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  • Can't save data for a member in a data form

    - by RahulS
    Implied sharing is an old thing everyone knows the reasons and solutions of that, still little theory about that: With Essbase implied sharing, some members are shared even if you do not explicitly set them as shared. These members are implied shared members. When an implied share relationship is created, each implied member assumes the other member’s value. Essbase assumes (or implies) a shared member relationship in these situations: 1. A parent has only one child 2. A parent has only one child that consolidates to the parent In a Planning form that contains members with an implied sharing relationship, when a value is added for the parent, the child assumes the same value after the form is saved. Likewise, if a value is added for the child, the parent usually assumes the same value after a form is saved.For example, when a calculation script or load rule populates an implied share member, the other implied share member assumes the value of the member populated by the calculation script or load rule. The last value calculated or imported takes precedence. The result is the same whether you refer to the parent or the child as a variable in a calculation script. For more information have a look at: http://docs.oracle.com/cd/E17236_01/epm.1112/hp_admin_11122/ch14s11.html Now the issue which we are going to talk about is We loose data on save even when the parent is dynamic calc and has a single child. A dynamic calc parent to a single child:  If we design the form with following selection: In the data form we will find parent below the member and this is by design whenever you make a selection using commands to select all the member below parent, always children will appear before the parent: Lets try to enter data, Save it Now, try to change the way we selected members Here we go: Now the question again why this behavior: 1. Data from Planning data form passes to Essbase row by row, 2. Because in data form the child member appears before the parent, 3. First, data goes to Essbase for child (SingleStoreChild), 4. Then when Planning passes the data for parent there was #Missing or No data,  5. Over writes the data to #missing. PS: As we know that dynamic calc members are calculated on the fly they are not allocated with any memory in the Essbase, here the parent was dynamic calc and it was pointing to same memory as child in the background, when Planning was passing data to Essbase for second row it has updated the child with missing data.(Little confusing, let me know if you need more explanation) 6. As one of the solutions just change the order of appearance of parent and child. Cheers..!!! Rahul S. https://www.facebook.com/pages/HyperionPlanning/117320818374228

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  • Learn Many Languages

    - by Phil Factor
    Around twenty-five years ago, I was trying to solve the problem of recruiting suitable developers for a large business. I visited the local University (it was a Technical College then). My mission was to remind them that we were a large, local employer of technical people and to suggest that, as they were in the business of educating young people for a career in IT, we should work together. I anticipated a harmonious chat where we could suggest to them the idea of mentioning our name to some of their graduates. It didn’t go well. The academic staff displayed a degree of revulsion towards the whole topic of IT in the world of commerce that surprised me; tweed met charcoal-grey, trainers met black shoes. However, their antipathy to commerce was something we could have worked around, since few of their graduates were destined for a career as university lecturers. They asked me what sort of language skills we needed. I tried ducking the invidious task of naming computer languages, since I wanted recruits who were quick to adapt and learn, with a broad understanding of IT, including development methodologies, technologies, and data. However, they pressed the point and I ended up saying that we needed good working knowledge of C and BASIC, though FORTRAN and COBOL were, at the time, still useful. There was a ghastly silence. It was as if I’d recommended the beliefs and practices of the Bogomils of Bulgaria to a gathering of Cardinals. They stared at me severely, like owls, until the head of department broke the silence, informing me in clipped tones that they taught only Modula 2. Now, I wouldn’t blame you if at this point you hurriedly had to look up ‘Modula 2′ on Wikipedia. Based largely on Pascal, it was a specialist language for embedded systems, but I’ve never ever come across it in a commercial business application. Nevertheless, it was an excellent teaching language since it taught modules, scope control, multiprogramming and the advantages of encapsulating a set of related subprograms and data structures. As long as the course also taught how to transfer these skills to other, more useful languages, it was not necessarily a problem. I said as much, but they gleefully retorted that the biggest local employer, a defense contractor specializing in Radar and military technology, used nothing but Modula 2. “Why teach any other programming language when they will be using Modula 2 for all their working lives?” said a complacent lecturer. On hearing this, I made my excuses and left. There could be no meeting of minds. They were providing training in a specific computer language, not an education in IT. Twenty years later, I once more worked nearby and regularly passed the long-deserted ‘brownfield’ site of the erstwhile largest local employer; the end of the cold war had led to lean times for defense contractors. A digger was about to clear the rubble of the long demolished factory along with the accompanying growth of buddleia and thistles, in order to lay the infrastructure for ‘affordable housing’. Modula 2 was a distant memory. Either those employees had short working lives or they’d retrained in other languages. The University, by contrast, was thriving, but I wondered if their erstwhile graduates had ever cursed the narrow specialization of their training in IT, as they struggled with the unexpected variety of their subsequent careers.

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  • Cloud service and IM protocol advice, for a backend to group chat mobile app

    - by Jonathan
    Overview I’m going to develop an app on Android and iOS. It will allow users to set up group ‘chat rooms’ and talk on chat rooms set up by other users. The service needs to be highly scalable, such that it could accommodate a massive increase in users overnight (we can only dream). Chat requirements The chat protocol used should be flexible: it should allow me to determine who can view/post on ‘chat rooms’ based on certain other factors, as determined by the first poster/creator of the particular ‘chat room’. It should also allow for users to simply install the app and begin using the service, after only providing a simple nickname (which could be changed later). Chat protocol plans Having looked around I think the XMPP protocol is the best candidate. In particular the Multi-user chat extension looks like what I’ll need. Would this be most suited to my requirements, or do you know another potential solution? Cloud service I have been deciding between Amazon Web Services, Google App Engine and Windows Azure. I’m coming to the conclusion that Azure will be best, as it is easier to manage than AWS (ease of scalability will be a key factor in the design), I think it may be less restricted than GAE, plus Azure will soon have toolkits to allow easy interfacing with both Android and iOS phones. Is this the decision you would have made, or would you recommend/look into other cloud services? General project philosophy I have only recently started looking into this project’s feasibility, and am no expert on any of its aspects. So wherever possible I will leave the actual implementations to experts, i.e. choosing a higher-level cloud service, using a well-documented plugin of a, proven reliable, group chat protocol etc. My background I have some programming knowledge from a computer science degree. Main languages I’ve used have been Java and Python, but I don’t want this to affect design decisions for the project. The most appropriate languages for the task should be used, i.e. I don’t mind learning a lot of new skills (my current programming levels are relatively basic anyway). Thank you Thanks for reading, and any advice you have about any aspect would be greatly appreciated :-)

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  • RIM's current BB7 developer toolset is a joke

    - by mbrit
    tl;dr - RIM's current developer toolset is not fit for purpose.Background to this is that I'm currently working on a PhoneGap/Cordova project for a client that has to run on BlackBerry. The tooling is so ridiculous to use that even though I had a gentle dig at them in a Guardian piece it's worth having a more full-on attack.At the moment, RIM's pitch is that apps are built for the current BBOS7 devices using WebWorks. This is an HTML-based toolset. Essentially a browser is spun up in a native app container and your app is powered by JavaScript. Specific JavaScript libraries exist that thunk down to native capabilities no the device. I happen to use PhoneCap/Cordova in combination with this.The tooling is non-existent. I'm using TextMate, Ant, and Terminal to develop the app. There's no "console.log" output, and no debugging. The only way to instrument the app is to put "alert" calls in your code.Apart from the fact that that's *not* fine in 2012, how about this… every time you deploy a new app to the device, the device has to reboot. This process takes six minutes on a relatively modern BlackBerry device. How about this as well - in order to get a file into the package it has to be signed. My small app over here has 100 different files (75 or so generated). Signing doesn't happen locally, it happens on RIM's servers in Waterloo. Thus whenever you deploy the app you have this utility have to call RIM's servers 100 times. More to the point, sometimes during the day these servers have "micro-downtime" moments where they're unreachable for five or ten minutes, normally two or three times a day. Oh yes, you'll also get an email sent to you per signing on success or failure. 100 inbound emails, per deployment.(I started this post at the beginning of one of these cycles, by the way. That's how long it takes to build and deploy *once*. By the way, the change I made didn't work.)To clarify:* Change the script,* Build it using Ant,* Ant will spin up a Java app that talks to RIM's servers to sign it.* Receive 100 emails, assuming the server is up.* App deployed - takes about 30 seconds.* BlackBerry device restarts - takes about six minutes.* Find and open the app. Go through security prompts.* Test the app, with no "console.log" output and no debugger."Why not use the simulator?" I hear you ask. Well, apart from the fact that the simulator refused to reach any network service over HTTPS that I happen to own? (Some people suggest changing DNS settings for this known issue.) Admittedly, the simulator does show you console.log, but you still have the "six minute" restart issue on the simulator.Developers will understand this problem. Breaking concentration for six-plus minutes every time you want to deploy an app turns developing into a nightmare. Combining that with no worthy debugging tools turns the toolset into a joke.

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  • What does the Spring framework do? Should I use it? Why or why not?

    - by sangfroid
    So, I'm starting a brand-new project in Java, and am considering using Spring. Why am I considering Spring? Because lots of people tell me I should use Spring! Seriously, any time I've tried to get people to explain what exactly Spring is or what it does, they can never give me a straight answer. I've checked the intros on the SpringSource site, and they're either really complicated or really tutorial-focused, and none of them give me a good idea of why I should be using it, or how it will make my life easier. Sometimes people throw around the term "dependency injection", which just confuses me even more, because I think I have a different understanding of what that term means. Anyway, here's a little about my background and my app : Been developing in Java for a while, doing back-end web development. Yes, I do a ton of unit testing. To facilitate this, I typically make (at least) two versions of a method : one that uses instance variables, and one that only uses variables that are passed in to the method. The one that uses instance variables calls the other one, supplying the instance variables. When it comes time to unit test, I use Mockito to mock up the objects and then make calls to the method that doesn't use instance variables. This is what I've always understood "dependency injection" to be. My app is pretty simple, from a CS perspective. Small project, 1-2 developers to start with. Mostly CRUD-type operations with a a bunch of search thrown in. Basically a bunch of RESTful web services, plus a web front-end and then eventually some mobile clients. I'm thinking of doing the front-end in straight HTML/CSS/JS/JQuery, so no real plans to use JSP. Using Hibernate as an ORM, and Jersey to implement the webservices. I've already started coding, and am really eager to get a demo out there that I can shop around and see if anyone wants to invest. So obviously time is of the essence. I understand Spring has quite the learning curve, plus it looks like it necessitates a whole bunch of XML configuration, which I typically try to avoid like the plague. But if it can make my life easier and (especially) if make it can make development and testing faster, I'm willing to bite the bullet and learn Spring. So please. Educate me. Should I use Spring? Why or why not?

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  • Getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? Use mipmaps and simply read the pixel on the 1x1 level. Again the question of accuracy and if it is even possible using non-power-of-two textures. The problem wit these approaches is, that the pipeline gets stalled which results in major performance issues. Therefore, I'm looking for a more performant way to accomplish my goal. Using the EXT_OCCLUSION_QUERY_BOOLEAN extension Apple introduced EXT_OCCLUSION_QUERY_BOOLEAN in iOS 5.0 for iPad 2. "4.1.6 Occlusion Queries Occlusion queries use query objects to track the number of fragments or samples that pass the depth test. An occlusion query can be started and finished by calling BeginQueryEXT and EndQueryEXT, respectively, with a target of ANY_SAMPLES_PASSED_EXT or ANY_SAMPLES_PASSED_CONSERVATIVE_EXT. When an occlusion query is started with the target ANY_SAMPLES_PASSED_EXT, the samples-boolean state maintained by the GL is set to FALSE. While that occlusion query is active, the samples-boolean state is set to TRUE if any fragment or sample passes the depth test. When the occlusion query finishes, the samples-boolean state of FALSE or TRUE is written to the corresponding query object as the query result value, and the query result for that object is marked as available. If the target of the query is ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, an implementation may choose to use a less precise version of the test which can additionally set the samples-boolean state to TRUE in some other implementation dependent cases." The first sentence hints on a behavior which is exactly what I'm looking for: getting the number of pixels which passed the depth test in an asynchronous manner without much performance loss. However, the rest of the document describes only how to get boolean results. Is it possible to exploit this extension to get the pixel count? Does the hardware support it so that there may be hidden API to get access to the pixel count? Other extensions which could be exploitable would be debugging features like the number of times the fragment shader was invoked (PSInvocations in DirectX - not sure if something simila is available in OpenGL ES). However, this would also result in a pipeline stall.

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  • How do I get long command lines to wrap to the next line?

    - by BrianH
    Edit It was my .bashrc file. I've copied the same profile from machine to machine, and I used special characters in my $PS1 that are somehow throwing it off. I'm now sticking with the standard bash variables for my $PS1. Thanks to @ændrük for the tip on the .bashrc! ...End Edit... Something I have noticed in Ubuntu for a long time that has been frustrating to me is when I am typing a command at the command line that gets longer (wider) than the terminal width, instead of wrapping to a new line, it goes back to column 1 on the same line and starts over-writing the beginning of my command line. (It doesn't actually overwrite the actual command, but visually, it is overwriting the text that was displayed). It's hard to explain without seeing it, but let's say my terminal was 20 characters wide (Mine is more like 120 characters - but for the sake of an example), and I want to echo the English alphabet. What I type is this: echo abcdefghijklmnopqrstuvwxyz But what my terminal looks like before I hit the key is: pqrstuvwxyzghijklmno When I hit enter, it echos abcdefghijklmnopqrstuvwxyz so I know the command was received properly. It just wrapped my typing after the "o" and started over on the same line. What I would expect to happen, if I typed this command in on a terminal that was only 20 characters wide would be this: echo abcdefghijklmno pqrstuvwxyz Background: I am using bash as my shell, and I have this line in my ~/.bashrc: set -o vi to be able to navigate the command line with VI commands. I am currently using Ubuntu 10.10 server, and connecting to the server with Putty. In any other environment I have worked in, if I type a long command line, it will add a new line underneath the line I am working on when my command gets longer than the terminal width and when I keep typing I can see my command on 2 different lines. But for as long as I can remember using Ubuntu, my long commands only occupy 1 line. This also happens when I am going back to previous commands in the history (I hit Esc, then 'K' to go back to previous commands) - when I get to a previous command that was longer than the terminal width, the command line gets mangled and I cannot tell where I am at in the command. The only work-around I have found to see the entire long command is to hit "Esc-V", which opens up the current command in a VI editor. I don't think I have anything odd in my .bashrc file. I commented out the "set -o vi" line, and I still had the problem. I downloaded a fresh copy of Putty and didn't make any changes to the configuration - I just typed in my host name to connect, and I still have the problem, so I don't think it's anything with Putty (unless I need to make some config changes) Has anyone else had this problem, and can anyone think of how to fix it? Thanks in advance! Brian

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  • Express your personality and potential @ Oracle

    - by jessica.ebbelaar(at)oracle.com
    Ciao, my name is Michel and I am a 24 year old guy from Forlì, Italy, working as a Business Intelligence Business Development Consultant in Rome. After I completed the Bachelor's Degree in Business Administration at Bologna University, I took a Multiple Master of Science in International Management organized by three European Universities: Bologna University (IT), ICN Business School of Nancy (FR) and Uppsala University (SE).I therefore had the chance to travel a lot and, most important, to study and meet hundreds of people from all over the world. This experience enhanced the passion I foster for international environments, different cultures and countries; not to mention the learning of foreign languages. Working for such a structured multinational as Oracle totally reflects my desire to be surrounded by a multicultural and international atmosphere, having the opportunity to grow from the personal point of view and to endlessly boost my career path. Demand Generation My department is responsible for demand generation activities. That implies, for instance, the implementation of various strategies aimed to feed the pipeline for Business Intelligence products in the Italian market. Organization of marketing campaigns, events, providing ideas or contacts to the sales force is just a few examples of our work. I like to define the role of the business development as something that translates the marketing insights into tools to increase the sales, accounting the differences amongst countries, companies and industries. Furthermore, it is an important feature to collaborate with the EMEA team to share knowledge and best practices. My initial lack of an IT background has been constantly covered by the managers and my personal mentor. The thing I appreciated most is indeed the fact I always feel to be a growing potential, becoming essential day after day. I am surprised by the trust and confidence people have on me and how they proudly encourage my personal initiative and always spur me to contribute. Career Ambitions If your ambitions are to work within an international but extremely people focused environment, to contribute to the growth of one of the most successful companies in the world, to deal with a fast-paced industry and highly competitive market, to have the chance to fully express your personality and potential and to satisfy your career ambitions over the years, then Oracle is right for YOU. Looking forward to having YOU aboard! Do you want to find out more about the open roles within Oracle? Follow us on http://campus.oracle.com.

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  • Best Creational Pattern for loggers in a multi-threaded system?

    - by Dipan Mehta
    This is a follow up question on my past questions : Concurrency pattern of logger in multithreaded application As suggested by others, I am putting this question separately. As the learning from the last question. In a multi-threaded environment, the logger should be made thread safe and probably asynchronous (where in messages are queued while a background thread does writing releasing the requesting object thread). The logger could be signleton or it can be a per-group logger which is a generalization of the above. Now, the question that arise is how does logger should be assigned to the object? There are two options I can think of: 1. Object requesting for the logger: Should each of the object call some global API such as get_logger()? Such an API returns "the" singleton or the group logger. However, I feel this involves assumption about the Application environment to implement the logger -which I think is some kind of coupling. If the same object needs to be used by other application - this new application also need to implement such a method. 2. Assign logger through some known API The other alternative approach is to create a kind of virtual class which is implemented by application based on App's own structure and assign the object sometime in the constructor. This is more generalized method. Unfortunately, when there are so many objects - and rather a tree of objects passing on the logger objects to each level is quite messy. My question is there a better way to do this? If you need to pick any one of the above, which approach is would you pick and why? Other questions remain open about how to configure them: How do objects' names or ID are assigned so that will be used for printing on the log messages (as the module names) How do these objects find the appropriate properties (such as log levels, and other such parameters) In the first approach, the central API needs to deal with all this varieties. In the second approach - there needs to be additional work. Hence, I want to understand from the real experience of people, as to how to write logger effectively in such an environment.

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Single page not appearing in Google Search

    - by Dan
    Description I have a static franchise website which has various sub pages each dedicated to an individual franchisee. For each franchisee the page, the only thing slightly similar between all of them are the page titles, they follow this structure: <title> Welcome to THE_COMPANY - PRODUCT_DESCRIPTION Services, THE_LOCATION </title> THE_COMPANY and PRODUCT_DESCRIPTION are the same across all franchisees, however THE_LOCATION changes depeding on where they are located in the UK. Each franchisee page has the following <meta /> tags: <meta name="DC.creator" content="user"/> <meta name="DC.format" content="text/html"/> <meta name="DC.language" content="en"/> <meta name="DC.date.modified" content="2014-01-23T11:22:31+00:00"/> <meta name="DC.date.created" content="2014-01-23T11:22:09+00:00"/> <meta name="DC.type" content="Page"/> <meta name="DC.distribution" content="Global"/> <meta name="robots" content="ALL"/> <meta name="distribution" content="Global"/> The main content on each franchisee page is completely different. The Problem There is one particular franchisee page, located in Area A.. Which will not appear in Google Search results at all. However every single other franchisee (if you Google Search for "THE_COMPANY, THE_LOCATION" is number 1). And if I do the same search on Bing, Yahoo or DuckDuckGo, the Area A franchisee is the first result on all of them. Has Google for some reason black listed one page on the site? What I Have Tried Ensuring the page is referenced in my sitemap.xml file 'Fetching as Google Bot' the link www.the_company.co.uk/areaa When that came back as OK I would submit to index Resubmitting the sitemap.xml file in Webmaster Tools Linking to the Area A page from another pages content For this I also waited about 3 weeks before checking again to give Google time to re-index Making a change to the page content and waiting another 2 / 3 weeks Removing the page completely and recreating it with an alternative URL The closest thing I have found to this issue is this StackOverflow question but this particular franchisee has existed for almost a year, it used to appear on Google searches however no longer does. I'm guessing the Panda update wasn't too happy with something on the page, but it hasn't effected anything else on the site and I am at a loss for things to try. I would greatly appreciate any information or thoughts as to what could have caused this Thanks. Update In line with Daniel Fukudas answer below, I have followed some of his steps but everything seems to check out alright: HTTP Headers HTTP/1.1 200 OK => Date => Tue, 25 Feb 2014 16:31:29 GMT Server => Zope/(2.12.16, python 2.6.6, linux2) ZServer/1.1 Content-Length => 40078 Expires => Sat, 01 Jan 2000 00:00:00 GMT Content-Type => text/html;charset=utf-8 Content-Language => en Vary => Accept-Encoding Connection => close Robots <meta /> tag: <meta name="robots" content="ALL"/> I have updated this <meta /> tag to read content="INDEX" instead now. robots.txt: User-agent: * Disallow: User-Agent: Googlebot Disallow: /*sendto_form$ Disallow: /*folder_factories$ Using site:THE_COMPANY.co.uk: Searching for 'AREA A site:THE_COMPANY.co.uk' does not return the page, but regardless of that searching just for site:THE_COMPANY.co.uk will not necessarily return every indexed page, or so I understand... Update It appears Google likes to drop pages every now and then from the index, despite my steps above, I left the site alone and the page appeared back in the SERPs by itself.

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  • Layout of mathematical views (iOS)

    - by William Jockusch
    I am trying to figure out the right way to encapsulate graphical information about mathematical objects. It is not simple. For example, a matrix can include square brackets around its entries, or not. Some things carry down to sub-objects -- for example, a matrix might track the font size to be used by its entries. Similarly, the font color and the background color would carry down to the entries. Other things do not carry down. For example, the entries of the matrix do not need to know whether or not the matrix has those square brackets. Based on all of the above, I need to calculate sizes for everything, then frames. All of this can depend on the properties stored above. The size of a matrix depends on the sizes of its entries, and also on whether or not it has those brackets. What I am having a hard time with is not the individual ways to calculate sensible frames for this or that. It is the overall organizational structure of the whole thing. How can I keep track of it all without going crazy. One particular obstacle is worth mentioning -- for reasons I don't want to go into here, I need to calculate the sizes and frames for everything before I instantiate any actual views. So, for example, if I have a Matrix object, I need to calculate its size before I make a MatrixView. If I have an equation, I need to calculate the size of the view for the equation before I create the actual view. So I clearly need separate objects for those calculations. But I can't figure out a sensible class structure for those objects. If I put them all into a single class, I get some advantages because copying then becomes easy. But I also end up with a bloated class that contains info that is irrelevant for some objects -- such as whether or not to include those brackets around the matrix. But if I use a lot of different classes, copying properties becomes a real pain. If it matters, this is all in Objective C, for an iOS environment. Any pointers would be greatly appreciated.

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  • ArchBeat Link-o-Rama for 2012-06-28

    - by Bob Rhubart
    Oracle Magazine Technologist of the Year Awards to honor architects at #OOW12 Seven of the ten categories in this year's Oracle Magazine Technologist of the Year Awards are designated to celebrate architects. The winners will be honored at Oracle OpenWorld -- and showered with adulation from their colleagues. Nominations for these awards close on Tuesday July 17, so make sure you submit your nominations right away. Oracle E-Business Suite 12 Certified on Additional Linux Platforms (Oracle E-Business Suite Technology) Oracle E-Business Suite Release 12 (12.1.1 and higher) is now certified on the following additional Linux x86/x86-64 operating systems: Oracle Linux 6 (32-bit), Red Hat Enterprise Linux 6 (32-bit), Red Hat Enterprise Linux 6 (64-bit), and Novell SUSE Linux Enterprise Server (SLES) version 11 (64-bit). FairScheduling Conventions in Hadoop (The Data Warehouse Insider)"If you're going to have several concurrent users and leverage the more interactive aspects of the Hadoop environment (e.g. Pig and Hive scripting), the FairScheduler is definitely the way to go," says Dan McClary. Learn how in his technical post. SOA Learning Library (SOA & BPM Partner Community Blog) The Oracle Learning Library offers a vast collection of e-learning resources covering a mind-boggling array of products and topics. And it's all free—if you have an Oracle.com membership. And if you don't, that's free, too. Could this be any easier? Oracle Fusion Middleware Security: LibOVD: when and how | Andre Correa Fusion Middleware A-Team blogger Andre Correa offers some background on LibOVD and shares technical tips for its use. Virtual Developer Day: Oracle Fusion Development Yes, it's called "Developer Day," but there's plenty for architects, too. This free event includes hands-on labs, live Q&A with product experts, and a dizzying amount of technical information about Oracle ADF and Fusion Development -- all without having to pack a bag or worry about getting stuck in a seat between two professional wrestlers. Tuesday, July 10, 2012 9:00 a.m. PT – 1:00 p.m. PT 11:00 a.m. CT – 3:00 p.m. CT 12:00 p.m. ET – 4:00 p.m. ET 1:00 p.m. BRT – 5:00 p.m. BRT Thought for the Day "Computers allow you to make more mistakes faster than any other invention in human history with the possible exception of handguns and tequila." — Mitch Ratcliffe Source: SoftwareQuotes.com

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  • What are the differences between abstract classes, interfaces, and when to use them

    - by user66662
    Recently I have started to wrap my head around OOP, and I am now to the point where the more I read about the differences between Abstract classes and Interfaces the more confused I become. So far, neither can be instantiated. Interfaces are more or less structural blueprints that determine the skeleton and abstracts are different by being able to partially develop code. I would like to learn more about these through my specific situation. Here is a link to my first question if you would like a little more background information: What is a good design model for my new class? Here are two classes I created: class Ad { $title; $description $price; function get_data($website){ } function validate_price(){ } } class calendar_event { $title; $description $start_date; function get_data($website){ //guts } function validate_dates(){ //guts } } So, as you can see these classes are almost identical. Not shown here, but there are other functions, like get_zip(), save_to_database() that are common across my classes. I have also added other classes Cars and Pets which have all the common methods and of course properties specific to those objects (mileage, weight, for example). Now I have violated the DRY principle and I am managing and changing the same code across multiple files. I intend on having more classes like boats, horses, or whatever. So is this where I would use an interface or abstract class? From what I understand about abstract classes I would use a super class as a template with all of the common elements built into the abstract class, and then add only the items specifically needed in future classes. For example: abstract class content { $title; $description function get_data($website){ } function common_function2() { } function common_function3() { } } class calendar_event extends content { $start_date; function validate_dates(){ } } Or would I use an interface and, because these are so similar, create a structure that each of the subclasses are forced to use for integrity reasons, and leave it up to the end developer who fleshes out that class to be responsible for each of the details of even the common functions. my thinking there is that some 'common' functions may need to be tweaked in the future for the needs of their specific class. Despite all that above, if you believe I am misunderstanding the what and why of abstracts and interfaces altogether, by all means let a valid answer to be stop thinking in this direction and suggest the proper way to move forward! Thanks!

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • Are You an IT Geek? Why Not Write for How-To Geek?

    - by The Geek
    Are you a geek in the IT field that wants to share your skills with the world? We’re looking for an experienced Sysadmin / IT Admin / Webmaster geek with writing skills that wants to join our team on a part-time basis. Please apply if you have the following qualities: You must be a geek at heart, willing to try and make the boring world of IT sound glamorous and sexy. If that’s not possible, at least be willing to share your wisdom and skills to help other IT geeks save time and become better at what they do. You must be able to write articles that are easy to understand. Either Windows or Linux writers are welcome to apply. You must be able to follow our style guide. You must be creative. You must generate ideas for articles on your own, and take suggestions like a pro. You’re ambitious, looking to build your skills and your name, and are prepared to work hard. If you aren’t willing to work hard, put some dedication and pride into your work, or aren’t really interested in the topic, this job might not be for you. We’re looking for serious individuals that want to grow with us, and as we grow, you’ll grow as well. How To Apply If you think this job is a good fit for you, send an email to [email protected] and include some background information about yourself, why you’d be a good fit, some topic areas you are familiar with, and hopefully some examples of your work. Bonus points if you have a ninja costume and a keyboard strapped to your back. Similar Articles Productive Geek Tips What Topics Should The How-To Geek Write About?Got Awesome Skills? Why Not Write for How-To Geek?Got Awesome Geek Skills? The How-To Geek is Looking for WritersAbout the GeekThe How-To Geek Bounty Program TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job?

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  • Best way to remote restart Ubuntu from Windows machine

    - by robsoft
    Background: I'm looking to put a series of Ubuntu machines into retail locations, they're being used as dumb kiosks to show a series of slides onto large LCD panel TV screens. Once installed, they won't have a keyboard or mouse connected but will have a fixed IP on the local network. Everything is configured to auto-start, no automatic updates, no power saving etc - I think we're pretty-much good to go apart from one thing. I need the retail staff to be able to restart the boxes if a problem arises. We have VNC running (now that we've turned off desktop enhancements!) so that we can remotely get into the machines if we need to, but that's not something we would allow the retail staff to do. The machines are going to be physically 'out of the way' (probably in the ceiling space) so the power button is not easily accessible!. I'd like to have some means of allowing the retail staff to restart the Ubuntu machine, from the desktop of one of their Windows terminals. I don't really want to give them some kind of raw terminal access (the command line will frighten them!) and I don't want them to use VNC (as stated above). Ideally there would be an icon on the Windows desktop, they double-click it, reply to a simple 'are you sure?' prompt, and then the Ubuntu box is told to restart. The Windows side of that won't be a problem, we can write something using Delphi, Python & Qt4, whatever - it's the Ubuntu side of it I'm stuck with. Out of sight/view, could I have a Windows program open a terminal across the network and tell Ubuntu to restart? Is this what SSH could be used for (I have never set that kind of thing up). The Windows programming side isn't really an issue, it's just that I'm a total Ubuntu noob and don't know where to start from the platform point of view. The other thing we considered is also having the machine automatically restart itself at a set time each day (obviously out of store hours!). To me, that seems a bit unnecessary (though forcing a restart once a week/month might be worthwhile). Any thoughts or suggestions? Being able to restart the box on demand across the network is my prime requirement.

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Friday Fun: Destroy the Web

    - by Mysticgeek
    Another Friday has arrived and it’s time to screw off on company time. Today we take a look at a unique game Add-on for Firefox called Destroy the Web. Destroy the Web Once you install the Add-on and restart Firefox, you’ll see the Destroy the Web icon on the toolbar. Click on it to destroy whatever webpage you’re on.   The game starts up and gives you a 3 second countdown… Now move the target over different elements of the page to destroy them. You have 30 seconds to destroy the site contents. If you are angry at a particular company or the one you work for, this can give you some fun stress relief by destroying it’s website. After you’ve destroyed as much of the page as possible, you’re given a score. You get different amounts of points for destroying certain elements on the page. Basically destroy as much as possible to get the most points. You can submit your score and check out some of the scoreboard leaders as well.  There are some cool sound effects and arcade sounding background music, so make sure to turn the volume down while playing. Or you can go into the Add-on options and disable it. If you want a unique way to let off some steam before the weekend starts, this is a fun way of doing it. Install Destroy the Web for Firefox Similar Articles Productive Geek Tips Friday Fun: Destroy Everything with Indestructo TankWeekend Fun: Easter Egg in Spybot Search & DestroyFriday Fun: BoombotSecure Computing: Create Scheduled Scans With Spybot Search & DestroyFriday Fun: Castle Game Collection TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Dual Boot Ubuntu and Windows 7 What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • Legality of similar games

    - by Jamie Taylor
    This is my first question on GD.SE, and I hope it's in the right place. A little background: I'm an amateur (read: not explicitly employed to develop games, but am employed as a software developer) game developer and took a ComSci with Games Development degree. My Question: What is the legal situation/standpoint of creating a copycat title? I know that there are only N number of ways of solving a problem, and N number of ways to design a piece of software. Say that an independent developer designed a copycat game (a Tetris clone in this example) for instance, and decided to use that game to generate income for themselves as well as interest for their other products. Say the developer adds a disclaimer into the software along the lines of "based on , originally released c. by ." Are there any legal problems/grey areas with the developer in this example releasing this game, commercially? Would they run into legal problems? Should the developer in this example expect cease and desist orders or law suit claims from original publishers? Have original publishers been known to, effectively, kill independent projects because they are a little too close to older titles? I know that there was, at least, one attempt by a group of independent developers to remake Sonic the Hedgehog 2 and Sega shut them down. I also know of Sega shutting down development of the independent Streets of Rage Remake. I know that "but it's an old game, your honour," isn't a great legal standpoint when it comes to defending yourself. But, could an independent developer have a law suit filed against them for re-implementing an older title in a new way? I know that there are a lot of copycat versions of the older titles like Tetris available on app stores (and similar services), and that it would be very difficult for a major publisher to shut them all down. Regardless of this, is making a Tetris (or other game) copycat/clone illegal? We were taught lots of different things at University, but we never covered copyright law. I'm presuming that their thought behind it was "IF these students get jobs in games development, they wont need to know anything about the legal side of it, because their employers will have legal departments... presumably" tl;dr Is it illegal to create a clone or copycat of an old title, and make money from it?

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  • How to handle this unfortunately non hypothetical situation with end-users?

    - by User Smith
    I work in a medium sized company but with a very small IT force. Last year (2011), I wrote an application that is very popular with a large group of end-users. We hit a deadline at the end of last year and some functionality (I will call funcA from now on) was not added into the application that was wanted at the very end. So, this application has been running in live/production since the end of 2011, I might add without issue. Yesterday, a whole group of end-users started complaining that funcA that was never in the application is no longer working. Our priority at this company is that if an application is broken it must be fixed first prior to prioritized projects. I have compared code and queries and there is no difference since 2011, which is proofA. I then was able to get one of the end-users to admit that it never worked proofB, but since then that end-user has went back and said that it was working previously......I believe the horde of end-users has assimilated her. I have also reviewed my notes for this project which has requirements and daily updates regarding the project which specifically states, "funcA not achieved due to time constraints", proofC. I have spoken with many of them and I can see where they could be confused as they are very far from a programming background, but I also know they are intelligent enough to act in a group in order to bypass project prioritization orders in order to get functionality that they want to make their job easier. The worst part is is that now group think is setting in and my boss and the head of IT is actually starting to believe them, even though there is no code or query changes. As far as reviewing the state of the logic it is very cut and dry to the point of if 1 = 1, funcA will not work. So, this is the end of the description of my scenario, but I am trying not to get severally dinged on my performance metrics due to this which would essentially have me moved to fixing a production problem that doesn't exist that will probably take over 1 month. I am looking for direct answers to this question. This question is not for rants, polling, or discussions as this is not the format for StackExchange. Please don't downvote me too terribly it is pretty common on this specific site of stack, I am looking for honest answers to this situation and I couldn't find a forum more appropriate.

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • Recieving and organizing results without server side script (JavaScript)

    - by Aaron
    I have been working on a very large form project for the past few days. I finally managed to get tables to work properly within a javascript file that opens a new display window. Now the issue at hand is that I can't seem to get CSS code to work within the javascript that I have created. Before everyone starts thinking "just use server side script idiot" I have a few conditions and info about the file: The file is only being ran local due to confidential information risks. Once again no option for server access. The intranet the computers are on are already top security and this wouldn't exactly be a company wide program The code below is obviously just a demo with a simple form... The real file has six pages of highly confidential information Only certain fields on this form will actually be gathered (example: address doesnt appear in the results) The display page will contain data compiled into tables for easier viewing I need to be able to create css commands to easily detect certain information if it applies and along with matching design of the original form Here is the code: <html> <head> <title>Form Example</title> <script LANGUAGE="JavaScript" type="text/javascript"> function display() { DispWin = window.open('','NewWin', 'toolbar=no,status=no,width=800,height=600') message = "<body>"; message += "<table border=1 width=100%>"; message += "<tr>"; message += "<th colspan=2 align=center><font face=stencil color=black><h1>Results</h1><h4>one</h4></font>"; message += "</th>"; message += "</tr>"; message += "<td width=50% align=left>"; message += "<ul><li><b><font face=calibri color=red>NAME:</font></b> " + document.form1.yourname.value + "</UL>" message += "</td>"; message += "<td width=50% align=left>"; message += "<li><b>PHONE: </b>" + document.form1.phone.value + "</ul>"; message += "</td>"; message += "</table>"; message += "<body>"; DispWin.document.write(message); DispWin.document.body.style.cssText = 'color:#blue;'; } </script> </head> <body> <h1>Form Example</h1> Enter the following information: <form name="form1"> <p><b>Name:</b> <input TYPE="TEXT" SIZE="20" NAME="yourname"> </p> <p><b>Address:</b> <input TYPE="TEXT" SIZE="30" NAME="address"> </p> <p><b>Phone: </b> <input TYPE="TEXT" SIZE="15" NAME="phone"> </p> <p><input TYPE="BUTTON" VALUE="Display" onClick="display();"></p> </form> </body> </html> >

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