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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • Oracle VM Templates for EBS 12.1.3 for Exalogic Now Available

    - by Elke Phelps (Oracle Development)
    Oracle VM Templates for Oracle E-Business Suite 12.1.3 for x86 Exalogic Platform (64 bit) are now available on the Oracle Software Delivery Cloud.  The templates contain all the required elements to create an Oracle E-Business Suite R12 demonstration system on an Exalogic server. You can use these templates to quickly build an EBS 12.1.3 demonstration environment, bypassing the operating system and the software install (via the EBS Rapid Install).   The Oracle E-Business Suite Release 12.1.3 (64 bit) template for the Exalogic platform is a Oracle Virtual Server Guest template that contains a complete Oracle E-Business Suite Release 12.1.3 Database Tier and Application Tier Installation.  For additional details, please refer to the following My Oracle Support Note: Oracle E-Business Suite Release 12.1.3 Database Tier and Application Tier Template for Oracle Exalogic Platform (Note 1499132.1) The Oracle E-Business Suite system is installed on top of Oracle Linux Version 5 update 6. The templates have been optimized for performance, including OS kernel settings and E-Business Suite configuration settings tuned specifically for the Exalogic platform.  The configuration delivered with this template for a mid-tier running on Exalogic will support hundreds of concurrent users.  Please refer to Section 2: Performance Analysis in My Oracle Support Note 1499132.1 for additional details.   Additional Information The Oracle E-Business Suite VM templates for the Exalogic platform contain the following software versions: Operating System: Oracle Linux Version 5 Update 6 Oracle E-Business Suite 12.1.3 (Database Tier) Oracle E-Business Suite 12.1.3 (Application Tier) The following considerations were made when the Oracle E-Business Suite VM template for the Exalogic platform were designed: Templates use the hardware-virtualized architecture, supporting hardware with virtualization feature. Database Tier Template is configured to use the following configuration: 16 GB RAM 4 VCPUs 250 GB of Disk space for application installation Application Tier Template is configured to use the following configuration: 16 GB RAM 4 VCPUs 50 GB of Disk space for application installation References Oracle E-Business Suite Release 12.1.3 Database Tier and Application Tier Template for Oracle Exalogic Platform (Note 1499132.1) Related Articles Part 1: E-Business Suite 12.1.1 Templates for Oracle VM Now Available Part 2: Using Oracle VM with Oracle E-Business Suite Virtualization Kit Part 3: On Clouds and Virtualization in EBS Environments (OpenWorld 2009 Recap) Part 4: Deploying E-Business Suite on Amazon Web Services Elastic Compute Cloud Part 5: Live Migration of EBS Services Using Oracle VM Support Policies for Virtualization Technologies and Oracle E-Business Suite Virtualization and the E-Business Suite, Redux Virtualization and E-Business Suite

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  • Powershell (sqlps) lastbackupdate not changing despite having run a sqlserver backup

    - by user1666376
    I'm using Powershell to check last backup times across all our sqlserver databases. This seems to work really well, but I've got a question If I run this (a cut-down version of the actual script): dir SQLSERVER:\SQL\Server1\default\databases | select parent, name, lastbackupdate I get: Parent Name LastBackupDate ------ ---- -------------- [Server1] ADBA 10/09/2012 21:15:37 [Server1] ReportServer 10/09/2012 21:00:17 [Server1] ReportServerTempDB 10/09/2012 21:00:18 [Server1] db1 10/09/2012 21:15:35 If I then run a sql backup of the Server1 default instance, and run the same query the last backup date doesn't change: PS C:\temp> dir SQLSERVER:\SQL\Server1\default\databases | select parent, name, lastbackupdate Parent Name LastBackupDate ------ ---- -------------- [Server1] ADBA 10/09/2012 21:15:37 [Server1] ReportServer 10/09/2012 21:00:17 [Server1] ReportServerTempDB 10/09/2012 21:00:18 [Server1] db1 10/09/2012 21:15:35 ..but if I open a new powershell window, it shows the backup I just took: PS SQLSERVER:\> dir SQLSERVER:\SQL\Server1\default\databases | select parent, name, lastbackupdate Parent Name LastBackupDate ------ ---- -------------- [server1] ADBA 12/09/2012 09:03:23 [server1] ReportServer 12/09/2012 08:48:03 [server1] ReportServerTempDB 12/09/2012 08:48:04 [server1] db1 12/09/2012 09:03:21 My guess is that this is expected behaviour, but could anybody show me where it's documented/explained - I just want to understand what's going on. This is running the SQlps which came with 2008, against a 2008 instance. Thanks Matt

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  • SharePoint MVP Chat &ndash; tomorrow and day after

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). Yes we’re doing it again! After two very successful chats, a number of MVPs will be online in chat style answering your SharePoint questions. Here’s the schedule Tuesday May 25th at 4PM PDT (join here) Agnes Molnar Bill English Brian Farnhill Bryan Phillips Clayton Cobb David Mann <—ask him to tell a joke, he has a great sense of humor! Also bug him about Workflows. Matt McDermott Paul Stork Rob Bogue <—Ask him about WFs too. Rob Foster <— Him and Nick Swan run a SharePoint podcast. Sahil Malik <—I know him Saifullah Shafiq Ahmed   Wednesday at 9AM PDT (join here) Andrew Connell <— youngest MVP ever! LOL. Becky Bertram Bil Simser Chadima Kulathilake Claudio Brotto Gary Lapointe <—the stsadm extensions guy, ask him about powershell Darrin Bishop John Ross Michael Mukalian Muhanad Omar Randy Drisgill <—he created SP2010 starter master pages. Ask him about branding Shane Young Todd Bleeker Zlatan Dzinic Comment on the article ....

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  • SQL SERVER – Simple Explanation and Puzzle with SOUNDEX Function and DIFFERENCE Function

    - by pinaldave
    Earlier this week I asked a question where I asked how to Swap Values of the column without using CASE Statement. Read here: A Puzzle – Swap Value of Column Without Case Statement,there were more than 50 solutions proposed in the comment. There were many creative solutions. I have mentioned my personal favorite (different ones) here: Solution of Puzzle – Swap Value of Column Without Case Statement. However, I received lots of questions regarding one of the Solution by SIJIN KUMAR V P. He has used the function SOUNDEX in his solution. The request was to explain how SOUNDEX and DIFFERENCE works. Well, there are pretty decent documentations provided over here SOUNDEX function and DIFFERENCE over on MSDN and if I attempt to explain this function I will end up writing the same details which are available on MSDN. Instead of writing theory, we will try to learn this function by using a couple of simple puzzles. You try to solve the puzzles using the MSDN and see if you can learn something very quickly. In simple words - SOUNDEX converts an alphanumeric string to a four-character code to find similar-sounding words or names. The first character of the code is the first character of character_expression and the second through fourth characters of the code are numbers that represent the letters in the expression. Vowels incharacter_expression are ignored unless they are the first letter of the string. DIFFERENCE function returns an integer value. The  integer returned is the number of characters in the SOUNDEX values that are the same. The return value ranges from 0 through 4: 0 indicates weak or no similarity, and 4 indicates strong similarity or the same values. Learning Puzzle 1: Now let us run following four queries and observe its output. SELECT SOUNDEX('SQLAuthority') SdxValue SELECT SOUNDEX('SLTR') SdxValue SELECT SOUNDEX('SaLaTaRa') SdxValue SELECT SOUNDEX('SaLaTaRaM') SdxValue When you look at the result set all the four values are same. The reason for all the values to be same is as for SQL Server SOUNDEX function all the four strings are similarly sounding string. Learning Puzzle 2: Now let us run following five queries and observe its output. SELECT DIFFERENCE (SOUNDEX('SLTR'),SOUNDEX('SQLAuthority')) SELECT DIFFERENCE (SOUNDEX('TH'),SOUNDEX('SQLAuthority')) SELECT DIFFERENCE ('SQLAuthority',SOUNDEX('SQLAuthority')) SELECT DIFFERENCE ('SLTR',SOUNDEX('SQLAuthority')) SELECT DIFFERENCE ('SLTR','SQLAuthority') When you look at the result set you will get the result in the ranges from 1 to 4. Here is how it works if your result is 0 which means absolutely not relevant to each other and if your result is 1 which means the results are relevant to each other. Have you ever used above two functions in your business need or on production server? If yes, would you please leave a comment with use cases. I believe it will be beneficial to everyone. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • IDC Analyst Report Touts Oracle–Accenture Strategic Initiative

    - by kristin.jellison
    Hi there, partners! Oracle Engineered Systems have been getting some love lately, and we want to share it with you! The market intelligence and advisory firm IDC recently released a report lauding Oracle and Accenture’s strategic initiative to route the performance and flexibility of Oracle Engineered Systems to clients. The report, "Oracle and Accenture Strategic Alliance Places Big Bet on Engineered Systems,” by Steve White, reflects a largely positive analysis of the relationship. White notes that the alliance is “one of the largest in the industry.” Under the relationship, Accenture has incorporated Oracle Engineered Systems—including Oracle Exadata Database Machine, Oracle Exalogic Elastic Cloud, Oracle SuperCluster, and Oracle Exalytics In-Memory Machine—into its leading datacenter transformation consulting services. Together, the two companies have also created bespoke platforms, such as the Accenture Foundation Platform for Oracle, which helps clients accelerate deployments on Oracle Fusion Middleware, running Oracle Exalogic Elastic Cloud and Oracle Exadata Database Machine. Oracle Engineered Systems deliver a single, engineered platform—including server to storage and networking. This makes it easier and cheaper for Accenture clients around the world to prepare their datacenters for managing, processing and analyzing the massive amounts of data they (rightly) anticipate seeing in the next decade. The new solutions can help reduce the effort and cost to migrate any vendor database to an Oracle Engineered Systems platform, which can lower the cost of ownership by up to 50 percent. For its part, Accenture has built a team of 300 consultants to implement and increase the flexibility and stability of client datacenters. This move further expands one of the fastest-growing full-service Oracle Enterprise solutions. Over 52,000 Accenture consultants are qualified to implement, upgrade and outsource the Oracle product suite. Accenture is a Diamond-level member of Oracle PartnerNetwork (OPN). For Oracle Partners, this update should give you at least two things to walk away with. First, this initiative is showing signs of success. As Marty Cole, group chief executive for Accenture’s Technology growth platform, put it, “We are seeing an increasing number of clients recognizing the value of consolidating their databases and taking advantage of the cost and performance benefits delivered by these solutions.” The pipeline is there—and not just for Accenture. Use this example to show your clients that investments in Oracle Engineered Systems are on the rise. Second, recognize that Oracle Engineered Systems represent one of the biggest platforms for growth that Oracle has to offer partners. As part of the agreement, Accenture is able to provide: Platform Readiness Assessments Platform Implementation App Rationalization Database Rationalization Managed Services These are all enablement opportunities you can offer customers under Oracle’s partner programs —to continue building the value of their investments, and the value of your relationship with Oracle. Take a read through the IDC report. To learn more about the partnership, see this press release. Happy selling! The OPN Communications Team

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  • How to implement line of sight restriction in actionscript?

    - by Michiel Standaert
    I have a problem with a game i am programming. I am making some sort of security game and i would like to have some visual line of sight. The problem is that i can't restrict my line of sight so my cops can't see through the walls. Below you find the design, in which they can look through windows, but not walls. Further below you find an illustration of what my problem is exactly. this is what it looks like now. As you can see, the cops can see through walls. This is the map i would want to use to restrict the line of sight. So the way i am programming the line of sight now is just by calculating some points and drawing the sight accordingly, as shown below. Note that i also check for a hittest using bitmapdata to check whether or not my player has been spotted by any of the cops. private function setSight(e:Event=null):Boolean { g = copCanvas.graphics; g.clear(); for each(var cop:Cop in copCanvas.getChildren()) { var _angle:Number = cop.angle; var _radians:Number = (_angle * Math.PI) / 180; var _radius:Number = 50; var _x1:Number = cop.x + (cop.width/2); var _y1:Number = cop.y + (cop.height/2); var _baseX:Number = _x1 + (Math.cos(_radians) * _radius); var _baseY:Number = _y1 - (Math.sin(_radians) * _radius); var _x2:Number = _baseX + (25 * Math.sin(_radians)); var _y2:Number = _baseY + (25 * Math.cos(_radians)); var _x3:Number = _baseX - (25 * Math.sin(_radians)); var _y3:Number = _baseY - (25 * Math.cos(_radians)); g.beginFill(0xff0000, 0.3); g.moveTo(_x1, _y1); g.lineTo(_x2, _y2); g.lineTo(_x3, _y3); g.endFill(); } var _cops:BitmapData = new BitmapData(width, height, true, 0); _cops.draw(copCanvas); var _bmpd:BitmapData = new BitmapData(10, 10, true, 0); _bmpd.draw(me); if(_cops.hitTest(new Point(0, 0), 10, _bmpd, new Point(me.x, me.y), 255)) { gameover.alpha = 1; setTimeout(function():void{ gameover.alpha = 0; }, 5000); stop(); return true; } return false; } So now my question is: Is there someone who knows how to restrict the view so that the cops can't look through the walls? Thanks a lot in advance. ps: i have already looked at this tutorial by emanuele feronato, but i can't use the code to restric the visual line of sight.

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  • JavaScript in different browsers

    - by PointsToShare
    Adventures with JavaScript rendered in IE 8, Chrome 15, and Firefox 8.0 I have written a little monogram about the advantages of Math and wrote a few JavaScript applications to demonstrate them. I was a bit careless and used elements on the page in my JavaScript without using any of the GetElementsByXXXX methods to identify them.  Say I had a text box named tbSeqNum into which I entered a number to be used in a computation. In my code I simply referred to its value by using it directly. Like here: Function Blah() {                 return tbSeqNum.value; } This ran fine in IE8. In IE, the elements are available as global variables. This is not the case in either Firefox or Chrome. In there one has to create the variable and only then use it. Assuming I also used tbSeqNum as the element’s ID, this works: Function Blah() {                 return GetElementById(“tbSeqNum”).value; } Naturally this corrected function also works in IE, so be warned. Also, coming from windows programming (I am long in the tooth and programmed long before the internet), I have a habit of putting an “Exit” button on my pages and setting their onclick to: onclick=”window.close()”. Again, this works fine in IE. In Firefox and chrome, it does not! There you can only close a window that you opened in the code. A window that was opened by navigation to a URL will not close.  Before I deployed mu code to my website, I painfully removed all my Exit buttons. But my greatest surprise came when I tested my pages in the various browsers. In my code I do a comparison on the performance of two algorithms used to solve the same problem. One is brute force, the other uses a mathematical formula. The compare functions runs each many times and displays the time it took for each and also the ratio. Chrome runs JavaScript between 5 and 10 times faster than Firefox and between 50 and 100 times faster that IE. Wow!!! This difference is especially remarkable when the code uses iteration. I suspect that the JS engines in Chrome and Firefox simply cache the result of a function and if it is called again with the same parameters, it returns the cached result. To see it in action play run the “How Many Squares” page in www.mgsltns.com/games.htm The host is running on Unix, so the link is case sensitive. Last Note: IE9 runs JS a bit faster, but still lags behind almost as badly. That’s All Folks!

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • Be Careful When Referencing SPList.Items

    - by Brian Jackett
    Be very careful how you reference your SPListItem objects through the SharePoint API.  I’ll say it again.  Be very careful how you reference your SPListItem objects through the SharePoint API.  Ok, now that you get the point that this will be a “learn from my mistakes and don’t do unsmart things like I did” post, let’s dig into what it was that I did poorly. Scenario     For the past year I’ve been building custom .Net applications that are hosted through SharePoint.  These application involve a number of SharePoint lists, external databases, custom web parts, and other SharePoint elements to provide functionality.  About two weeks ago I received a message from one of our end users that a custom application was performing slowly.  Specifically performance was slow when users were performing actions that interacted with the primary SharePoint list storing data for that app. The Problem     I took a copy of the production site into a dev environment to investigate the code that was executing.  After attaching the debugger and running through the code I quickly found pieces of code referencing SPListItem objects (like below) that were performing very poorly: SPListItem myItem = SPContext.Current.Web.Lists["List Name"].Items.GetItemById(value); // do updates on SPListItem retrieved     As it turns out the SPList I was referencing was fairly large at ~1000 items and weighing in over 150 MB.  You see the problem with my above code is that I retrieved the SPListItem by first (unnecessarily) going through the Items member of the list.  As I understand it, when doing so the executing code will attempt to resolve that entity and pull it from the database and into RAM (all 150 MB.)  This causes the equivalent of a 50 car pile up in terms of performance with a single update taking more than 15 seconds. The Solution     The solution is actually quite simple and I wish I had realized this during development.  Instead of going through the Items member it is possible to call GetItemById(…) directly on the SPList as in the example below: SPListItem myItem = SPContext.Current.Web.Lists["List Name"].GetItemById(value); // do updates on SPListItem retrieved     After making this simple change performance skyrocketed and updates were back to less than a second.   Conclusion     When given the option between two solutions, usually the simplest is the best solution.  In my scenario I was adding extra complexity going through the API the long way around to get to the objects I needed and it ended up hurting performance greatly.  Luckily we were able to find and resolve the performance issue in a relatively short amount of time.  Like I said at the beginning of the post, learn from my mistakes and hope it helps you.         -Frog Out   Image linked from http://www.freespirit.com/files/IMAGE/COVER/LARGE/BeCarefulSafe.jpg

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  • Good approach for hundreds of comsumers and big files

    - by ????? ???????
    I have several files (nearly 1GB each) with data. Data is a string line. I need to process each of these files with several hundreds of consumers. Each of these consumers does some processing that differs from others. Consumers do not write anywhere concurrently. They only need input string. After processing they update their local buffers. Consumers can easily be executed in parallel. Important: With one specific file each consumer has to process all lines (without skipping) in correct order (as they appear in file). The order of processing different files doesn't matter. Processing of a single line by one consumer is comparably fast. I expect less than 50 microseconds on Corei5. So now I'm looking for the good approach to this problem. This is going to be be a part of a .NET project, so please let's stick with .NET only (C# is preferable). I know about TPL and DataFlow. I guess that the most relevant would be BroadcastBlock. But i think that the problem here is that with each line I'll have to wait for all consumers to finish in order to post the new one. I guess that it would be not very efficient. I think that ideally situation would be something like this: One thread reads from file and writes to the buffer. Each consumer, when it is ready, reads the line from the buffer concurrently and processes it. The entry from the buffer shouldn't be deleted as one consumer reads it. It can be deleted only when all consumers have processed it. TPL schedules consumer threads itself. If one consumer outperforms the others, it shouldn't wait and can read more recent entries from the buffer. Am i right with this kind of approach? Whether yes or not, how can i implement the good solution? A bit was already discussed on StackOverflow: link

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  • Desktop Fun: Google Themed Icon Packs

    - by Asian Angel
    Are you an avid user of Google’s online services, but the icons for your desktop and app launcher shortcuts leave something to be desired? Now you can make those shortcuts shine with style using our Google Themed Icon Packs collection. Note: To customize the icon setup on your Windows 7 & Vista systems see our article here. Using Windows XP? We have you covered here. Sneak Preview For this week’s sneak preview we set up a Google Chrome themed desktop using the Simply Google Icon Collection shown below. Note: Original full-size wallpaper can be found here. We used Chromium to create a set of app shortcuts for various Google services on our desktop. Anyone who has done the same knows that the original icons do not look very good, so these icon packs can make those shortcuts look spectacular. Once the new icons were arranged for our desktop app shortcuts, we then pinned them to our Taskbar. Those are definitely looking nice! The Icon Packs Simply Google Icon Collection *.ico and .png format Download Google icons *.ico and .png format Download Tango Google Icon Set Vol. 1 *.png and .svg format Download Google Tango Icon Set Vol. 2 *.png and .svg format Download New Google Product Icons *.ico, .png, and .gif format Note: This icon pack contains 657 icons of various sizes. The best selection of individual icon types in the same size (i.e. 48, 128, etc.) from this pack is a mixture of .png and .gif formats. Download New google docs icons *.png format only Download Google Docs pack Icons *.ico, .png, and .gif format Download GCal *.png format only (original favicon .ico file included) Download Google Earth Icon Color Pack *.png format only Download Google Earth Dock Icons *.ico, .png, and .icns format Download Gtalk Color Icons *.png format only Download Google Buzz Icons *.png format only Download Google Chrome icon pack *.png format only Download Google Chrome X *.ico, .png, and .icns format Download Google Chrome icon pack *.png format only Download Wanting more great icon sets to look through? Be certain to visit our Desktop Fun section for more icon goodness! Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain Angry Birds Coming to PS3 and PSP This Week I Hate Mondays Wallpaper for That First Day Back at Work Tune Pop Enhances Android Music Notifications

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  • Running Multiple Queries in Oracle SQL Developer

    - by thatjeffsmith
    There are two methods for running queries in SQL Developer: Run Statement Run Statement, Shift+Enter, F9, or this button Run Script No grids, just script (SQL*Plus like) ouput is fine, thank you very much! What’s the Difference? There are some obvious differences between the two features, the most obvious being the format of the output delivered. But there are some other, more subtle differences here, primarily around fetching. What is Fetch? After you run send your query to Oracle, it has to do 3 things: Parse Execute Fetch Technically it has to do at least 2 things, and sometimes only 1. But, to get the data back to the user, the fetch must occur. If you have a 10 row query or a 1,000,000 row query, this can mean 1 or many fetches in groups of records. Ok, before I went on the Fetch tangent, I said there were two ways to run statements in SQL Developer: Run Statement Run statement brings your query results to a grid with a single fetch. The user sees 50, 100, 500, etc rows come back, but SQL Developer and the database know that there are more rows waiting to be retrieved. The process on the server that was used to execute the query is still hanging around too. To alleviate this, increase your fetch size to 500. Every query ran will come back with the first 500 rows, and rows will be continued to be fetched in 500 row increments. You’ll then see most of your ad hoc queries complete with a single fetch. Scroll down, or hit Ctrl+End to force a full fetch and get all your rows back. Run Script Run Script runs the contents of the worksheet (or what’s highlighted) as a ‘script.’ What does that mean exactly? Think of this as being equivalent to running this in SQL*Plus: @my_script.sql; Each statement is executed. Also, ALL rows are fetched. So once it’s finished executing, there are no open cursors left around. The more obvious difference here is that the output comes back formatted as plain old text. Run one or more commands plus SQL*Plus commands like SET and SPOOL The Trick: Run Statement Works With Multiple Statements! It says ‘run statement,’ but if you select more than one with your mouse and hit the button – it will run each and throw the results to 1 grid for each statement. If you mouse hover over the Query Result panel tab, SQL Developer will tell you the query used to populate that grid. This will work regardless of what you have this preference set to: DATABASE – WORKSHEET – SHOW QUERY RESULTS IN NEW TABS Mind the fetch though! Close those cursors by bring back all the records or closing the grids when you’re done with them.

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  • WebCenter Customer Spotlight: College of American Pathologists

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution Summary College of American Pathologists Goes Live with OracleWebCenter - Imaging, AP Invoice Automation, and EBS Managed Attachment with Support for Imaging ContentThe College of American Pathologists (CAP), the leading organization of board-certified pathologists serving more then 18,000 physician members, 7,000 laboratories are accredited by the CAP, and approximately 22,000 laboratories are enrolled in the College’s proficiency testing programs. The business objective was to content-enable their Oracle E-Business Suite (EBS) enterprise application by combining the best of Imaging and Manage Attachment functionality providing a unique opportunity for the business to have unprecedented access to both structure and unstructured content from within their enterprise application. The solution improves customer services turnaround time, provides better compliance and improves maintenance and management of the technology infrastructure. Company OverviewThe College of American Pathologists (CAP), celebrating 50 years as the gold standard in laboratory accreditation, is a medical society serving more than 17,000 physician members and the global laboratory community. It is the world’s largest association composed exclusively of board certified pathologists and is the worldwide leader in laboratory quality assurance. The College advocates accountable, high-quality, and cost-effective patient care. The more than 17,000 pathologist members of the College of American Pathologists represent board-certified pathologists and pathologists in training worldwide. More than 7,000 laboratories are accredited by the CAP, and approximately 23,000 laboratories are enrolled in the College’s proficiency testing programs.  Business ChallengesThe CAP business objective was to content-enable their Oracle E-Business Suite (EBS) enterprise application by combining the best of Imaging and Manage Attachment functionality providing a unique opportunity for the business to have unprecedented access to both structure and unstructured content from within their enterprise application.  Bring more flexibility to systems and programs in order to adapt quickly Get a 360 degree view of the customer Reduce cost of running the business Solution DeployedWith the help of Oracle Consulting, the customer implemented Oracle WebCenter Content as the centralized E-Business Suite Document Repository.  The solution enables to capture, present and manage all unstructured content (PDFs,word processing documents, scanned images, etc.) related to Oracle E-Business Suite transactions and exposing the related content using the familiar EBS User Interface. Business ResultsThe CAP achieved following benefits from the implemented solution: Managed Attachment Solution Align with strategic Oracle Fusion Middleware platform Integrate with the CAP existing data capture capabilities Single user interface provided by the Managed Attachment solution for all content Better compliance and improved collaboration  Account Payables Invoice Processing Imaging Solution Automated invoice management eliminating dependency on paper materials and improving compliance, collaboration and accuracy A single repository to house and secure scanned invoices and all supplemental documents Greater management visibility of invoice entry process Additional Information CAP OpenWorld Presentation Oracle WebCenter Content Oracle Webcenter Capture Oracle WebCenter Imaging Oracle  Consulting

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  • Policy Administration is the Top 2011 IT Priority for Insurers

    - by helen.pitts(at)oracle.com
    The current issue of Insurance Networking News includes an interesting column by Novarica's Matt Josefowicz.  Recent research by the firm revealed that policy administration replacement or extension is the most common strategic IT project for insurers this year.  The article goes on to note that insurers are keenly focused on the business capabilities that can be delivered once the system is in production as well as the ability to leverage agile development methodologies and true business/IT collaboration during implementation. The results are not too surprising given that policy administration is a mission-critical system for life and annuity insurers.  As Josefowicz notes, "Core systems are called core for a reason--they are at the heart of the insurer's ability to function.  Replacing them is not to be done lightly, but failing to replace them can mean diminishing the ability to compete or function effectively as a company." Insurers can no longer rely on inflexible policy administration systems that impede their ability to rapidly configure and bring to innovative new products, add riders, support changing business processes and take advantage of market opportunities.  The ability to leverage the policy administration systems to better service customers and distribution channels by providing real-time access to policy information throughout the policy lifecycle is also critical to sustain loyalty and further fuel growth.Insurers can benefit from a modern, adaptive policy administration system, like Oracle Insurance Policy Administration for Life and Annuity.  You can learn more about the industry's most highly advanced, rules-based system, which is unmatched for its highly flexible, rules-based configurability, performance and extensibility, as well as global market industry trends by viewing a complimentary, on-demand Webcast, Adapt, Transform and Grow:  Accelerate Speed to Market with Adaptive Insurance Policy Administration.Data conversions can be a daunting process for many insurers when deciding to modernize, in particular when consolidating from multiple, disparate legacy policy administration systems to a single new platform.  Migrating from a legacy system requires a well-thought out approach that builds on the industry's best thinking from previous modernization efforts and takes data migration off the critical path by leveraging proven methodology and tools to capitalize on the new system's capabilities.  We'll discuss more about this approach in a future Oracle Insurance blog.Helen Pitts is senior product marketing manager for Oracle Insurance's life and annuities solutions.

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  • Building Private IaaS with SPARC and Oracle Solaris

    - by ferhat
    A superior enterprise cloud infrastructure with high performing systems using built-in virtualization! We are happy to announce the expansion of Oracle Optimized Solution for Enterprise Cloud Infrastructure with Oracle's SPARC T-Series servers and Oracle Solaris.  Designed, tuned, tested and fully documented, the Oracle Optimized Solution for Enterprise Cloud Infrastructure now offers customers looking to upgrade, consolidate and virtualize their existing SPARC-based infrastructure a proven foundation for private cloud-based services which can lower TCO by up to 81 percent(1). Faster time to service, reduce deployment time from weeks to days, and can increase system utilization to 80 percent. The Oracle Optimized Solution for Enterprise Cloud Infrastructure can also be deployed at up to 50 percent lower cost over five years than comparable alternatives(2). The expanded solution announced today combines Oracle’s latest SPARC T-Series servers; Oracle Solaris 11, the first cloud OS; Oracle VM Server for SPARC, Oracle’s Sun ZFS Storage Appliance, and, Oracle Enterprise Manager Ops Center 12c, which manages all Oracle system technologies, streamlining cloud infrastructure management. Thank you to all who stopped by Oracle booth at the CloudExpo Conference in New York. We were also at Cloud Boot Camp: Building Private IaaS with Oracle Solaris and SPARC, discussing how this solution can maximize return on investment and help organizations manage costs for their existing infrastructures or for new enterprise cloud infrastructure design. Designed, tuned, and tested, Oracle Optimized Solution for Enterprise Cloud Infrastructure is a complete cloud infrastructure or any virtualized environment  using the proven documented best practices for deployment and optimization. The solution addresses each layer of the infrastructure stack using Oracle's powerful SPARC T-Series as well as x86 servers with storage, network, virtualization, and management configurations to provide a robust, flexible, and balanced foundation for your enterprise applications and databases.  For more information visit Oracle Optimized Solution for Enterprise Cloud Infrastructure. Solution Brief: Accelerating Enterprise Cloud Infrastructure Deployments White Paper: Reduce Complexity and Accelerate Enterprise Cloud Infrastructure Deployments Technical White Paper: Enterprise Cloud Infrastructure on SPARC (1) Comparison based on current SPARC server customers consolidating existing installations including Sun Fire E4900, Sun Fire V440 and SPARC Enterprise T5240 servers to latest generation SPARC T4 servers. Actual deployments and configurations will vary. (2) Comparison based on solution with SPARC T4-2 servers with Oracle Solaris and Oracle VM Server for SPARC versus HP ProLiant DL380 G7 with VMware and Red Hat Enterprise Linux and IBM Power 720 Express - Power 730 Express with IBM AIX Enterprise Edition and Power VM.

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  • Run one virtual machine on a Linux server + standard Linux functions

    - by fistameeny
    Hi, I am looking for a method to setup a Linux server (running Ubuntu Server) that uses Samba for file sharing, as well as hosting a Windows virtual machine (in this case, Windows Small Business Server 2003, which in turn hosts SQL Server Express - Exchange won't be used on this). I would like to have the Linux server serving the files over Samba, and hosting the Virtual Machine. This obviously rules ESXi out as it couldn't do Samba at the same time. What would be the next best solution to give reasonable speed? Vmware Server 2.0, VirtualBox, Xen? There will be 10-15 users accessing the Samba shares and the SQL Express virtual machine. Matt

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  • SQL Saturday #162 Cambridge

    - by Most Valuable Yak (Rob Volk)
    Despite the efforts of American Airlines, this past weekend I attended the first SQL Saturday in the UK!  Hosted by the SQLCambs Chapter of PASS and organized by Mark (b|t) & Lorraine Broadbent, ably assisted by John Martin (b|t), Mark Pryce-Maher (b|t) and other folks whose names I've unfortunately forgotten, it was held at the Crowne Plaza Hotel, which is completely surrounded by Cambridge University. On Friday, they presented 3 pre-conference sessions given by the brilliant American Cloud & DBA Guru, Buck Woody (b|t), the brilliant Danish SQL Server Internals Guru, Mark Rasmussen (b|t), and the brilliant Scottish Business Intelligence Guru and recent Outstanding Pass Volunteer, Jen Stirrup (b|t).  While I would have loved to attend any of their pre-cons (having seen them present several times already), finances and American Airlines ultimately made that impossible.  But not to worry, I caught up with them during the regular sessions and at the speaker dinner.  And I got back the money they all owed me.  (Actually I owed Mark some money) The schedule was jam-packed even with only 4 tracks, there were 8 regular slots, a lunch session for sponsor presentations, and a 15 minute keynote given by Buck Woody, who besides giving an excellent history of SQL Server at Microsoft (and before), also explained the source of the "unknown contact" image that appears in Outlook.  Hint: it's not Buck himself. Amazingly, and against all better judgment, I even got to present at SQL Saturday 162!  I did a 5 minute Lightning Talk on Regular Expressions in SSMS.  I then did a regular 50 minute session on Constraints.  You can download the content for the regular session at that link, and for the regular expression presentation here. I had a great time and had a great audience for both of my sessions.  You would never have guessed this was the first event for the organizers, everything went very smoothly, especially for the number of attendees and the relative smallness of the space.  The event sponsors also deserve a lot of credit for making themselves fit in a small area and for staying through the entire event until the giveaways at the very end. Overall this was one of the best SQL Saturdays I've ever attended and I have to congratulate Mark B, Lorraine, John, Mark P-M, and all the volunteers and speakers for making this an astoundingly hard act to follow!  Well done!

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How do I handle having too many links on a webpage because of my menu

    - by RandomBen
    I am developing a website that has a drop-down menu at the top of it. The Menu has around 100 links in it that are repeated on every page. Every page also has some number of links below the Menu that may or may not be in the menu itself. My issue is that Google says they generally don't like pages with more than 100 links on them. Is there any way to change the links on the menu so that they no longer "count" towards my max of 100 links? It seems like there should be an easy way to do this but their really doesn't seem to be. the rel=nofollow still counts towards the number of links on the page at least according to Google, so what other options do I have? I looked into where the 100 comes from and I found that it used to be here: http://www.google.com/support/webmasters/bin/answer.py?hl=en&answer=35769#2 but that is no longer the case. I found a more definitive and frankly muddier answer here: http://www.seomoz.org/blog/questions-answers-with-googles-spam-guru from Matt Cutts from 2007. Long story short, in 2007 they still felt 100 links was a good number but they stated you could go far beyond that. In fact, they said that pages with high PageRank could have 2-300. It did sound like having many links could reduce the PageRank of the page with all of the links or possibly all of the items linked to. Also, I know IIS7's SEO 1.0 toolkit suggests that pages should have no more than 250 links.

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  • problem with wireless usb keyboard

    - by Sasha
    I have a problem with wireless keyboard. Problem is: On log, kern.log, messages and syslog is only this line. Every second is 50 lines with such message. Oct 1 08:14:12 wwserver kernel: [ 1447.978908] usb 7-1.3: input irq status -75 received Because these messages is disk full. For this I have to delete log files. Please for help. kern.log file: Oct 1 08:13:53 wwserver kernel: [ 1428.820057] usb 7-1: new full speed USB device using uhci_hcd and address 3 Oct 1 08:13:53 wwserver kernel: [ 1428.977383] usb 7-1: configuration #1 chosen from 1 choice Oct 1 08:13:53 wwserver kernel: [ 1428.980919] hub 7-1:1.0: USB hub found Oct 1 08:13:53 wwserver kernel: [ 1428.982288] hub 7-1:1.0: 4 ports detected Oct 1 08:13:53 wwserver kernel: [ 1429.261317] usb 7-1.3: new full speed USB device using uhci_hcd and address 4 Oct 1 08:13:58 wwserver kernel: [ 1434.408160] usb 7-1.3: configuration #1 chosen from 1 choice Oct 1 08:13:59 wwserver kernel: [ 1434.421484] input: Logitech USB Receiver as /devices/pci0000:00/0000:00:1d.2/usb7/7-1/7-1.3/7-1.3:1.0/input/input5 Oct 1 08:13:59 wwserver kernel: [ 1434.421585] generic-usb 0003:046D:C52B.0002: input,hidraw1: USB HID v1.11 Keyboard [Logitech USB Receiver] on usb-0000:00:1d.2-1.3/input0 Oct 1 08:13:59 wwserver kernel: [ 1434.433751] input: Logitech USB Receiver as /devices/pci0000:00/0000:00:1d.2/usb7/7-1/7-1.3/7-1.3:1.1/input/input6 Oct 1 08:13:59 wwserver kernel: [ 1434.433933] generic-usb 0003:046D:C52B.0003: input,hiddev96,hidraw2: USB HID v1.11 Mouse [Logitech USB Receiver] on usb-0000:00:1d.2-1.3/input1 Oct 1 08:13:59 wwserver kernel: [ 1434.450210] generic-usb 0003:046D:C52B.0004: hiddev97,hidraw3: USB HID v1.11 Device [Logitech USB Receiver] on usb-0000:00:1d.2-1.3/input2 Oct 1 08:13:59 wwserver kernel: [ 1434.455416] input: Logitech USB Receiver as /devices/pci0000:00/0000:00:1d.2/usb7/7-1/7-1.3/7-1.3:1.3/input/input7 Oct 1 08:13:59 wwserver kernel: [ 1434.455545] generic-usb 0003:046D:C52B.0005: input,hidraw4: USB HID v1.10 Mouse [Logitech USB Receiver] on usb-0000:00:1d.2-1.3/input3 Oct 1 08:14:12 wwserver kernel: [ 1447.964916] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.966907] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.968906] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.970908] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.972907] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.974907] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.976908] usb 7-1.3: input irq status -75 received Oct 1 08:14:12 wwserver kernel: [ 1447.978908] usb 7-1.3: input irq status -75 received

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  • TDD vs. Productivity

    - by Nairou
    In my current project (a game, in C++), I decided that I would use Test Driven Development 100% during development. In terms of code quality, this has been great. My code has never been so well designed or so bug-free. I don't cringe when viewing code I wrote a year ago at the start of the project, and I have gained a much better sense for how to structure things, not only to be more easily testable, but to be simpler to implement and use. However... it has been a year since I started the project. Granted, I can only work on it in my spare time, but TDD is still slowing me down considerably compared to what I'm used to. I read that the slower development speed gets better over time, and I definitely do think up tests a lot more easily than I used to, but I've been at it for a year now and I'm still working at a snail's pace. Each time I think about the next step that needs work, I have to stop every time and think about how I would write a test for it, to allow me to write the actual code. I'll sometimes get stuck for hours, knowing exactly what code I want to write, but not knowing how to break it down finely enough to fully cover it with tests. Other times, I'll quickly think up a dozen tests, and spend an hour writing tests to cover a tiny piece of real code that would have otherwise taken a few minutes to write. Or, after finishing the 50th test to cover a particular entity in the game and all aspects of it's creation and usage, I look at my to-do list and see the next entity to be coded, and cringe in horror at the thought of writing another 50 similar tests to get it implemented. It's gotten to the point that, looking over the progress of the last year, I'm considering abandoning TDD for the sake of "getting the damn project finished". However, giving up the code quality that came with it is not something I'm looking forward to. I'm afraid that if I stop writing tests, then I'll slip out of the habit of making the code so modular and testable. Am I perhaps doing something wrong to still be so slow at this? Are there alternatives that speed up productivity without completely losing the benefits? TAD? Less test coverage? How do other people survive TDD without killing all productivity and motivation?

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  • How&rsquo;s your Momma an&rsquo; them?

    - by Bill Jones Jr.
    When a Southern “boy” like me sees somebody that used to be, or should be, a close friend or relative that they haven’t seen in a long time, that’s a typical greeting.  Come to think of it, we were often related to close friends. So “back in the day”, we not only knew people but everybody close to them.  When I started driving, my Dad told me to always drive carefully in Polk county.  He said if I ran into anybody there, it was likely they would be related or close family friends. Not so much any more… the cities have gotten bigger and more people come south and stay.  One of the curses of air conditioning I guess. Anyway, it’s been a while.  So “How’s your Momma and them”?  Have you been waiting for me to blog again?  Too bad, I’m back anyway <smile>. Here in Charlotte we just had another great code camp.  The Enterprise Developers Guild is going strong, thanks to the help of a lot of dedicated people.  Mark Wilson, Brian Gough, Syl Walker, Ghayth Hilal, Alberto Botero, Dan Thyer, Jean Doiron, Matt Duffield all come to mind.  Plus all the regulars who volunteer for every special event we have. Brian Gough put on a successful SharePoint Saturday.  Rafael Salas and our friends at the local Pass SQL group had a great SQL Saturday.  Brian Hitney and Glen Gordon keep on doing their usual great job for developers in the southeast as our local Microsoft reps. Since my last post, I have the honor of being designated the INetA Membership Mentor for Georgia in addition to mentoring the groups in the Carolinas for the past several years.  Georgia could be a really good thing since my wife likes shopping in Atlanta, not to mention how much we both like Georgia in general.  As I recall, my Momma had people in Georgia.  Wonder how their “Mommas an’ them” are doing?   Bill J

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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