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  • Software Architecture verses Software Design

    Recently, I was asked what the differences between software architecture and software design are. At a very superficial level both architecture and design seem to mean relatively the same thing. However, if we examine both of these terms further we will find that they are in fact very different due to the level of details they encompass. Software Architecture can be defined as the essence of an application because it deals with high level concepts that do not include any details as to how they will be implemented. To me this gives stakeholders a view of a system or application as if someone was viewing the earth from outer space. At this distance only very basic elements of the earth can be detected like land, weather and water. As the viewer comes closer to earth the details in this view start to become more defined. Details about the earth’s surface will start to actually take form as well as mane made structures will be detected. The process of transitioning a view from outer space to inside our earth’s atmosphere is similar to how an architectural concept is transformed to an architectural design. From this vantage point stakeholders can start to see buildings and other structures as if they were looking out of a small plane window. This distance is still high enough to see a large area of the earth’s surface while still being able to see some details about the surface. This viewing point is very similar to the actual design process of an application in that it takes the very high level architectural concept or concepts and applies concrete design details to form a software design that encompasses the actual implementation details in the form of responsibilities and functions. Examples of these details include: interfaces, components, data, and connections. In review, software architecture deals with high level concepts without regard to any implementation details. Software design on the other hand takes high level concepts and applies concrete details so that software can be implemented. As part of the transition between software architecture to the creation of software design an evaluation on the architecture is recommended. There are several benefits to including this step as part of the transition process. It allows for projects to ensure that they are on the correct path as to meeting the stakeholder’s requirement goals, identifies possible cost savings and can be used to find missing or nonspecific requirements that cause ambiguity in a design. In the book “Evaluating Software Architectures: Methods and Case Studies”, they define key benefits to adding an architectural review process to ensure that an architecture is ready to move on to the design phase. Benefits to evaluating software architecture: Gathers all stakeholders to communicate about the project Goals are clearly defined in regards to the creation or validation of specific requirements Goals are prioritized so that when conflicts occur decisions will be made based on goal priority Defines a clear expectation of the architecture so that all stakeholders have a keen understanding of the project Ensures high quality documentation of the architecture Enables discoveries of architectural reuse  Increases the quality of architecture practices. I can remember a few projects that I worked on that could have really used an architectural review prior to being passed on to developers. This project was to create some new advertising space on the company’s website in order to sell space based on the location and some other criteria. I was one of the developer selected to lead this project and I was given a high level design concept and a long list of ever changing requirements due to the fact that sales department had no clear direction as to what exactly the project was going to do or how they were going to bill the clients once they actually agreed to purchase the Ad space. In my personal opinion IT should have pushed back to have the requirements further articulated instead of forcing programmers to code blindly attempting to build such an ambiguous project.  Unfortunately, we had to suffer with this project for about 4 months when it should have only taken 1.5 to complete due to the constantly changing and unclear requirements. References  Clements, P., Kazman, R., & Klein, M. (2002). Evaluating Software Architectures. Westford, Massachusetts: Courier Westford. 

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  • News you can use, PeopleTools gems at OpenWorld 2012

    - by PeopleTools Strategy
    Here are some of the sessions which may not have caught your eyes during your scheduling of events you would like to attend at this year's Open World! CON9183 PeopleSoft Technology Roadmap Jeff Robbins Mon, Oct 1 4:45 PM Moscone West, Room 3002/4 Jeff's session is always very well attended. Come to hear, and see, what's going to be delivered in the new release and get some thoughts on where PeopleTools and the industry is heading. CON9186 Delivering a Ground-Breaking User Interface with PeopleTools Matt Haavisto Steve Elcock Wed, Oct 3 3:30 PM Moscone West, Room 3009 This session will be wonderfully engaging for participants.  As part of our demonstration, audience members will be able to interact live and real-time with our demo using their smart phones and tablets as if you are users of the system. CON9188 A Great User Experience via PeopleSoft Applications Portal Matt Haavisto Jim Marion Pramod Agrawal Mon, Oct 1 12:15 PM Moscone West, Room 3009 This session covers not only the PeopleSoft Portal, but new features like Workcenters and Dashboards, and how they all work together to form the PeopleSoft ecosystem. CON9192 Implementing a PeopleSoft Maintenance Strategy with My Update Manager Mike Thompson Mike Krajicek Tue, Oct 2 1:15 PM Moscone West, Room 3009 The LCM development team will show Oracle's My Update Manager for PeopleSoft and how it drastically simplifies deciding what updates are required for your specific environment. CON9193 Understanding PeopleSoft Maintenance Tools & How They Fit Together Mike Krajicek Wed, Oct 3 10:15 AM Moscone West, Room 3002/4 Learn about the portfolio of maintenance tools including some of the latest enhancements such as Oracle's My Update Manager for PeopleSoft, Application Data Sets, and the PeopleSoft Test Framework, and see what they can do for you. CON9200 PeopleTools Product Team Panel Discussion Jeff Robbins Willie Suh Virad Gupta Ravi Shankar Mike Krajicek Wed, Oct 3 5:00 PM Moscone West, Room 3009 Attend this session to engage in an open discussion with key members of Oracle's PeopleTools senior management team. You will be able to ask questions, hear their thoughts, and gain their insight into the PeopleTools product direction. CON9205 Securing Your PeopleSoft Integration Infrastructure Greg Kelly Keith Collins Tue, Oct 2 10:15 AM Moscone West, Room 3011 This session, with the senior integration developer, will outline Oracle's best practices for securing your integration infrastructure so that you know your web services and REST services are as secure as the rest of your PeopleSoft environment. CON9210 Performance Tuning for the PeopleSoft Administrator Tim Bower David Kurtz Mon, Oct 1 10:45 AM Moscone West, Room 3009 Meet long time technical consultants with deep knowledge of system tuning, Tim Bower of the Center of Excellence and David Kurtz, author of "PeopleSoft for the Oracle DBA". System administrators new to tuning a PeopleSoft environment as well as seasoned experts will come away with new techniques that will help them improve the performance of their PeopleSoft system. CON9055 Advanced Management of Oracle PeopleSoft with Oracle Enterprise Manager Greg Kelly Milten Garia Greg Bouras Thurs Oct 4 12:45 PM Moscone West, Room 3009 This promises to be a really interesting session as Milten Garia from CSU discusses lessons learned during the implementation of Oracle's Enterprise Manager with the PeopleSoft plug-in across a multi campus environment. There are some surprising things about Solaris 10 and the Bourne shell. Some creative work by the Unix administrators so the well tried scripts and system replication processes were largely unaffected. CON8932 New Functional PeopleTools Capabilities for the Line of Business User Jeff Robbins Tues, Oct 2 5:00 PM Moscone West, Room 3007 Using PeopleTools 8.5x capabilities like: related content, embedded help, pivot grids, hover-over, and more, Jeff will discuss how these can deliver business value and innovation which will positively impact your business without the high costs associated with upgrading your PeopleSoft applications. Check out a more detailed list here. We look forward to meeting you all there!

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  • Create bullet physics rigid body along the vertices of a blender model

    - by Krishnabhadra
    I am working on my first 3D game, for iphone, and I am using Blender to create models, Cocos3D game engine and Bullet for physics simulation. I am trying to learn the use of physics engine. What I have done I have created a small model in blender which contains a Cube (default blender cube) at the origin and a UVSphere hovering exactly on top of this cube (without touching the cube) I saved the file to get MyModel.blend. Then I used File -> Export -> PVRGeoPOD (.pod/.h/.cpp) in Blender to export the model to .pod format to use along with Cocos3D. In the coding side, I added necessary bullet files to my Cocos3D template project in XCode. I am also using a bullet objective C wrapper. -(void) initializeScene { _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setup camera, lamp etc.*/ .......... ........... /*Add models created in blender to scene*/ [self addContentFromPODFile: @"MyModel.pod"]; /*Create OpenGL ES buffers*/ [self createGLBuffers]; /*get models*/ CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; /*Those boring grey colors..*/ [cubeNode setColor:ccc3(255, 255, 0)]; [sphereNode setColor:ccc3(255, 0, 0)]; float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertices; int cVertexCount = (CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); // for (int i = 0; i < cVertexCount * 3; i+=3) { // printf("\n%f", cVertexData[i]); // printf("\n%f", cVertexData[i+1]); // printf("\n%f", cVertexData[i+2]); // } /*Trying to create a triangle mesh that curresponds the cube in 3D space.*/ int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++){ unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2] ), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2] ), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2] )); offset += 18; } [self releaseRedundantData]; /*Create a collision shape from triangle mesh*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); /*Create physics objects*/ gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); } When I run the sphere and cube shows up fine. I expect the sphere object to fall directly on top of the cube, since I have given it a mass of 1 and the physics world gravity is given as -9.8 in y direction. But What is happening the spere rotates around cube three or times and then just jumps out of the scene. Then I know I have some basic misunderstanding about the whole process. So my question is, how can I create a physics collision shape which corresponds to the shape of a particular mesh model. I may need complex shapes than cube and sphere, but before going into them I want to understand the concepts.

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  • Multidimensional Thinking–24 Hours of Pass: Celebrating Women in Technology

    - by smisner
    It’s Day 1 of #24HOP and it’s been great to participate in this event with so many women from all over the world in one long training-fest. The SQL community has been abuzz on Twitter with running commentary which is fun to watch while listening to the current speaker. If you missed the fun today because you’re busy with all that work you’ve got to do – don’t despair. All sessions are recorded and will be available soon. Keep an eye on the 24 Hours of Pass page for details. And the fun’s not over today. Rather than run 24 hours consecutively, #24HOP is now broken down into 12-hours over two days, so check out the schedule to see if there’s a session that interests you and fits your schedule. I’m pleased to announce that my business colleague Erika Bakse ( Blog | Twitter) will be presenting on Day 2 – her debut presentation for a PASS event. (And I’m also pleased to say she’s my daughter!) Multidimensional Thinking: The Presentation My contribution to this lineup of terrific speakers was Multidimensional Thinking. Here’s the abstract: “Whether you’re developing Analysis Services cubes or creating PowerPivot workbooks, you need to get into a multidimensional frame of mind to produce a model that best enables users to answer their business questions on their own. Many database professionals struggle initially with multidimensional models because the data modeling process is much different than the one they use to produce traditional, third normal form databases. In this session, I’ll introduce you to the terminology of multidimensional modeling and step through the process of translating business requirements into a viable model.” If you watched the presentation and want a copy of the slides, you can download a copy here. And you’re welcome to download the slides even if you didn’t watch the presentation, but they’ll make more sense if you did! Kimball All the Way There’s only so much I can cover in the time allotted, but I hope that I succeeded in my attempt to build a foundation that prepares you for starting out in business intelligence. One of my favorite resources that will get into much more detail about all kinds of scenarios (well beyond the basics!) is The Data Warehouse Toolkit (Second Edition) by Ralph Kimball. Anything from Kimball or the Kimball Group is worth reading. Kimball material might take reading and re-reading a few times before it makes sense. From my own experience, I found that I actually had to just build my first data warehouse using dimensional modeling on faith that I was going the right direction because it just didn’t click with me initially. I’ve had years of practice since then and I can say it does get easier with practice. The most important thing, in my opinion, is that you simply must prototype a lot and solicit user feedback, because ultimately the model needs to make sense to them. They will definitely make sure you get it right! Schema Generation One question came up after the presentation about whether we use SQL Server Management Studio or Business Intelligence Development Studio (BIDS) to build the tables for the dimensional model. My answer? It really doesn’t matter how you create the tables. Use whatever method that you’re comfortable with. But just so happens that it IS possible to set up your design in BIDS as part of an Analysis Services project and to have BIDS generate the relational schema for you. I did a Webcast last year called Building a Data Mart with Integration Services that demonstrated how to do this. Yes, the subject was Integration Services, but as part of that presentation, I showed how to leverage Analysis Services to build the tables, and then I showed how to use Integration Services to load those tables. I blogged about this presentation in September 2010 and included downloads of the project that I used. In the blog post, I explained that I missed a step in the demonstration. Oops. Just as an FYI, there were two more Webcasts to finish the story begun with the data – Accelerating Answers with Analysis Services and Delivering Information with Reporting Services. If you want to just cut to the chase and learn how to use Analysis Services to build the tables, you can see the Using the Schema Generation Wizard topic in Books Online.

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  • Oracle's PeopleSoft Customer Advisory Boards Convene to Discuss Roadmap at Pleasanton Campus

    - by john.webb(at)oracle.com
    Last week we hosted all of the PeopleSoft CABs (Customer Advisory Boards) at our Pleasanton Development Center to review our detailed designs for future Feature Packs, PeopleSoft 9.2, and beyond. Over 150 customers from 79 companies attended representing a variety of industries, geographies, and company sizes. The PeopleSoft team relies heavily on this group to provide key input on our roadmap for applications as well as technology direction. A good product strategy is one part well thought out idea with many handfuls of customer validation, and very often our best ideas originate from these customer discussions. While the individual CABs have frequent interactions with our teams, it's always great to have all of them in one place and in person. Our attendance was up from last year which I attribute to two things: (1) More interest as a result of PeopleSoft 9.1 upgrade; (2) An improving economy allowing for more travel. Maybe we should index the second item meeting-to-meeting and use it as a market indicator - we'll see! We kicked off the day one session with an overview of the PeopleSoft Roadmap and I outlined our strategy around Feature Packs and PeopleSoft 9.2. Given the high adoption rate of PeopleSoft 9.1 (over 4x that of 9.0 given the same time lapse since the release date), there was a lot of interest around the 9.1 Feature Packs as a vehicle for continuous value. We provided examples of our 3 central design themes: Simplicity, Productivity, and lower TCO, including those already delivered via Feature Packs in 2010. A great example of this is the Company Directory feature in PeopleSoft HCM. The configuration capabilities and the new actionable links our CAB advised us on last Spring were made available to all customers late last year. We reviewed many more future Navigation changes that will fundamentally change the way users interact with PeopleSoft. Our old friend, the menu tree, is being relegated from center stage to a bit part, with new concepts like Activity Guides, Train Stops, Related Actions, Work Centers, Collaborative Workspaces, and Secure Enterprise Search bringing users what they need in a contextual, role based manner with fewer clicks. Paco Aubrejuan, our PeopleSoft GM, and Steve Miranda, the SVP for Fusion Applications, then discussed our plans around Oracle's Application Investment Strategy.  This included our continued investment in developing both PeopleSoft and Fusion as well as the co-existence strategy with new Fusion Apps integrating to PeopleSoft Apps. Should you want to view this presentation, a recording is available. Jeff Robbins, our lead PeopleTools Strategist, provided the roadmap for PeopleTools and discussed our continuing plan to deliver annual releases to further evolve the user experience. Numerous examples were highlighted with the Navigation techniques I mentioned previously. Jeff also provided a lot of food for thought around Lifecycle Management topics and how to remain current on releases with a  lower cost of ownership. Dennis Mesler, from Boise, was the guest speaker in this slot, who spoke about the new PeopleSoft Test Framework (PTF). Regression Testing is a key cost component when product updates are applied. This new tool (which is free to all PeopleSoft customers as part of PeopleTools 8.51) provides a meta data driven approach to recording and executing test scripts. Coupled with what our Usage Monitor enables, PTF provides our customers a powerful tool to lower costs and manage product updates more efficiently and at the time of their choosing. Beyond the general session, we broke out into the individual CABs: HCM, Financials, ESA/ALM, SRM, SCM, CRM, and PeopleTools/ Technology. A day and half of very engaging discussions around our plans took place for each product pillar. More about that to follow in future posts.      We capped the first day with a reception sponsored by our partners: InfoSys, SmartERP (represented by Doris Wong), and Grey Sparling  Solutions (represented by Chris Heller and Larry Grey). Great to see these old friends actively engaged in the very busy PeopleSoft ecosystem!   Jeff Robbins previews the roadmap for PeopleTools with the PeopleSoft CAB  

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  • NetBeans PHP Community Council

    - by Tomas Mysik
    Hi all, today we would like to inform all of you that now you have a chance to improve NetBeans via NetBeans PHP Community Council. The author of this activity is Timur Poperecinii and he would like to tell you a few words about it. Hello passionate technical people, First of all let me introduce myself: my name is Timur, I’m a developer from Moldova (that little country between Romania and Ukraine), I develop mostly in .NET and JQuery, but I love to learn more, not being an expert I am familiar with Java (Struts2, Play), PHP (Symfony2), Ruby (Rails), Sencha Touch 2 and other technologies. I was “introduced” in PHP recently by a client of mine who requested to make the work specifically in PHP. Let me tell you a little story about my experience with open source and IDEs: when I was studying in university in 2007 I think, I did a simple little application in PHP and thought “Damn, if only there was a good IDE for PHP so I could relax and no having to remember all the function names”, then when I searched on internet pretty much everyone was using Vim or Emacs on Linux, but it had no autocomplete anyway, just syntax highlighting. I remember using some tool like Notepad++ I think. Nowadays everything changed, we have highlighting and autocomplete for about all standard things in PHP in many IDEs. I use NetBeans for PHP, and I really am happy with the experience I have there with standard PHP code, but for frameworks I still think there is lots of room for improvements. For example we have some Symfony 2 and Twig support. But I’d love to see more of that coming, for example I’m a big fan of file templates, where the main goal is to not waste time on writing over and over again something that can be generated, and it counts even more when you don’t have a lot of autocomplete. So what I thought, “Hey I know Java a little, and NetBeans has plugins, so may be it worth trying to do a file templates plugin”, and so I did, you can find details about my Unified Udevi Symfony2 Plugin for NetBeans 7.2 on my blog. It wasn’t hard, and it even was fun! Give back to open source Now think a little, NetBeans is an open source project and PHP support is just a part of it, so the resources are pretty limited in this area. But we as a community that uses this product, want to have the best possible experience with PHP and frameworks(!!!). So why don’t we GIVE BACK TO OPENSOURCE ? Imagine an IDE that can do all the things you wanted + it is free. Now how far is NetBeans from that point? I guess not so far – you might miss a little niche thing that you use on a daily basis, but then the question appears why don’t you make it happen on your own? NetBeans PHP Community Council What I proposed is to create a NetBeans PHP Community Council that will be formed of people willing to change something, willing to create plugins for their own needs and for the needs of the community, test the plugins created by them too, and basically evolve NetBeans in direction they want to reach. I already talked with the NetBeans PHP team. They are only happy to help this Council, with technical advises, opening some APIs we might need to have access to, and other things. One important thing to mention is that this Council is a Community project, so though we’ll have direct discussions with NetBeans PHP Dev team, NetBeans is not the leading force here, it is the community. You can see more details about the goals and structure I proposed at NetBeans PHP Community Council wiki page. We use this mail list: [email protected] for discussions and topics related to the Council. How can I join To join the NetBeans PHP Community Council please send an email to [email protected] with the subject of the mail starting with [Council New Member]. You can subscribe to this mail list here:http://netbeans.org/projects/php/lists. in your mail please indicate your location, age and experience both in Java and PHP. I need these data to assign you to a team. A response will be send to you with your next assignment and some people to contact. I really hope that you’ll make a step forward and try to make your everyday use of NetBeans even more fun.

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  • Oracle OpenWorld Update: Oracle GoldenGate Customer Panels

    - by Doug Reid
    0 false 18 pt 18 pt 0 0 false false false /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} We are two weeks out from the start of Oracle OpenWorld 2012. The Data Integration team has a solid line-up of product and customer sessions for you to attend this year, plus five hands-on labs, and numerous demonstration pods in Moscone South. On Monday we kick the track off with Brad Adelberg’s Future Strategy, Direction and Roadmap for Oracle’s Data Integration Platform at 10:45AM in Moscone West 3005. Over the rest of the week we have a number of deep dive sessions that build out the themes that Brad discusses in his keynote, but the two that I would like to highlight today are our Oracle GoldenGate customer panels. The first customer panel is on Zero Downtime Operations and is on Monday at 1:45 in Moscone West 3005. The theme of this session is how to reduce downtime for critical must-succeed systems. Here’s a rundown of the session: Bank of America, TALX, and St. Jude Medical all have users communities that expect systems to be available around the clock. In this customer panel session, Bank of America discusses how it will be leveraging Oracle GoldenGate. St. Jude Medical shares how it is using Oracle GoldenGate to achieve a zero-downtime migration for a 5 TB Oracle online transaction processing (OLTP) 24/7 mission-critical database. TALX discusses how Equifax Workforce Information Services used Oracle GoldenGate to move from processing online transactions in a single site to processing concurrently from two geographically disparate data centers, providing a highly available solution with significant burst capacity. On Tuesday at 11:45 in Moscone West 3005 we switch gears and host a customer panel on Operational Reporting. The theme of this customer panel is all around reporting and how Oracle GoldenGate raises the bar on reporting by enabling real-time access to real-time data. Here’s a rundown of the session: Turk Telekom and Comcast are half a world away from each other, but these two powerhouse companies have both drastically improved performance and access to real-time data by using Oracle GoldenGate. During this panel discussion, Turk Telekom will explain its evaluation and implementation of Oracle GoldenGate, how the business has experienced significant improvements in the core database and reporting platform, and how it plans to expand its usage into its SOA architecture and its architecture based on Oracle’s Siebel platform. Comcast will explain its implementation of Oracle GoldenGate and how it moves data in real time from its mission-critical HP NonStop database to a Teradata data warehouse. Join us at our sessions to learn what other customers are doing with our products or stop by our demo pods in Moscone south and meet the product management and development teams.

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  • Five geeky things you must do with your Android Smartphone

    - by Gopinath
    Android is the Windows of next generation. Its open, free, widely adopted and smart enough to outsmart Apple’s iOS. It’s a stolen product and cheap imitation of iOS, but Steve Job’s once quoted saying good artists copy and great artists steal. Alright, this post is not about Android vs iOS or is it really stolen or not. Android is a great OS for mobile devices and it lets you do amazing through mobiles.  In this post I want to write about the geeky things we can do with an Android Smartphone. Control your computer using mobile Assume that it is a lazy weekend and you are on a couch watching movies on a laptop which is a meter away. Now you want to adjust volume or skip a scene/song. How to control your laptop without moving out of couch? Just install Universal Remote free app on your smartphone and start control your computer using phone. Universal Remove app controls computers over Wifi or Bluetooth networks with dedicated remote controls for various media players and applications like YouTube, VLC & Spotify.  The application is very easy to use and works amazingly well in controlling computers. Few of the remote controls provided in the app are – Mouse, Keyboard, Media Controls, Power, Start, Windows Media Player, VLC Player,  YouTube. There is also paid version of this app with additional remotes, but for most of the users Free version is good enough. Stream YouTube videos playing on you mobile to computer You can stream YouTube videos playing on your mobile to computer/smart tv. This is something similar to Apple’s most popular AirPlay feature, but works only with YouTube videos. To start streaming videos install Google’s YouTube Remote on your smartphone, open youtube.com/leanback on your computer  and pair up mobile with computer. Once the pairing is done, videos played on YouTube Remote app will be streamed on to your computer. Access your mobile using any web browser – send/receive SMS, view photos/call logs, etc. Want to control your mobile phone using a computer? Install AirDroid app on your phone and start controlling your phone using computer browser – send and receive messages, view call logs, play music, upload/download files, edit contacts and many more. At times it’s lot of fun to access mobile using a big screen devices like laptops. Launch a webpage on your mobile browser using your computer With Google Chrome to Phone installed on your computer and mobile, you can send links and other information from Chrome browser to your Android device. With a click on Chrome browser, the current webpage of Chrome browser will be automatically launched on Android device. This is very handy when you want to send links, send driving direction to mobile using Google Maps and launch phone dialer with number selected on webpage. Install Apps on mobile using computer To install apps on your smartphone you really don’t need to touch it. Open any web browser, sing in to Google Play with your Google id that is associated with smartphone and start installing apps on to your phone right from the browser. As you browse apps on Google Play store, you find Install button and all you need to do is to just click Install. Google will automatically installs app on your mobile within few seconds.

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  • Moving the Oracle User Experience Forward with the New Release 7 Simplified UI for Oracle Sales Cloud

    - by mvaughan
    By Kathy Miedema, Oracle Applications User ExperienceIn September 2013, Release 7 for Oracle Cloud Applications became generally available for Oracle Sales Cloud and HCM Cloud. This significant release allowed the Oracle Applications User Experience (UX) team to finally talk freely about Simplified UI, a user experience project in the works since Oracle OpenWorld 2012. Simplified UI represents the direction that the Oracle user experience – for all of its enterprise applications – is heading. Oracle’s Apps UX team began by building a Simplified UI for sales representatives. You can find that today in Release 7, and it was demoed extensively during OpenWorld 2013 in San Francisco. This screenshot shows how Opportunities appear in the new Simplified UI for Oracle Sales Cloud, a user interface built for sales reps.Analyst Rebecca Wettemann, vice president of Nucleus Research, saw Simplified UI at Oracle Openworld 2013 and talked about it with CRM Buyer in “Oracle Revs Its Cloud Engines for a Better Customer Experience.” Wettemann said there are distinct themes to the latest release: "One is usability. Oracle Sales Cloud, for example, is designed to have zero training for onboarding sales reps, which it does," she explained. "It is quite impressive, actually -- the intuitive nature of the application and the design work they have done with this goal in mind."The software uses as few buttons and fields as possible, she pointed out. "The sales rep doesn't have to ask, 'what is the next step?' because she can see what it is."In fact, there are three themes driving the usability that Wettemann noted. They are simplicity, mobility, and extensibility, and we write more about them on the Usable Apps web site. These three themes embody the strategy for Oracle’s cloud applications user experiences.  Simplified UI for Oracle Sales CloudIn developing a Simplified UI for Oracle Sales Cloud, Oracle’s UX team concentrated on the tasks that sales reps need to do most frequently, and are most important. “Knowing that the majority of their work lives are spent on the road and on the go, they need to be able to quickly get in and qualify and convert their leads, monitor and progress their opportunities, update their customer and contact information, and manage their schedule,” Jeremy Ashley, Vice President of the Applications UX team, said.Ashley said the Apps UX team has a good reason for creating a Simplified UI that focuses on self-service. “Sales people spend the day selling stuff,” he said. “The only reason they use software is because the company wants to track what they’re doing.” Traditional systems of tracking that information include filling in a spreadsheet of leads or sales. Oracle wants to automate this process for the salesperson, and enable that person to keep everyone who needs to know up-to-date easily and quickly. Simplified UI addresses that problem by providing light-touch input.  “It has to be useful to the salesperson,” Ashley said about the Sales Cloud user experience. Simplified UI can tell sales reps about key opportunities, or provide information about a contact in just a click or two. Customer information is accessible quickly and easily with Simplified UI for the Oracle Sales Cloud.Simplified UI for Sales Cloud can also be extended easily, Ashley said. Users usually just need to add various business fields or create and modify analytical reports. The way that Simplified UI is constructed allows extensibility to happen by hiding or showing a few necessary fields. The Settings user interface, starting in release 7, allows for the simple configuration of the most important visual elements. “With Sales cloud, we identified a need to make the application useful and very simple,” Ashley said. Simplified UI meets that need. Where can you find out more?To find out more about the simplified UI and Oracle’s ongoing investment in applications user experience innovations, come to one of our sessions at a user group conference near you. Stay tuned to the Voice of User Experience (VoX) blog – the next post will be about Simplified UI and HCM Cloud.

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • Using the Script Component as a Conditional Split

    This is a quick walk through on how you can use the Script Component to perform Conditional Split like behaviour, splitting your data across multiple outputs. We will use C# code to decide what does flows to which output, rather than the expression syntax of the Conditional Split transformation. Start by setting up the source. For my example the source is a list of SQL objects from sys.objects, just a quick way to get some data: SELECT type, name FROM sys.objects type name S syssoftobjrefs F FK_Message_Page U Conference IT queue_messages_23007163 Shown above is a small sample of the data you could expect to see. Once you have setup your source, add the Script Component, selecting Transformation when prompted for the type, and connect it up to the source. Now open the component, but don’t dive into the script just yet. First we need to select some columns. Select the Input Columns page and then select the columns we want to uses as part of our filter logic. You don’t need to choose columns that you may want later, this is just the columns used in the script itself. Next we need to add our outputs. Select the Inputs and Outputs page.You get one by default, but we need to add some more, it wouldn’t be much of a split otherwise. For this example we’ll add just one more. Click the Add Output button, and you’ll see a new output is added. Now we need to set some properties, so make sure our new Output 1 is selected. In the properties grid change the SynchronousInputID property to be our input Input 0, and  change the ExclusionGroup property to 1. Now select Ouput 0 and change the ExclusionGroup property to 2. This value itself isn’t important, provided each output has a different value other than zero. By setting this property on both outputs it allows us to split the data down one or the other, making each exclusive. If we left it to 0, that output would get all the rows. It can be a useful feature allowing you to copy selected rows to one output whilst retraining the full set of data in the other. Now we can go back to the Script page and start writing some code. For the example we will do a very simple test, if the value of the type column is U, for user table, then it goes down the first output, otherwise it ends up in the other. This mimics the exclusive behaviour of the conditional split transformation. public override void Input0_ProcessInputRow(Input0Buffer Row) { // Filter all user tables to the first output, // the remaining objects down the other if (Row.type.Trim() == "U") { Row.DirectRowToOutput0(); } else { Row.DirectRowToOutput1(); } } The code itself is very simple, a basic if clause that determines which of the DirectRowToOutput methods we call, there is one for each output. Of course you could write a lot more code to implement some very complex logic, but the final direction is still just a method call. If we now close the script component, we can hook up the outputs and test the package. Your numbers will vary depending on the sample database but as you can see we have clearly split out input data into two outputs. As a final tip, when adding the outputs I would normally rename them, changing the Name in the Properties grid. This means the generated methods follow the pattern as do the path label shown on the design surface, making everything that much easier to recognise.

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  • Folders in SQL Server Data Tools

    - by jamiet
    Recently I have begun a new project in which I am using SQL Server Data Tools (SSDT) and SQL Server Integration Services (SSIS) 2012. Although I have been using SSDT & SSIS fairly extensively while SQL Server 2012 was in the beta phase I usually find that you don’t learn about the capabilities and quirks of new products until you use them on a real project, hence I am hoping I’m going to have a lot of experiences to share on my blog over the coming few weeks. In this first such blog post I want to talk about file and folder organisation in SSDT. The predecessor to SSDT is Visual Studio Database Projects. When one created a new Visual Studio Database Project a folder structure was provided with “Schema Objects” and “Scripts” in the root and a series of subfolders for each schema: Apparently a few customers were not too happy with the tool arbitrarily creating lots of folders in Solution Explorer and hence SSDT has gone in completely the opposite direction; now no folders are created and new objects will get created in the root – it is at your discretion where they get moved to: After using SSDT for a few weeks I can safely say that I preferred the older way because I never used Solution Explorer to navigate my schema objects anyway so it didn’t bother me how many folders it created. Having said that the thought of a single long list of files in Solution Explorer without any folders makes me shudder so on this project I have been manually creating folders in which to organise files and I have tried to mimic the old way as much as possible by creating two folders in the root, one for all schema objects and another for Pre/Post deployment scripts: This works fine until different developers start to build their own different subfolder structures; if you are OCD-inclined like me this is going to grate on you eventually and hence you are going to want to move stuff around so that you have consistent folder structures for each schema and (if you have multiple databases) each project. Moreover new files get created with a filename of the object name + “.sql” and often people like to have an extra identifier in the filename to indicate the object type: The overall point is this – files and folders in your solution are going to change. Some version control systems (VCSs) don’t take kindly to files being moved around or renamed because they recognise the renamed/moved file simply as a new file and when they do that you lose the revision history which, to my mind, is one of the key benefits of using a VCS in the first place. On this project we have been using Team Foundation Server (TFS) and while it pains me to say it (as I am no great fan of TFS’s version control system) it has proved invaluable when dealing with the SSDT problems that I outlined above because it is integrated right into the Visual Studio IDE. Thus the advice from this blog post is: If you are using SSDT consider using an Visual-Studio-integrated VCS that can easily handle file renames and file moves I suspect that fans of other VCSs will counter by saying that their VCS weapon of choice can handle renames/file moves quite satisfactorily and if that’s the case…great…let me know about them in the comments. This blog post is not an attempt to make people use one particular VCS, only to make people aware of this issue that might rise when using SSDT. More to come in the coming few weeks! @jamiet

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  • JFall 2012

    - by Geertjan
    JFall 2012 was over far too soon! Seven tracks going on simultaneously in a great location, with many artifacts reminding me of JavaOne, and nice snacks and drinks afterwards. The day started, as such things always do, with a keynote. Thanks to @royvanrijn for the photo below, I didn't take any myself and without a picture this report might have been too dry: What you see above is Steve Chin riding into the keynote hall on his NightHacking bike. The keynote was interesting, I can't be too complimentary about it, since I was part of it myself. Bert Ertman introduced the day and then Steve Chin took over, together with Sharat Chander, Tom Eugelink, Timon Veenstra, and myself. We had a strict choreography for the keynote, one that would ensure a lot of variation and some unexpected surprises, such as Steve being thrown off the stage a few times by Bert because of mentioning JavaOne too many times, rather than the clearly much cooler JFall. Steve talked about JavaOne and the direction Java is headed in, Sharat talked about JavaME and embedded devices, Steve and Tom did a demo involving JavaFX, I did a Project Easel demo, and Timon from Ordina talked about his Duke's Choice Award winning AgroSense project. I think the Project Easel demo (which I repeated later in a screencast for Parleys arranged by Eugene Boogaart) came across well and several people I spoke to especially like the roundtrip/bi-directional work that can be done, from browser to IDE and back again, very simply and intuitively. (In a long conversation on the drive back home afterwards, the scenario of a designer laying out the UI in HTML and then handing the HTML to a developer for back-end work, a developer who would then find it convenient to open the HTML in a browser and quickly navigate from the browser to the resources within the IDE, was discussed and considered to be extremely interesting and worth considering adopting NetBeans for, for no other reason than that.) Later I attended a session by David Delabassee on Java EE 7, Hans Dockter on Gradle, and Sander Mak on cross-build injection attacks. I was sorry to have missed Martijn Verburg's session, which sounded like it was really fantastic, among others, such as Gerrit Grunwald. I did a session too, entitled "Unlocking the Java EE 6 Platform", which was very well attended, pretty much a full room, and the demo went very smoothly. I talked to many people, e.g., a long time with Hans Dockter about how cool Gradle is and how great the Gradle/NetBeans plugin is turning out to be. I also had a long conversation (and did a demo) with Chris Chedgey, from Structure101, after his session, which was incredibly well attended; very interesting how popular modularity is. I met several people for the first time, as well as some colleagues from past places I've worked at. All in all, it was a great conference, unfortunately too short, which was very well attended (clearly over 1000) people, with several international speakers, as well as international attendees such as Mattias Karlsson, Sweden JUG leader. And, unsurprisingly, I came across NetBeans Platform applications again, none of which I had ever heard of before. In each case, "our fat client application" was mentioned in passing, never as a main application, and never in a context where there are plans for the application to be migrated to the web or mobile, simply because doing so makes no business sense at all. Great times at JFall, looking forward to meeting with some of the people I met again soon.

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • How to Mentor a Junior Developer

    - by Josh Johnson
    This title is a little broad but I may need to give a little background before I can ask my question properly. I know that similar questions have been asked here already. But in my case I'm not asking if I should be mentoring someone or if the person is a good fit for being a software developer. That is not my place to judge. I have not been asked outright, but it is apparent that myself and other fellow senior developers are to mentor the new developers that start here. I have no problem with this whatsoever and, in many cases, it lends me a fresh perspective on things and I end up learning in the process. Also, I remember how beneficial it was in the beginning of my career when someone would take some time to teach me something. When I say "new developer" they could be anywhere from fresh out of college to having a year or two of experience. Recently and in the past we've had people start here who seem to have an attitude toward development/programming which is different from mine and hard for me to reconcile; they seem to extract just enough information to get the task done but not really learn from it. I find myself going over and over the same issues with them. I understand that part of this could be a personality thing, but I feel it's my job to do my best and sort of push them out of the nest while they're under my wing, so to speak. How can I impart just enough information so that they will learn but not give so much as to solve the problem for them? Or perhaps: What's the proper response to questions that are designed to take the path of least resistance and, in essence, force them to learn instead of take the easy way out? These questions are probably more general teaching questions and don't have that much to do specifically with software development. Note: I do not get a say in what tasks they are working on. Management doles the task out and it could be anything from a very simple bug fix to starting an entire application by themselves. While this is not ideal by any means and obviously presents its own gauntlet of challenges, I feel it's a topic best left for another question. So the best I can do is help them with the problem at hand and try to help them break it down into simpler problems and also check their commit logs and point out mistakes that they made. My main objectives are to: Help them out and give them the tools they need to start becoming more self-reliant. Steer them in the right direction and break bad development habits early on. Lessen the amount of time I spend with them (the personality type described above seems to need much more one-on-one time and does not do well over IM or email. While that's generally fine, I can't always stop what I'm working on, break my stride, and help them debug an error on a moments notice; I have my own projects that need to get done).

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  • Comparing Isis, Google, and Paypal

    - by David Dorf
    Back in 2010 I was sure NFC would make great strides, but here we are two years later and NFC doesn't seem to be sticking. The obvious reason being the chicken-and-egg problem.  Retailers don't want to install the terminals until the phones support NFC, and vice-versa. So consumers continue to sit on the sidelines waiting for either side to blink and make the necessary investment.  In the meantime, EMV is looking for a way to sneak into the US with the help of the card brands. There are currently three major solutions that are battling in the marketplace.  All three know that replacing mag-stripe alone is not sufficient to move consumers.  Long-term it's the offers and loyalty programs combined with tendering that make NFC attractive. NFC solutions cross lots of barriers, so a strong partner system is required.  The solutions need to include the carriers, card brands, banks, handset manufacturers, POS terminals, and most of all lots of merchants.  Lots of coordination is necessary to make the solution seamless to the consumer. Google Wallet Google's problem has always been that only the Nexus phone has an NFC chip that supports their wallet.  There are a couple of additional phones out there now, but adoption is still slow.  They acquired Zavers a while back to incorporate digital coupons, but the the bulk of their users continue to be non-NFC.  They have taken an open approach by not specifying particular payment brands.  Google is piloting in San Francisco and New York, supporting both MasterCard PayPass and stored value. I suppose the other card brands may eventually follow.  There's no cost for consumers or merchants -- Google will make money via targeted ads. Isis Not long after Google announced its wallet, AT&T, Verizon, and T-Mobile announced a joint venture called Isis.  They are in the unique position of owning the SIM in the phones they issue.  At first it seemed Isis was a vehicle for the carriers to compete with the existing card brands, but Isis later switched to a generic wallet that supports the major card brands.  Isis reportedly charges issuers a $5 fee per customer per year.  Isis will pilot this summer in Salt Lake City and Austin. PayPal PayPal, the clear winner in the online payment space beyond traditional credit cards, is trying to move into physical stores.  After negotiations with Google to provide a wallet broke off, PayPal decided to avoid NFC altogether, at least for now, and focus on payments without any physical card or phone.  By avoiding NFC, consumers don't need an NFC-enabled phone and merchants don't need a new reader.  Consumers must enter their phone number and PIN in the merchant's existing device, or they can enter their PIN in the PayPal inStore app running on their phone, then show the merchant a unique barcode which authorizes payment. Paypal is free for consumers and charges a fee for merchants.  Its not clear, at least to me, how PayPal handles fraudulent transactions and whether the consumer is protected. The wildcard is, of course, Apple.  Their mobile technologies set the standard, so incorporating NFC chips would certainly accelerate adoption of many payment solutions.  Their announcement today of the iOS Passbook is a step in the right direction, but stops short of handling payments. For those retailers that have invested in modern terminals, it seems the best strategy is to support all the emerging solutions and let the consumers choose the winner.

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  • Communication between state machines with hidden transitions

    - by slartibartfast
    The question emerged for me in embedded programming but I think it can be applied to quite a number of general networking situations e.g. when a communication partner fails. Assume we have an application logic (a program) running on a computer and a gadget connected to that computer via e.g. a serial interface like RS232. The gadget has a red/green/blue LED and a button which disables the LED. The LEDs color can be driven by software commands over the serial interface and the state (red/green/blue/off) is read back and causes a reaction in the application logic. Asynchronous behaviour of the application logic with regard to the LED color down to a certain delay (depending on the execution cycle of the application) is tolerated. What we essentially have is a resource (the LED) which can not be reserved and handled atomically by software because the (organic) user can at any time press the button to interfere/break the software attempt to switch the LED color. Stripping this example from its physical outfit I dare to say that we have two communicating state machines A (application logic) and G (gadget) where G executes state changes unbeknownst to A (and also the other way round, but this is not significant in our example) and only A can be modified at a reasonable price. A needs to see the reaction and state of G in one piece of information which may be (slightly) outdated but not inconsistent with respect to the short time window when this information was generated on the side of G. What I am looking for is a concise method to handle such a situation in embedded software (i.e. no layer/framework like CORBA etc. available). A programming technique which is able to map the complete behaviour of both participants on classical interfaces of a classical programming language (C in this case). To complicate matters (or rather, to generalize), a simple high frequency communication cycle of A to G and back (IOW: A is rapidly polling G) is out of focus because of technical restrictions (delay of serial com, A not always active, etc.). What I currently see as a general solution is: the application logic A as one thread of execution an adapter object (proxy) PG (presenting G inside the computer), together with the serial driver as another thread a communication object between the two (A and PG) which is transactionally safe to exchange The two execution contexts (threads) on the computer may be multi-core or just interrupt driven or tasks in an RTOS. The com object contains the following data: suspected state (written by A): effectively a member of the power set of states in G (in our case: red, green, blue, off, red_or_green, red_or_blue, red_or_off...etc.) command data (written by A): test_if_off, switch_to_red, switch_to_green, switch_to_blue operation status (written by PG): operation_pending, success, wrong_state, link_broken new state (written by PG): red, green, blue, off The idea of the com object is that A writes whichever (set of) state it thinks G is in, together with a command. (Example: suspected state="red_or_green", command: "switch_to_blue") Notice that the commands issued by A will not work if the user has switched off the LED and A needs to know this. PG will pick up such a com object and try to send the command to G, receive its answer (or a timeout) and set the operation status and new state accordingly. A will take back the oject once it is no longer at operation_pending and can react to the outcome. The com object could be separated of course (into two objects, one for each direction) but I think it is convenient in nearly all instances to have the command close to the result. I would like to have major flaws pointed out or hear an entirely different view on such a situation.

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  • Upgrade issues due to broken "dependency problems prevent configuration of linux-image-generic" error

    - by tsukune1791
    okay, I've recently upgrade from 11.10 to 12.04 and I've been having some issues. I don't know if its a bug or not, but I thought I would submit it here. Okay here's a little background; I ran the distro update from the update manager and got a couple errors that I didn't catch. the computer restarted, and when I logged the Launcher and my top bar of the Ubuntu desktop didn't load. While it was trying to load a couple error messages came up, I think they were called "apport", saying they couldn't send the bug information for some reason. I believe it said somethings wrong with my internet connection, but nothing's wrong with it. Anyway I tried running some things in terminal, namely sudo apt-get -f install sudo apt-get upgrade sudo apt-get dist-upgrade and keep getting the following errors; dustin@marceau-laptop:~$ sudo apt-get dist-upgrade [sudo] password for dustin: Reading package lists... Done Building dependency tree Reading state information... Done Calculating upgrade... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 4 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? Y Setting up initramfs-tools (0.99ubuntu13) ... update-initramfs: deferring update (trigger activated) Setting up linux-image-3.2.0-24-generic (3.2.0-24.37) ... Running depmod. update-initramfs: deferring update (hook will be called later) Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/initramfs-tools 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/pm-utils 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/update-notifier 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/zz-runlilo 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic Fatal: No images have been defined. run-parts: /etc/kernel/postinst.d/zz-runlilo exited with return code 1 Failed to process /etc/kernel/postinst.d at /var/lib/dpkg/info/linux-image-3.2.0-24-generic.postinst line 1010. dpkg: error processing linux-image-3.2.0-24-generic (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of linux-image-generic: linux-image-generic depends on linux-image-3.2.0-24-generic; however: Package linux-image-3.2.0-24-generic is not configured yet. dpkg: error processing linux-image-generic (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of linux-generic: linux-generic depends on linux-image-generic (= 3.2.0.24.26); however: Package linux-image-generic is not configured yet. dpkg: error processing linux-generic (--configure): dependency problems - leaving unconfigured Processing triggers for initramfs-tools ... No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because the error message indicates its a followup error from a previous failure. update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic Fatal: No images have been defined. run-parts: /etc/initramfs/post-update.d//runlilo exited with return code 1 dpkg: error processing initramfs-tools (--configure): subprocess installed post-installation script returned error exit status 1 No apport report written because MaxReports is reached already Errors were encountered while processing: linux-image-3.2.0-24-generic linux-image-generic linux-generic initramfs-tools localepurge: Disk space freed in /usr/share/locale: 0 KiB localepurge: Disk space freed in /usr/share/man: 0 KiB localepurge: Disk space freed in /usr/share/gnome/help: 0 KiB localepurge: Disk space freed in /usr/share/omf: 0 KiB localepurge: Disk space freed in /usr/share/doc/kde/HTML: 0 KiB Total disk space freed by localepurge: 0 KiB E: Sub-process /usr/bin/dpkg returned an error code (1) And my Ubuntu desktop is still not working. I can log into Gnome and Ubuntu 2D but the Launcher, I think it's call, doesn't load. Can someone help me fix these error, or point me in the right direction to get them fixed? It is much appriciated.

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  • How to use correctly the comments in C/++

    - by Lucio
    I'm learning to program in C and in my stage, the best form to use correctly the comments is writing good comments from the beginning. As the comments are not just for that one understands better the code but others too, I want to know the views of all of you to reach a consensus. So what I want is that the most experienced users edit the following code as you please. (If it's unnecessary, delete it; If it's wrong, correct it; If needed, add more) Thus there'll be multiple answers with different syntax and the responses with the most votes will be taken as referring when commenting. The code to copy, paste and edit to your pleasure is: (And I remark again, just import the comments, not the code) /* This programs find 1 number in 1 file. The file is binary type and has integers in series. The number is integer type and it's entered from the keyboard. When finished the program, a poster will show the results: Saying if the number is in the file or not. */ #include <stdio.h> //FUNCTION 1 //Open file 'path' and closes it. void openf(char path[]) { int num; //Read from Keyboard a Number and it save it into 'num' var printf("Ready for read number.\n\nNumber --> "); fflush(stdin); scanf("%d",&num); //Open file 'path' in READ mode FILE *fvar; fvar=fopen(path,"rb"); //IF error happens when open file, exit of function if (fvar==NULL) { printf("ERROR while open file %s in read mode.",path); exit(1); } /*Verify the result of 'funct' function IF TRUE, 'num' it's in the file*/ if (funct(path,fvar,num)) printf("The number %d it is in the file %s.",num,path); else printf("The number %d it is not in the file %s.",num,path); fclose(fvar); } /*FUNCTION 2 It is a recursive function. Reads number by number until the file is empty or the number is found. Parameters received: 'path' -> Directory file 'fvar' -> Pointer file 'num' -> Number to compare */ int funct(char path[],FILE *fvar,int num) { int compare; //FALSE condition when the pointer reaches the end if (fread(&compare,sizeof(int),1,fvar)>0) /*TRUE condition when the number readed is iqual that 'num' ELSE will go to the function itself*/ if (compare!=num) funct(path,fvar,num); else return 1; else return 0; } int main(int argc, char **argv) { char path[30]="file.bin"; //Direction of the file to process openf(path); //Function with algorithm return 0; }

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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

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