made BufferedImages needs to be rewritten anyway due to the rise of retina display), and do all the 'wiring' from Clojure. So that's the problem I'm facing: is it realistic to ship a Clojure desktop app? (it certainly doesn't seem to be very widespread but then shipping plain Java desktop apps ain't that common either and I'm doing it anyway) Technically, what would need to be done? (compared to shipping a Java app)

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • PHP may be executing as a "privileged" group and user, which could be a serious security vulnerability

    - by Martin
    I ran some security tests on a Ubuntu 12.04 Server, and I've got these warnings : PHP may be executing as a "privileged" group, which could be a serious security vulnerability. PHP may be executing as a "privileged" user, which could be a serious security vulnerability. In /etc/apache2/envvars, I have this: export APACHE_RUN_USER=www-data export APACHE_RUN_GROUP=www-data And all files in /var/www are having these user/group: www-data:www-data Am I setting this correctly? What should I do to fix this problem?

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  • Hide email adress with JavaScript

    - by Martin Aleksander
    I read somewhere that hiding email address behind JavaScript code, could reduce spam bots harvesting the email address. <script language="javascript" type="text/javascript"> var a = "Red"; var t = "no"; var doc = document; var b = "ITpro"; var ad = a; ad += "@"; ad += b; ad += "."; ad += t; var mt = "ma"; mt += "il"; mt += "to"; var text = ""; if (text == null || text.length == 0) text = ad; doc.write("<"+"a hr"+"ef=\""+mt+":"+ad+"\">"+text+"</"+"a>"); </script> This will not display the actual email-address in the sourcecode of the page, but it will display and work like a normal link for human users. Is it any point of doing this? Will it reduce spam bots, or is it just nonsense that might slow down performance of the page because of the JavaScript?

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  • Can the Clojure set and maps syntax be added to other Lisp dialects?

    - by Cedric Martin
    In addition to create list using parentheses, Clojure allows to create vectors using [ ], maps using { } and sets using #{ }. Lisp is always said to be a very extensible language in which you can easily create DSLs etc. But is Lisp so extensible that you can take any Lisp dialect and relatively easily add support for Clojure's vectors, maps and sets (which are all functions in Clojure)? I'm not necessarily asking about cons or similar actually working on these functions: what I'd like to know is if the other could be modified so that the source code would look like Clojure's source code (that is: using matching [ ], { } and #{ } in addition to ( )). Note that if it cannot be done this is not a criticism of Lisp: what I'd like to know is, technically, what should be done or what cannot be done if one were to add such a thing.

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  • Access Control and Accessibility in Oracle IRM 11g

    - by martin.abrahams
    A recurring theme you'll find throughout this blog is that IRM needs to balance security with usability and manageability. One of the innovations in Oracle IRM 11g typifies this, as we have introduced a new right that may be included in any role - Accessibility. When creating or modifying a role, you simply select Accessibility along with Open, Print, Edit or whatever rights you want to include in the role. You might, for example, have parallel roles of Reader and Reader with Accessibility and Contributor and Contributor with Accessibility. The effect of the Accessibility right is to relax some of the protection of content in use such that selected users can use accessibility tools. For example, a user with the Accessibility right would be able to use the screen magnification tool, which IRM would ordinarily prevent because it involves screen capture. This new right makes it easy for you to apply security to documents yet, subject to suitable approval processes, cater for the fact that a subset of users might be disproportionately inconvenienced by some of the normal usage constraints. Rather than make those users put up with the restrictions, or perhaps exempt them from using sealed documents altogether, this new right allows you to accommodate them in a controlled manner, and to balance security with corporate accessibility goals.

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  • Parallelism implies concurrency but not the other way round right?

    - by Cedric Martin
    I often read that parallelism and concurrency are different things. Very often the answerers/commenters go as far as writing that they're two entirely different things. Yet in my view they're related but I'd like some clarification on that. For example if I'm on a multi-core CPU and manage to divide the computation into x smaller computation (say using fork/join) each running in its own thread, I'll have a program that is both doing parallel computation (because supposedly at any point in time several threads are going to run on several cores) and being concurrent right? While if I'm simply using, say, Java and dealing with UI events and repaints on the Event Dispatch Thread plus running the only thread I created myself, I'll have a program that is concurrent (EDT + GC thread + my main thread etc.) but not parallel. I'd like to know if I'm getting this right and if parallelism (on a "single but multi-cores" system) always implies concurrency or not? Also, are multi-threaded programs running on multi-cores CPU but where the different threads are doing totally different computation considered to be using "parallelism"?

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  • Programa Talleres FMW Junio 2010

    - by [email protected]
      PROGRAMA TALLERES FMW Junio 2010 Enterprise 2.0 TALLER FECHA LOCALIZACIÓN Gestion de Contenidos Web y Portales (UCM + WC Suite) 08/06/10 Madrid Digitalización (IPM) 09/06/10 Madrid Service Oriented Architecture (SOA) TALLER FECHA LOCALIZACIÓN Automatización de Procesos de Negocio con Oracle BPM 01/06/10 Madrid Oracle WebLogic 17/06/10 Madrid Inscribirse:

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  • Unable to install Apache 2.2.22 in Ubuntu 12.04

    - by Martin Betz
    I am not able to install Apache 2.2 in Ubuntu 12.04. Here is a snippet from my console log (sorry, it is in German): apache2 : Hängt ab von: apache2-mpm-worker (= 2.2.22-1ubuntu1) soll aber nicht installiert werden oder apache2-mpm-prefork (= 2.2.22-1ubuntu1) aber 2.2.22-1ubuntu1.1 soll installiert werden ... That means like: apache2 depends from apa..worker, but that should not get installed OR from ap...prefork..ubuntu1, but ap...prefork..ubuntu1.1 should get installed. I have no idea how to tackle that issue..

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

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  • Corona SDK: Quality of support and resources?

    - by Nick Wiggill
    I've not used Corona SDK before and am looking into it for a friend. (He is also considering Unity.) I wonder what the support is like for Corona? While Unity has a great many customers and so the Unity team can often not address issues directly, the community at large is very helpful and there are many excellent resources: tutorials, forum posts, code resources. What is Corona like in this regard, and by comparison?

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