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  • CodePlex Daily Summary for Thursday, October 10, 2013

    CodePlex Daily Summary for Thursday, October 10, 2013Popular ReleasesDynamics AX 2012 R2 Kitting: First Beta release of Kitting: First Beta release of Kitting Install by using XPO or Models.C# Intellisense for Notepad++: Release v1.0.8.0: - fixed document formatting artifacts To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.8.0: - fixed document formatting artifacts To avoid the DLLs getting locked by OS use MSI file for the installation.Generic Unit of Work and Repositories Framework: v2.0: Async methods for Repostiories - Ivan (@ifarkas) OData Async - Ivan (@ifarkas) Glimpse MVC4 workig with MVC5 Glimpse EF6 Northwind.Repostiory Project (layer) best practices for extending the Repositories Northwind.Services Project (layer), best practices for implementing business facade Live Demo: http://longle.azurewebsites.net/Spa/Product#/list Documentation: http://blog.longle.net/2013/10/09/upgrading-to-async-with-entity-framework-mvc-odata-asyncentitysetcontroller-kendo-ui-gli...Media Companion: Media Companion MC3.581b: Fix in place for TVDB xml issue. New* Movie - General Preferences, allow saving of ignored 'The' or 'A' to end of movie title, stored in sorttitle field. * Movie - New Way for Cropping Posters. Fixed* Movie - Rename of folders/filename. caught error message. * Movie - Fixed Bug in Save Cropped image, only saving in Pre-Frodo format if Both model selected. * Movie - Fixed Cropped image didn't take zoomed ratio into effect. * Movie - Separated Folder Renaming and File Renaming fuctions durin...Ghostscript.NET: Ghostscript.NET v.1.1.1.: v.1.1.1. fixed problem in GhostscriptRasterizer and GhostscriptViewer when MediaBox contains negative llx or lly values. (problem reported by "Prasenjit Das"). added GhostscriptPngDevice, a friendly output device class with all png devices related switches. (GhostscriptPngDevice supports: png16m, pngalpha, pnggray, png256, png16, pngmono, pngmonod). added GhostscriptJpegDevice, a friendly output device class with all jpeg devices related switches. (GhostscriptJpegDevice supports: jpeg, jp...xFunc: xFunc 2.7.3: Fixed memory leak. Small fixes.SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.0: HighlightsMulti-store support "Trusted Shops" plugins Highly improved SmartStore.biz Importer plugin Add custom HTML content to pages Performance optimization New FeaturesMulti-store-support: now multiple stores can be managed within a single application instance (e.g. for building different catalogs, brands, landing pages etc.) Added 3 new Trusted Shops plugins: Seal, Buyer Protection, Store Reviews Added Display as HTML Widget to CMS Topics (store owner now can add arbitrary HT...AD ACL Scanner: 1.3: New features:Effective rights, select a security principal and match it agains the permissions in AD. Color coded permissions based on criticality when using effective rights scan. Search levels : Base, One Level, Subtree. List you domains and select one from the list. Get the size of the security descriptor (bytes). Rerporting on disabled inheritance . Better search functianlity; you can use wildcards on Trustee. Get all inherited permissions in report.MoreTerra (Terraria World Viewer): MoreTerra 1.11.2: Release 1.11.2 Full 1.2 Support =========== =Bug Fixes= =========== We have all markers solsund made sure the tile and background colors are correct. (map looks correct with no missing pink) Added better error tracking for those having trouble.Fast YouTube Downloader: Youtube Downloader 2.1: Youtube Downloader 2.1NuGet: NuGet 2.7.1: Released October 07, 2013. Release notes: http://docs.nuget.org/docs/release-notes/nuget-2.7.1 Important note: After downloading the signed build of NuGet.exe, if you perform an update using the "nuget.exe update -self" command, it will revert back to the unsigned build.Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.0: IntroductionMugen MVVM Toolkit makes it easier to develop Silverlight, WPF, WinRT and WP applications using the Model-View-ViewModel design pattern. The purpose of the toolkit is to provide a simple framework and set of tools for getting up to speed quickly with applications based on the MVVM design pattern. The core of Toolkit contains a navigation system, windows management system, models, validation, etc. Mugen MVVM Toolkit contains all the MVVM classes such as ViewModelBase, RelayCommand,...Office Ribbon Project (under active development): Ribbon (07. Oct. 2013): Fixed Scrollbar Bug if DropDown Button is bigger than screen Added Office 2013 Theme Fixed closing the Ribbon caused a null reference exception in the RibbonButton.Dispose if the DropDown was not created yet Fixed Memory leak fix (unhooked events after Dispose) Fixed ToolStrip Selected Text 2013 and 2007 for Blue and Standard themesGhostscript Studio: Ghostscript.Studio v.1.0.2: Ghostscript Studio is easy to use Ghostscript IDE, a tool that facilitates the use of the Ghostscript interpreter by providing you with a graphical interface for postscript editing and file conversions. Ghostscript Studio allows you to preview postscript files, edit the code and execute them in order to convert PDF documents and other formats. The program allows you to convert between PDF, Postscript, EPS, TIFF, JPG and PNG by using the Ghostscript.NET Processor. v.1.0.2. added custom -c s...cmdradio: v0.1.1 binary: Default download in win32. For other OS see here. This is alpha version. Please report all bugs.Squiggle - A free open source LAN Messenger: Squiggle 3.3 Alpha: Allow using environment variables in configuration file (history db connection string, download folder location, display name, group and message) Fix for history viewer to show the correct history entries History saved with UTC timestamp This is alpha release and not recommended for use in productionVidCoder: 1.5.7 Beta: Updated HandBrake core to SVN 4819. About dialog now pulls down HandBrake version from the DLL. Added a confirmation dialog to Stop if the encode has been going on for more than 5 minutes. Fixed handling of unicode characters for input and output filenames. We now encode to UTF-8 before passing to HandBrake. Fixed a crash in the queue multiple titles dialog. Added code to rescue tool windows which get placed outside of the visible screen area.Wsus Package Publisher: Release v1.3.1310.05: Enhance the "Reboot Remote Computers", by adding a timer before the reboot occure. So that remote users can save their documents and close applications. You can also add a message to be display. In 'Tools'->'Settings'-> Misc Tab, you can set a default message. Enhance the "Compare Computers against AD", by choosing OUs to include in the comparison.VG-Ripper & PG-Ripper: PG-Ripper 1.4.19: NEW: Added Option to login as Guest NEW: Added Menu Option to delete an Forum Account NEW: Added Support for "ImageTeam.org links FIXED: Fixed Ripping of http://forum.babeunion.com ForumsNew ProjectsAphid: Aphid is an embeddable, cross-platform, multi-paradigm, and highly interoperable .NET scripting language.CCSP: De online plek voor de V-ICT-OR CCSP communityCLOSED: CLOSEDCorporation Wars: Corporation WarsEntityFramework.BulkInsert: Bulk insert extension for EntityFramework 5. Can be used with Code First approach only.HelpersLib: Simple set of helper libs to aid you with DVLUP challenges or general WP improvementsID3 Algorithm: ID3 algorithm from Machine Learning field. ID3 was implemented in .NET 4.0 using WinForms and C#.Impacta - C# - módulo II: Roteiro de aula para o módulo II de C# da Impacta.InstaSharp: InstaSharp is a C# library that wraps the Instagram API and makes it easy to write applications with Instagram data.iRateMyApp: Project Title iRateMyApp Project Description This is a project for Assignment 2 of Web Scripting and Content Creation (University of Hertfordshire) The projeiRateMyApps: This is a project for Assignment 2 of Web Scripting and Content Creation (University of Hertfordshire)MapLite: Android Tile Map, fork from osmdroidMileage Demo: This is a quick tool to help keep track of your mileage and translate the results to multiple output formats.multiples3and5: Small projectNido Framework with .Net 4.0 and Entity Framework help you standardize your BLL.: Nido is a reusable generic code library developed using .NET/ C# (4.0, EF) providing a common platform (Web, Windows Form, Web Service, Services and Libraries).pgist: gist, GitHubpsi56: ??ERPSharePoint QB Rating App: QB Rating App is a SharePoint 2013 App that calculates a QB's NFL and NCAA passing efficiency ratings.TFS PS Integration Editor: TFS PS Integration Editor is a tool that manage the main functionally of "TfsAdmin ProjectServer" command line tool.Tfs Test: A test TFS project.Windows Service Manager: The Service Manager is management of “Services”, wither these services are local (instance) or remote. Features 1. Start, Stop and Restart service. Work Smart: Work Smart helps prevent computer related health issues.XcbWeiXin: haha

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  • Dynamic/Adaptive RLE

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • OBIEE 11g 11.1.1.6.11 is Available For BI Enterprise and Exalytics

    - by p.anda
    (in via Ian & Martin) OBIEE 11g 11.1.1.6.11 is Available For BI Enterprise and Exalytics The Business Intelligence Enterprise Edition 11.1.1.6.11 patch set has been released and is available to download from My Oracle Support (https://support.oracle.com).Per the patch readme: This patch set is available for all customers who are using Oracle Business Intelligence Enterprise Edition 11.1.1.6.0, 11.1.1.6.1, 11.1.1.6.2, 11.1.1.6.2 BP1, 11.1.1.6.4, 11.1.1.6.5, 11.1.1.6.6, 11.1.1.6.7, 11.1.1.6.8, 11.1.1.6.9 and 11.1.1.6.10. Oracle Exalytics customers must only install this Oracle Business Intelligence patch set if it is certified for the specific Oracle Exalytics patch or patch set update that they are applying. For more information see Oracle Fusion Middleware Installation and Administration Guide for Oracle Exalytics In-Memory Machine and the Oracle Exalytics certification information. The Oracle Business Intelligence 11.1.1.6.11 patch set is comprised of the following patches: Patch 16747681 - 1 of 7 Oracle Business Intelligence Installer (BIINST)Patch 16747684 - 2 of 7 Oracle Real Time Decisions (RTD)Patch 16747692 - 3 of 7 Oracle Business Intelligence Publisher (BIP)Patch 16747699 - 4 of 7 Oracle Business Intelligence ADF Components (BIADFCOMPS)Patch 16747703 - 5 of 7 Enterprise Performance Management Components Installed from BI Installer 11.1.1.6.x (BIFNDNEPM)Patch 16717325 - 6 of 7 Oracle Business Intelligence: (OBIEE)Patch 16747708 - 7 of 7 Oracle Business Intelligence Platform Client Installers and MapViewer Note: - The Readme files for the above patches describe the bugs fixed in each patch, and any known bugs with the patch.- This patch is cumulative, and therefore, contains all of the fixes included in the earlier 11.1.1.6.2, 11.1.1.6.4, 11.1.1.6.5, 11.1.1.6.6, 11.1.1.6.7, 11.1.1.6.8, 11.1.1.6.9 and 11.1.1.6.10 patch sets.- However, lists of fixes from included patch sets need to be looked up in the respective patches' readme files, and are not included in the above patches' readme files.- The instructions to apply the above patches are identical, and are contained in the readme file for patch 16747681.- Please bear in mind, that the readme states to apply patch 13952743 for JDeveloper, too.

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • WPF Applications &ndash; Handling the Unhandled

    - by David Totzke
    Instead of just letting your application crash, you can attach a method to the DispatcherUnhandledExceptionEventHandler and one to the AppDomain.Current.UnhandledException.  You wire these up in the code behind of your application which by default is App.xaml.cs.  You can log these errors or throw up a message Don Box and tell the user what happened.  Then you shut down the app gracefully.  You shut it down because something bad happened that you weren’t expecting and at this point there is no guarantee as to the state of the stack or memory or anything really.  All bets are off. If, on the other hand, the method for the UnhandledException is empty and the method for the DispatcherUnhandledEventHandler ends up in a call to a method called LogError() and the LogError() method is FUCKING EMPTY, and you just swallow the exceptions and keep on running, then, not so much.  I spent nearly a day trying to track down a bug that would have been obvious had something been logged or if it just crashed.  It’s my own fault I suppose.  I knew these were hooked up.  I just never suspected that there wouldn’t be any implementation at all.  Live and learn. Customs Man at Heathrow: Anything to declare, Sir? Jekyll and Hyde: Man has not evolved an inch from the slime that spawned him. Customs Man at Heathrow: Very Good, Sir. I tend to agree. Dave Just because I can…

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  • Naming a class that decides to retrieve things from cache or a service + architecture evaluation

    - by Thomas Stock
    Hi, I'm a junior developer and I'm working on a pet project that I want to learn as much as possible from. I have the following scenario: There's a WCF service that I use to retrieve and update data, lets say Cars. So it's called CarWCFService and has a GetCars(), SaveCar(), ... . It implements interface ICarService. This isn't the Actual WCF service but more like a wrapper around it. Upon retrieving data from the service, I want to store them in local memory, as cache. I have made a class for this called CarCacheService which also implements interface ICarService. (I will explain later why it implements ICarService) I don't want client code to be calling these implementations. Instead, I want to create a third implementation for ICarService that tries to read from the CarCacheService before calling the WCFCarService, stores retrieved data in the CarCacheService, etc. 3 questions: How do I name this third class? I was thinking about something as simple as CarService. This does not really says what the service does exactly, tho. Is the naming for the other classes good? Would this naming and architecture be obvious for future programmers? This is my biggest concern. Does this architecture make sense? The reason that I implement ICarService on the CarCacheService is mainly because it allows me to fake the WCFService while debugging. I can store dummy data in a CarCacheService instance and pass it to the CarService, together with an(other) empty CarCacheService. If I made CacheCarService and WCFService public I could let client code decide if they want to drop the caching and just work directly on the WCFService.

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  • Is DQS-in-the-cloud on its way?

    - by jamiet
    LinkedIn profiles are always a useful place to find out what's really going on in Microsoft. Today I stumbled upon this little nugget from former SSIS product team member Matt Carroll: March 2012 – December 2012 (10 months)Redmond, WA Took ownership of the SQL 2012 Data Quality Services box product and re-architected and extended it to become a cloud service. Led team and managed product to add dynamic scale, security, multi-tenancy, deployment, logging, monitoring, and telemetry as well as creating new Excel add-in and new ecosystem experience around easily sharing and finding cleansing agents. Personally designed, coded, and unit tested in-memory trigram matching algorithm core to better performance, scale and maintainability. Delivered and supported successful private preview of the new service prior to SQL wide reorganization.  http://www.linkedin.com/profile/view?id=9657184  Sounds as though a Data-Quality-Services-in-the-cloud (which I spoke of as being a useful addition to Microsoft's BI portfolio in my previous blog post Thoughts on Power BI for Office 365 ) might be on its way some time in the future. And what's this SQL wide reorganization? Interesting stuff. @Jamiet  

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  • No NFC for the iPhone, and here's why

    - by David Dorf
    I, like many others in the retail industry, was hoping the iPhone 5 would include an NFC chip that enabled a mobile wallet.  In previous postings I've discussed the possible business case and the foreshadowing of Passbook, but it wasn't meant to be.  A few weeks ago I was considering all the rumors, and it suddenly occurred to me that it wasn't in Apple's best interest to support an NFC chip.  Yes they have patents in this area, but perhaps they are more defensive than indicating new development. Steve Jobs wanted to always win, but more importantly he didn't want others to win at his expense.  It drove him nuts that Windows was more successful than MacOS, and clearly he was bothered by Samsung and other handset manufacturers copying the iPhone.  But he was most angry at Google for their stewardship of Android. If the iPhone 5 had an NFC chip, who would benefit most?  Google Wallet is far and away the leader in NFC-based payments via mobile phones in the US.  Even without Steve at the helm, Apple isn't going to do anything to help Google.  Plus Apple doesn't like to do things in an open way -- then they lose control.  For example, you don't see iPhones with expandable memory, replaceable batteries, or USB connectors.  Adding a standards-based NFC chip just isn't in their nature. So I don't think Apple is holding back on the NFC chip for the 5S or 6.  It just isn't going to happen unless they can figure out how to prevent others from benefiting from it. All the other handset manufacturers will use NFC as a differentiator, which may be enough to keep Google and Isis afloat, and of course Square and PayPal aren't betting on NFC anyway.  This isn't the end of alternative payments, its just a major speed bump.

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  • Cloud computing - database loading question

    - by workwise
    Following is the situation, I want to know whether what I want is possible in cloud computing and is it the best way for me: 1) My main site has a Database with tables with millions of rows, and entries are added almost every second. 2) I will setup a mysql mirror, so there will be a backup database always in sync with the main one. 3) There are few tens of thousands of images- growing. So say total size of images few tens of gigabytes. I will be keeping the image data also in sync on the backup server. 4) There can be short periods where traffic can go 100X the average traffic. 5) I will be using memcache heavily - most database and even frequently used disk files/images will be in RAM. I want that the main site runs on a dedicated server. The backup server is say an Amazon EC2 instance. Now note that since it is live backup, I need to run a small instance continuously. I want that when I anticipate high traffic, I should be able to run a large instance on the cloud and transfer the traffic there. The main point is - I do not want to spend time in "loading" the database on the large instance, as it typically can take few minutes or even hours (experience). So is it possible to just scale the memory/CPU on demand, and not having to load the database or sync up the filesystem? I want to setup my backup scripts etc just ONCE. Thanks JP

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  • Ubuntu 12.04 LTS 32bit does not detect 4Gb ram

    - by David
    I have recently installed 4Gb of ram for an existing 12.04 32bit Ubuntu. It's not being recognised, only 3.2Gb is showing, See: administrator@Root2:~$ free total used free shared buffers cached Mem: 3355256 1251112 2104144 0 48664 391972 -/+ buffers/cache: 810476 2544780 System is PAE capable, See: administrator@Root2:~$ grep --color=always -i PAE /proc/cpuinfo flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 cx16 xtpr pdcm lahf_lm dts flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 cx16 xtpr pdcm lahf_lm dts The system us fully patched and tried to run manual PAE upgrade, See: administrator@Root2:~$ sudo apt-get install linux-generic-pae linux-headers-generic-pae [sudo] password for administrator: Reading package lists... Done Building dependency tree Reading state information... Done linux-generic-pae is already the newest version. linux-headers-generic-pae is already the newest version. The following packages were automatically installed and are no longer required: language-pack-zh-hans language-pack-kde-en language-pack-kde-zh-hans language-pack-kde-en-base kde-l10n-engb kde-l10n-zhcn language-pack-zh-hans-base firefox-locale-zh-hans language-pack-kde-zh-hans-base Use 'apt-get autoremove' to remove them. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. I am not sure what else to try to recognise the full physical memory installed other than loading 64bit. Any thoughts? Thanks! output of uname -r administrator@Root2:~$ uname -r 3.2.0-24-generic-pae

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  • Gmail Doesn't Like My Cron

    - by Robery Stackhouse
    You might wonder what *nix administration has to do with maker culture. Plenty, if *nix is your automation platform of choice. I am using Ubuntu, Exim, and Ruby as the supporting cast of characters for my reminder service. Being able to send yourself an email with some data or a link at a pre-selected time is a pretty handy thing to be able to do indeed. Works great for jogging my less-than-great memory. http://www.linuxsa.org.au/tips/time.html http://forum.slicehost.com/comments.php?DiscussionID=402&page=1 http://articles.slicehost.com/2007/10/24/creating-a-reverse-dns-record http://forum.slicehost.com/comments.php?DiscussionID=1900 http://www.cyberciti.biz/faq/how-to-test-or-check-reverse-dns/ After going on a huge round the world wild goose chase, I finally was told by someone on the exim-users list that my IP was in a range blocked by Spamhaus PBL. Google said I need an SPF record http://articles.slicehost.com/2008/8/8/email-setting-a-sender-policy-framework-spf-record http://old.openspf.org/wizard.html http://www.kitterman.com/spf/validate.html The version of Exim that I could get from the Ubuntu package manager didn't support DKIM. So I uninstalled Exim and installed Postfix https://help.ubuntu.com/community/UbuntuTime http://www.sendmail.org/dkim/checker

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  • Atelier gratuit : Découvrir la solution d'exploration de données structuré et non structuré

    - by David lefranc
    Explorer et découvrir l’information… Nous vous proposons un atelier découverte pour vous permettre d’explorer toute type de données grace à la solution Oracle Endeca Information Discovery. Quand : 7 Décembre 2012 De 9h30 à 12h30  Lieu : Oracle 15 Boulevard Charles de gaulle 92715 Colombes Pour s'inscrire : [email protected] Réalisé pour des utilisateurs métiers, cet atelier vous permettera en une demi journée , de découvrir Oracle Endeca Information Discovery afin de : Comprendre et explorer toute information venant de différents horizons ( Big Data, réseaux sociaux, forums, sondages, blogs..) Découvrir en quoi et comment OEID est un complément à des solutions de BI classiques Par une navigation simple et rapide, vous découvrirez combien il est facile de trouver des réponses à des questions imprévues en utilisant OEID sans formation préalable. Utilisez la recherche et la navigation guidée pour voir comment les informations structurées et non structurées peuvent être rapidement réunies pour dégager la valeur cachée. Explorer toutes vos données dans n'importe quel format et à partir de n'importe quelle source, y compris les médias sociaux, documents, fichiers,…. Pouvoir découvrir et explorer vos données sans référentiel pour permettre aux utilisateurs d’être autonome et d’analyser leurs propres données de manière rapide Élaborer une stratégie visant à accroître la valeur des données de l'entreprise tout en réduisant le coût total de possession Découvrez l'incroyable performance d’ Endeca sur Oracle Exalytics la machine In Memory Agenda Après une introduction sur la solution Oracle information Endeca, suivi d’un atelier, vous verrez comment il est facile de: Utiliser la navigation guidée et le moteur de recherche pour explorer les données structurées et non structurées intégrer rapidement les nouvelles sources de données comme les médias sociaux Construire de nouvelles interfaces utilisateur tout en découvrant l’information répondre rapidement aux besoins changeants des entreprises et des environnements de données Quand Lieu 7 Décembre 2012 De 9h30 à 12h30 Oracle 15 Boulevard Charles de gaulle 92715 Colombes

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  • What causes critical glib errors (when coding using messaging menu)?

    - by fluteflute
    If I run the python code below (almost entirely from this useful blog post) then I get three identical nasty looking error messages in the terminal. What might be causing them? I note the number (5857 in the example below) changes slightly on each run. What does this number signify? Is it a memory location or something similar? (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed I'm running this on Natty, I should probably find out if I get the same errors in 10.10 though... import gtk def show_window_function(x, y): print x print y # get the indicate module, which does all the work import indicate # Create a server item mm = indicate.indicate_server_ref_default() # If someone clicks your server item in the MM, fire the server-display signal mm.connect("server-display", show_window_function) # Set the type of messages that your item uses. It's not at all clear which types # you're allowed to use, here. mm.set_type("message.im") # You must specify a .desktop file: this is where the MM gets the name of your # app from. mm.set_desktop_file("/usr/share/applications/nautilus.desktop") # Show the item in the MM. mm.show() # Create a source item mm_source = indicate.Indicator() # Again, it's not clear which subtypes you are allowed to use here. mm_source.set_property("subtype", "im") # "Sender" is the text that appears in the source item in the MM mm_source.set_property("sender", "Unread") # If someone clicks this source item in the MM, fire the user-display signal mm_source.connect("user-display", show_window_function) # Light up the messaging menu so that people know something has changed mm_source.set_property("draw-attention", "true") # Set the count of messages in this source. mm_source.set_property("count", "15") # If you prefer, you can set the time of the last message from this source, # rather than the count. (You can't set both.) This means that instead of a # message count, the MM will show "2m" or similar for the time since this # message arrived. # mm_source.set_property_time("time", time.time()) mm_source.show() gtk.main()

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • array and array_view from amp.h

    - by Daniel Moth
    This is a very long post, but it also covers what are probably the classes (well, array_view at least) that you will use the most with C++ AMP, so I hope you enjoy it! Overview The concurrency::array and concurrency::array_view template classes represent multi-dimensional data of type T, of N dimensions, specified at compile time (and you can later access the number of dimensions via the rank property). If N is not specified, it is assumed that it is 1 (i.e. single-dimensional case). They are rectangular (not jagged). The difference between them is that array is a container of data, whereas array_view is a wrapper of a container of data. So in that respect, array behaves like an STL container, whereas the closest thing an array_view behaves like is an STL iterator (albeit with random access and allowing you to view more than one element at a time!). The data in the array (whether provided at creation time or added later) resides on an accelerator (which is specified at creation time either explicitly by the developer, or set to the default accelerator at creation time by the runtime) and is laid out contiguously in memory. The data provided to the array_view is not stored by/in the array_view, because the array_view is simply a view over the real source (which can reside on the CPU or other accelerator). The underlying data is copied on demand to wherever the array_view is accessed. Elements which differ by one in the least significant dimension of the array_view are adjacent in memory. array objects must be captured by reference into the lambda you pass to the parallel_for_each call, whereas array_view objects must be captured by value (into the lambda you pass to the parallel_for_each call). Creating array and array_view objects and relevant properties You can create array_view objects from other array_view objects of the same rank and element type (shallow copy, also possible via assignment operator) so they point to the same underlying data, and you can also create array_view objects over array objects of the same rank and element type e.g.   array_view<int,3> a(b); // b can be another array or array_view of ints with rank=3 Note: Unlike the constructors above which can be called anywhere, the ones in the rest of this section can only be called from CPU code. You can create array objects from other array objects of the same rank and element type (copy and move constructors) and from other array_view objects, e.g.   array<float,2> a(b); // b can be another array or array_view of floats with rank=2 To create an array from scratch, you need to at least specify an extent object, e.g. array<int,3> a(myExtent);. Note that instead of an explicit extent object, there are convenience overloads when N<=3 so you can specify 1-, 2-, 3- integers (dependent on the array's rank) and thus have the extent created for you under the covers. At any point, you can access the array's extent thought the extent property. The exact same thing applies to array_view (extent as constructor parameters, incl. convenience overloads, and property). While passing only an extent object to create an array is enough (it means that the array will be written to later), it is not enough for the array_view case which must always wrap over some other container (on which it relies for storage space and actual content). So in addition to the extent object (that describes the shape you'd like to be viewing/accessing that data through), to create an array_view from another container (e.g. std::vector) you must pass in the container itself (which must expose .data() and a .size() methods, e.g. like std::array does), e.g.   array_view<int,2> aaa(myExtent, myContainerOfInts); Similarly, you can create an array_view from a raw pointer of data plus an extent object. Back to the array case, to optionally initialize the array with data, you can pass an iterator pointing to the start (and optionally one pointing to the end of the source container) e.g.   array<double,1> a(5, myVector.begin(), myVector.end()); We saw that arrays are bound to an accelerator at creation time, so in case you don’t want the C++ AMP runtime to assign the array to the default accelerator, all array constructors have overloads that let you pass an accelerator_view object, which you can later access via the accelerator_view property. Note that at the point of initializing an array with data, a synchronous copy of the data takes place to the accelerator, and then to copy any data back we'll see that an explicit copy call is required. This does not happen with the array_view where copying is on demand... refresh and synchronize on array_view Note that in the previous section on constructors, unlike the array case, there was no overload that accepted an accelerator_view for array_view. That is because the array_view is simply a wrapper, so the allocation of the data has already taken place before you created the array_view. When you capture an array_view variable in your call to parallel_for_each, the copy of data between the non-CPU accelerator and the CPU takes place on demand (i.e. it is implicit, versus the explicit copy that has to happen with the array). There are some subtleties to the on-demand-copying that we cover next. The assumption when using an array_view is that you will continue to access the data through the array_view, and not through the original underlying source, e.g. the pointer to the data that you passed to the array_view's constructor. So if you modify the data through the array_view on the GPU, the original pointer on the CPU will not "know" that, unless one of two things happen: you access the data through the array_view on the CPU side, i.e. using indexing that we cover below you explicitly call the array_view's synchronize method on the CPU (this also gets called in the array_view's destructor for you) Conversely, if you make a change to the underlying data through the original source (e.g. the pointer), the array_view will not "know" about those changes, unless you call its refresh method. Finally, note that if you create an array_view of const T, then the data is copied to the accelerator on demand, but it does not get copied back, e.g.   array_view<const double, 5> myArrView(…); // myArrView will not get copied back from GPU There is also a similar mechanism to achieve the reverse, i.e. not to copy the data of an array_view to the GPU. copy_to, data, and global copy/copy_async functions Both array and array_view expose two copy_to overloads that allow copying them to another array, or to another array_view, and these operations can also be achieved with assignment (via the = operator overloads). Also both array and array_view expose a data method, to get a raw pointer to the underlying data of the array or array_view, e.g. float* f = myArr.data();. Note that for array_view, this only works when the rank is equal to 1, due to the data only being contiguous in one dimension as covered in the overview section. Finally, there are a bunch of global concurrency::copy functions returning void (and corresponding concurrency::copy_async functions returning a future) that allow copying between arrays and array_views and iterators etc. Just browse intellisense or amp.h directly for the full set. Note that for array, all copying described throughout this post is deep copying, as per other STL container expectations. You can never have two arrays point to the same data. indexing into array and array_view plus projection Reading or writing data elements of an array is only legal when the code executes on the same accelerator as where the array was bound to. In the array_view case, you can read/write on any accelerator, not just the one where the original data resides, and the data gets copied for you on demand. In both cases, the way you read and write individual elements is via indexing as described next. To access (or set the value of) an element, you can index into it by passing it an index object via the subscript operator. Furthermore, if the rank is 3 or less, you can use the function ( ) operator to pass integer values instead of having to use an index object. e.g. array<float,2> arr(someExtent, someIterator); //or array_view<float,2> arr(someExtent, someContainer); index<2> idx(5,4); float f1 = arr[idx]; float f2 = arr(5,4); //f2 ==f1 //and the reverse for assigning, e.g. arr(idx[0], 7) = 6.9; Note that for both array and array_view, regardless of rank, you can also pass a single integer to the subscript operator which results in a projection of the data, and (for both array and array_view) you get back an array_view of rank N-1 (or if the rank was 1, you get back just the element at that location). Not Covered In this already very long post, I am not going to cover three very cool methods (and related overloads) that both array and array_view expose: view_as, section, reinterpret_as. We'll revisit those at some point in the future, probably on the team blog. Comments about this post by Daniel Moth welcome at the original blog.

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • Data binding in web UI frameworks, what's the deal?

    - by c-smile
    I believe that most of modern Web frameworks that pretend to be MVC ones also has a notion of data binding in one form or another. Examples: AngularJS, EmberJS, KnockoutJS, etc. I am assuming that "data binding" is a declarative definition (oxymoron, no?) of live link between data (a.k.a. model) and its representation (a.k.a. view). With some transformers in between (a.k.a. controllers). I understand why declarativeness is kind of appealing but also understand that as usual it comes with the price. In particular: 1. Live binding is quite heavy, either with dirty watch (high CPU consumption) or with Object.observe() (high memory consumption with high CPU load in some scenarios). 2. There is a "frame" part in the framework word, means there are some boundaries/limits that can be hard to overcome if you need slightly more than it was designed for. Quite usual time split: 90% of features are made in 10% of project time. But 10% rest take 90% of project time. I suspect (a.k.a. educated guess) that those MVC things are not helping to implement more functionality in less time... If so their usage motivation is not quite clear. As an example: last week wanted to find virtual list idea/solution. Found one in vanilla JavaScript that is 120 LOC. Implementation of the same but in AngualrJS is about 420 LOC. Most of the code there seems like a fight with the framework itself... So is my question: what benefits that MVC stuff or data binding give us? Is it just a buzzword popular among project managers or they give us something useful. If later one then what exactly?

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  • November eSTEP nyhedsbrev til hardware partner presales

    - by user12842157
    Kære partner,Vi vil hermed gøre dig opmærksom på at November versionen af vores eSTEP nyhedsbrev nu kan findes på eSTEP portalen. Du finder omtalte nyhedsbrev på vores portal under eSTEP News ---> Latest Newsletter. For at få access til portalen skal du bruge linket nederst i denne blog. Nyt fra Oracle: Reflektioner over Oracle OpenWorld, Oracle Buys GoAhead Det tekniske hjørne: T4 processor, SPARC SuperCluster T4-4, Pillar Axiom 600,  Oracle ZFS Appliance,  Hybrid Columnar Compression Support for ZFS Storage Appliances and Pillar Axiom Storage Systems, Oracle Exalytics In-memory Machine, Oracle Big Data Appliance, Oracle Database Express Edition 11g Release 2(Oracle Database XE), Oracle Public Cloud Træning og events: eSTEP Events Schedule, Recently Delivered TechCasts, Delivered Campaigns in 2011, Q&A covering Oracle Database Appliance How to ...: Oracle Server Finder - choose the system that is right for your, Power calculator for all the HW, SW documentation search , TO YOUR ATTENTION - Remarks to new configuration-options for 7120 URL: http://launch.oracle.com/PIN: er sendt til vores kontaktliste, ellers henvend dig til : [email protected] versioner af dette nyhedsbrev kan findes på portalen under "Archived Newsletters", mere information findes også under Events, Download og Links.Vi værdsætter enhver feed back på indholdet på portalen og anden information vi leverer.Med venlig hilsenPartner HW Enablement EMEA

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  • Seeking an C/C++ OBJ geometry read/write that does not modify the representation

    - by Blake Senftner
    I am seeking a means to read and write OBJ geometry files with logic that does not modify the geometry representation. i.e. read geometry, immediately write it, and a diff of the source OBJ and the one just written will be identical. Every OBJ writing utility I've been able to find online fails this test. I am writing small command line tools to modify my OBJ geometries, and I need to write my results, not just read the geometry for rendering purposes. Simply needing to write the geometry knocks out 95% of the OBJ libraries on the web. Also, many of the popular libraries modify the geometry representation. For example, Nat Robbin's GLUT library includes the GLM library, which both converts quads to triangles, as well as reverses the topology (face ordering) of the geometry. It's still the same geometry, but if your tool chain expects a given topology, such as for rigging or morph targets, then GLM is useless. I'm not rendering in these tools, so dependencies like OpenGL or GLUT make no sense. And god forbid, do not "optimize" the geometry! Redundant vertices are on purpose for maintaining oneself on cache with our weird little low memory mobile devices.

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  • Design of input files reading when it comes to defaults/transformations

    - by Stefano Borini
    Suppose you have an application that reads an input file, on a language that does not support the concept of None. The input is read, parsed, and the contents are stored on a structure for later use. Now, in general you want to keep into account transformation of the data from the input, such as adding default values when not specified, or adding full path information to relative path specified in the input. There are two different strategies to achieve this. The first strategy is to perform these transformations at input file reading time. In practice, you put all the intelligence into the input parser, and your application has no logic to deal with unexpected circumstances, such as an unspecified value. You lose the information of what was specified and what wasn't, but you gain in black-boxing the details. Your "running code" needs that information in any case and in a proper form, and is not concerned if it's the default or a user-specified information. The second strategy is to have the file reader a real one-to-one mapper from the file to a memory-stored object, with no intelligent behavior. unspecified values are not filled (which may however be a problem in languages not supporting None) and data is stored verbatim from the file. The intelligence for recovery must now go into the "running code", which must check what was specified in the file, eventually fall back to a default, or modify the input properly before using it. I would like to know your opinion on these two approaches, and in particular which one you found the most frequently implemented.

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  • Attend my Tech Ed 2014 session: Debugging Tips and Tricks

    - by Daniel Moth
    Just a week away, at Tech Ed 2014 NA in Houston Texas, I will be giving a demo presentation that you will not want to miss (assuming you code in Visual Studio). Add it to your calendar now: DEV-B352 Debugging Tips and Tricks in Visual Studio 2013 (link) Monday, May 12 1:15-2:30 PM, Room: General Assembly C As a developer, regardless of your programming language or the platform that you target, you use the debugger on a daily basis. Come to this all-demo session to learn how to make the most of the Visual Studio debugger, and hence be more productive and effective in your everyday development. We tour almost all of the debugger surface and many of its commands, throwing in tips and tricks as we go along, and also calling out what is brand new in the latest version of the debugger in Microsoft Visual Studio 2013. Whatever your experience level, you are guaranteed to leave with new knowledge of debugger features that you will want to use immediately when you are back at your computer!   I am also co-presenting another session later in the week. DEV-B313 Diagnosing Issues in Windows Phone 8.1 XAML Applications Using Visual Studio 2013 (link) Thursday, May 15 10:15-11:30 AM, Room: 340 Come to this demo-driven session to learn how to use the latest diagnostic tools in Visual Studio 2013 to make your Windows Phone 8.1 XAML apps reliable, fast, and efficient. Learn how to make the most of existing capabilities in the debugger as well as new debugging features for diagnosing correctness issues. Also, see the Visual Studio Performance and Diagnostics hub in action with its performance analysis tools for diagnosing CPU usage, memory usage, and energy consumption. The techniques covered in this session apply equally well for Windows Store apps as well as Windows Phone Store apps, so all your device development needs will be covered.   Links to both sessions from my Tech Ed speaker page. See you there! Comments about this post by Daniel Moth welcome at the original blog.

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • Recovering from 'grub rescue>' crash

    - by DocSalvage
    I did a dumb thing... I forgot that Ubuntu 10.04 (Lucid) switched to Grub2 which puts a ton of *.mod files (kernel modules) in /boot/grub. I thought they were soundtrack files put there erroneously and moved them. Needless to say, the next reboot was traumatic. I was presented with something I had no memory of ever seeing... a 'grub rescue' prompt. With the help of how-to-fix-error-unknown-filesystem-grub-rescue however, I was able to recover... Discovered that Grub Rescue does not have 'cd', 'cp' or any other filesystem commands except its own variation of 'ls'. So first I had to find the partition with the /boot directory containing vmlinuz... and other boot image files... (failed attempts not shown) grub rescue> ls (hd0,4) (hd0,3) (hd0,2) (hd0,1) grub rescue> ls (hd0,2)/boot ... grub ... initrd.img-2.6.32-33-generic ... vmlinuz-2.6.32-33-generic Then manually boot from 'grub rescue' prompt (no command history either!)... grub rescue> set root=(hd0,2)/boot grub rescue> insmod linux grub rescue> linux (hd0,2)/boot/vmlinuz-2.6.32-33-generic grub rescue> initrd (hd0,2)/boot/initrd.img-2.6.32-33-generic grub rescue> boot This boots and crashes to the BusyBox prompt which DOES have some rudimentary filesystem commnds. Then I moved the *.mod files back to the /boot/grub directory... busybox> cd /boot busybox> mv mod/* grub busybox> reboot The reboot was successful but that was a lot of work. Is there an easier way?

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  • Standards for how developers work on their own workstations

    - by Jon Hopkins
    We've just come across one of those situations which occasionally comes up when a developer goes off sick for a few days mid-project. There were a few questions about whether he'd committed the latest version of his code or whether there was something more recent on his local machine we should be looking at, and we had a delivery to a customer pending so we couldn't wait for him to return. One of the other developers logged on as him to see and found a mess of workspaces, many seemingly of the same projects, with timestamps that made it unclear which one was "current" (he was prototyping some bits on versions of the project other than his "core" one). Obviously this is a pain in the neck, however the alternative (which would seem to be strict standards for how each developer works on their own machine to ensure that any other developer can pick things up with a minimum of effort) is likely to break many developers personal work flows and lead to inefficiency on an individual level. I'm not talking about standards for checked-in code, or even general development standards, I'm talking about how a developer works locally, a domain generally considered (in my experience) to be almost entirely under the developers own control. So how do you handle situations like this? Are the one of those things that just happens and you have to deal with, the price you pay for developers being allowed to work in the way that best suits them? Or do you ask developers to adhere to standards in this area - use of specific directories, naming standards, notes on a wiki or whatever? And if so what do your standards cover, how strict are they, how do you police them and so on? Or is there another solution I'm missing? [Assume for the sake of argument that the developer can not be contacted to talk through what he was doing here - even if he could knowing and describing which workspace is which from memory isn't going to be simple and flawless and sometimes people genuinely can't be contacted and I'd like a solution which covers all eventualities.]

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