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  • How do I unlock a user account?

    - by John Kotrla
    I've been to system settings and to User Accounts. My account is the only one on the system and I have previously been able to UnLock the screen so that I could set my account to login without password prompt. That didn't make any effect on the system. I still have to enter a password to log in, but now I can't unlock the User Accounts dialog to make any changes at all. What do I need to reset? note how the unlock box in the upper right hand corner isn't available for selection...

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  • The Other Side of XBRL

    - by john.orourke(at)oracle.com
    With the United States SEC's mandate for XBRL filings entering its third year, and impacting over 7000 additional companies in 2011, there's a lot of buzz in the industry about how companies should address the new reporting requirements.  Should they outsource the XBRL tagging process to a third party publisher, handle the process in-house with a bolt-on XBRL tool, or should they integrate XBRL tagging with the financial close and reporting process?  Oracle is recommending the latter approach, in fact  here's a link to a recent webcast that I did with CFO.com on this topic: http://www.cfo.com/webcasts/index.cfm/l_eventarchive/14548560 But production of XBRL-based filings is only half of the story. The other half is consumption of XBRL by regulators, academics, financial analysts and investors.  As I mentioned in my December article on the XBRL US conference, the feedback from these groups is that they are not really leveraging XBRL for analysis of companies due to a lack of tools and historic XBRL-based data on public companies.   The good news here is that the historic data problem is getting better as large, accelerated filers enter their third year of XBRL filings.  And the situation is getting better on the reporting and analysis tools side of the equation as well - and Oracle is leading the way. In early January, Oracle released the Oracle XBRL Extension for Oracle Database 11g.  This is a "no cost option" on top of the latest Oracle Database 11.2.0.2.0 release. With this added functionality organizations will have the ability to create one or more back-end XBRL repositories based on Oracle Database, which provide XBRL storage and query-ability with a set of XBRL-specific services.  The XBRL Extension to Oracle XML DB integrates easily with Oracle Business Intelligence Suite Enterprise Edition (OBIEE) for analytics and with interactive development environments (IDEs) and design tools for creating and editing XBRL taxonomies. The Oracle XBRL Extension to Oracle Database 11g should be attractive to regulators, stock exchanges, universities and other organizations that need to collect, analyze and disseminate XBRL-based filings.  It should also be attractive to organizations that produce XBRL filings, and need a way to store and compare their own XBRL-based financial filings to those of their peers and competitors. If you would like more information, here's a link to a web page on the Oracle Technology Network with the details about Oracle XBRL Extension for Oracle Database 11g, including data sheet, white paper, presentation, demos and other information: http://www.oracle.com/technetwork/database/features/xmldb/index-087631.html

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  • New Procurement Report for Transportation Sourcing

    - by John Murphy
    Welcome to our fourth annual transportation procurement benchmark report. American Shipper, in partnership with the Council of Supply Chain Management Professionals (CSCMP) and the Retail Industry Leaders Association (RILA), surveyed roughly 275 transportation buyers and sellers on procurement practices, processes, technologies and results. Some key findings: • Manual, spreadsheet-based procurement processes remain the most prevalent among transportation buyers, with 42 percent of the total • Another 25 percent of respondents use a hybrid platform, which presumably means these buyers are using spreadsheets for at least one mode and/or geography • Only 23 percent of buyers are using a completely systems-based approach of some kind • Shippers were in a holding pattern with regards to investment in procurement systems the past year • Roughly three-quarters of survey respondents report that transportation spend has increased in 2012, although the pace has declined slightly from last year’s increases • Nearly every survey respondent purchases multiple modes of transportation • The number of respondents with plans to address technology to support the procurement process has increased in 2012. About one quarter of respondents who do not have a system report they have a budget for this investment in the next two years.

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  • finding a WUXGA or matte laptop

    - by John Paul Cook
    UPDATED: HP still sells 17" WUXGA laptops - details in the new paragraph at the end. Lenovo, Dell, Sony and Sager do not sell a 1920x1200 (WUXGA) laptop. I understand that manufacturers provide what there is market demand for. I also understand that HDTV and the 1080p standard is heavily influencing both monitor and laptop screen resolutions. But I do not understand why there is so little demand for a WUXGA laptop. Nor do I understand the popularity of glossy displays. I really don't like to look...(read more)

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  • Message during Edit and Continue doesn't give an option to edit.

    - by Michael Freidgeim
    During my Edit and Continue session I received a message --------------------------- Microsoft Visual Studio --------------------------- Modifying a catch handler around an active statement will prevent the debug session from continuing while Edit and Continue is enabled. --------------------------- OK    --------------------------- I would expect that Visual Studio give me option to edit, but stop Edit and Continue or Cancel, but it only disallow edit .

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  • What is the cost of custom made 2D game sprites? [closed]

    - by Michael Harroun
    Possible Duplicate: How much to pay for artwork in an indie game? I am looking for sprites similar in style to those of Final fantasy Tactics, but with a much higher resolution that will work well for both a browser and an iPhone. In terms of animations: Walking in 4 directions Swinging with 1 hand Some sort of "casting animation" (depending on cost I may use the 1 hand swing with a wand). Taking a hit Kneeling Fallen How much would something like that cost per sprite?

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  • How to disallow indexing but allow crawling?

    - by John Doe
    In the front page of my website, I have some previews to articles (with a small introduction to them) that link to the full articles. I want to disallow the front page to prevent duplicate content. But if I do this (in robots.txt), would it still be crawled? I mean, the full articles would be still reached by the crawler even though I disallowed the only page that links to them? I don't want the webcrawler not to access the page and enter the links in them, but I just don't want it to save the information (that will be repeated in the full articles).

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  • Product Support Webcast for Existing Customers: Security Scenarios with Oracle WebCenter Content

    - by John Klinke
    Learn how user authentication and authorization is now implemented in Oracle WebCenter Content by attending this 1-hour Advisor Webcast "Security Scenarios with WebCenter Content" on September 27, 2012 at 11:00am Eastern (16:00 UK / 17:00 CET / 8:00am Pacific / 9:00am Mountain) This 1-hour session is recommended for technical and functional users of Oracle WebCenter Content. In this session, we will explain how user authentication and authorization is implemented in WebCenter Content 11g as well as ways that single sign-on (SSO) can be used. Topics will include: - How authentication and authorization was handled in previous WebCenter Content Server versions - The WebLogic Server mechanisms now used to provide user access and content security - Dealing with external and internal users - Overview of the WebLogic Server LDAP provider configuration - How to differentiate Roles and Accounts - WebCenter Content credential mapping - Single Sign-on (SSO) - SAML and Kerberos Register now at http://bit.ly/PH7zDj

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  • The Connected Company: WebCenter Portal - Feedback - Analytics and Polls

    - by Michael Snow
    Evernote Export body, td { }Guest Post by: Mitchell Palski, Staff Sales Consultant The importance of connecting peers has been widely recognized and socialized as a critical component of employee intranets. Organizations are striving to provide mediums for sharing knowledge and improving awareness across their enterprise. Indirectly, the socialization of your enterprise should lead to cost savings and improved product/service quality. However, many times the direct effects of connecting an organization’s leadership with its employees are overlooked. Oracle WebCenter Portal can help you bridge that gap by gathering implicit and explicit feedback. Implicit Feedback Through Usage Analytics Analytics allows administrators to track and analyze WebCenter Portal traffic and usage. Analytics provides the following basic functionality: Usage Tracking Metrics: Analytics collects and reports metrics of common WebCenter Portal functions, including community and portlet traffic. Behavior Tracking: Analytics can be used to analyze WebCenter Portal metrics to determine usage patterns, such as page visit duration and usage over time. User Profile Correlation: Analytics can be used to correlate metric information with user profile information. Usage tracking reports can be viewed and filtered by user profile data such as country, company or title. Usage analytics help measure how users interact with website content – allowing your IT staff and business analysts to make informed decisions when planning development for your next intranet enhancement. For example: If users are not accessing your Announcements page and missing critical information that they need to be aware of, you may elect to use graphical links on the home page to direct more users to that page. As a result, the number of employee help-requests to HR decreases. If users are not accessing your News page to read recent articles, you may elect to stop spending as much time updating the page with new stories and cut costs in your communications department. You notice that there is a high volume of users accessing the Employee Dashboard page so your organization decides to continue making personalization enhancements to the page and investing in the Portal tool that most users are accessing. Usage analytics aren’t necessarily a new concept in the IT industry. What sets WebCenter Portal Analytics apart is: Reports are tailored for WebCenter specific tools Report can be easily added to a page as simple as a drag-and-drop Explicit Feedback Through Polls WebCenter Portal users can create, edit, take, and analyze online polls. With polls, you can survey your audience (such as their opinions and their experience level), check whether they can recall important information, and gather feedback and metrics. How many times have you been involved in a requirements discussion and someone has asked a question similar to “Well how do you know that no one likes our home page?” and the response is “Everyone says they hate it! That’s all anyone complains about.” No one has any measurable, quantifiable metric to gauge user satisfaction. Analytics measure usage, but your organization also needs to measure the quality of your portal as defined by the actual people that use it. With that information, your leadership can make informed decisions that will not only match usage patterns but also relate to employees on a personal level. The end result is a connection between employees and leadership that gives everyone in the organization a sense of ownership of their Portal rather than the feeling of development decisions being segregated to leadership only. Polls can be created and edited through the Poll Manager: Polls and View Poll Results can easily be added to a page through drag-and-drop. What did we learn? Being a “connected” company doesn’t just mean helping employees connect with each other horizontally across your enterprise. It also means connecting those employees to the decisions that affect their everyday activities. Through WebCenter Portal Usage Analytics and Polls, any decision that is made to remove a Portal page, update a Portal page, or develop new Portal functionality, can be justified by quantifiable metrics. Instead of fielding complaints and hearing that your employees don’t have a voice, give those employees a voice and listen!

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  • ejabberd won't look at my host_config option

    - by John
    I'm new with ejabberd. What I want is to have a host myhost.domain.com which has an ldap authentication method. This all works fine if i modify the global options in AUTHENTICATION section in my ejabberd.cfg file. I am able to create two clients( defined in my LDAP directory ), and comunicate between them. Like i said, this works fine. But by aplying this authentication method globaly, it means that every hostname that i declare must use that. So i'm looking at {host_config, "myhost.domain.com" ...} But somehow i can't get ejabberd to look at that configuration, it just skips it. If i declare it like: {xhost_config, ...}, than in my ejabberd.log file i get a bad return error( so it knows that the configuration is there, but it won't look at it). Any suggestions? Thanks.

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  • How can I create a symlink to the location that Ubuntu 10.10 mounts a CD?

    - by Michael Curran
    In Ubuntu 10.10, when I insert a CD or DVD into my optical drive, the system mounts the CD in a folder called /media/XYZ where XYZ is the disk's label. This has cause problems with Wine, as in order for an application to verify that an application's CD is present, Wine uses a symlinks to point to a mounted CD's folder. In this case, that folder must be /media/XYZ, but when using a different application, the folder would be different. I would like to know if there is a way to create a symlink that will always point to the mounted folder from a given /dev/cdrom* device, or how to force the system to always mount CDs to the same address (i.e. /media/cdrom).

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  • C#/.NET Little Wonders: Interlocked Read() and Exchange()

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Last time we discussed the Interlocked class and its Add(), Increment(), and Decrement() methods which are all useful for updating a value atomically by adding (or subtracting).  However, this begs the question of how do we set and read those values atomically as well? Read() – Read a value atomically Let’s begin by examining the following code: 1: public class Incrementor 2: { 3: private long _value = 0; 4:  5: public long Value { get { return _value; } } 6:  7: public void Increment() 8: { 9: Interlocked.Increment(ref _value); 10: } 11: } 12:  It uses an interlocked increment, as we discuss in my previous post (here), so we know that the increment will be thread-safe.  But, to realize what’s potentially wrong we have to know a bit about how atomic reads are in 32 bit and 64 bit .NET environments. When you are dealing with an item smaller or equal to the system word size (such as an int on a 32 bit system or a long on a 64 bit system) then the read is generally atomic, because it can grab all of the bits needed at once.  However, when dealing with something larger than the system word size (reading a long on a 32 bit system for example), it cannot grab the whole value at once, which can lead to some problems since this read isn’t atomic. For example, this means that on a 32 bit system we may read one half of the long before another thread increments the value, and the other half of it after the increment.  To protect us from reading an invalid value in this manner, we can do an Interlocked.Read() to force the read to be atomic (of course, you’d want to make sure any writes or increments are atomic also): 1: public class Incrementor 2: { 3: private long _value = 0; 4:  5: public long Value 6: { 7: get { return Interlocked.Read(ref _value); } 8: } 9:  10: public void Increment() 11: { 12: Interlocked.Increment(ref _value); 13: } 14: } Now we are guaranteed that we will read the 64 bit value atomically on a 32 bit system, thus ensuring our thread safety (assuming all other reads, writes, increments, etc. are likewise protected).  Note that as stated before, and according to the MSDN (here), it isn’t strictly necessary to use Interlocked.Read() for reading 64 bit values on 64 bit systems, but for those still working in 32 bit environments, it comes in handy when dealing with long atomically. Exchange() – Exchanges two values atomically Exchange() lets us store a new value in the given location (the ref parameter) and return the old value as a result. So just as Read() allows us to read atomically, one use of Exchange() is to write values atomically.  For example, if we wanted to add a Reset() method to our Incrementor, we could do something like this: 1: public void Reset() 2: { 3: _value = 0; 4: } But the assignment wouldn’t be atomic on 32 bit systems, since the word size is 32 bits and the variable is a long (64 bits).  Thus our assignment could have only set half the value when a threaded read or increment happens, which would put us in a bad state. So instead, we could write Reset() like this: 1: public void Reset() 2: { 3: Interlocked.Exchange(ref _value, 0); 4: } And we’d be safe again on a 32 bit system. But this isn’t the only reason Exchange() is valuable.  The key comes in realizing that Exchange() doesn’t just set a new value, it returns the old as well in an atomic step.  Hence the name “exchange”: you are swapping the value to set with the stored value. So why would we want to do this?  Well, anytime you want to set a value and take action based on the previous value.  An example of this might be a scheme where you have several tasks, and during every so often, each of the tasks may nominate themselves to do some administrative chore.  Perhaps you don’t want to make this thread dedicated for whatever reason, but want to be robust enough to let any of the threads that isn’t currently occupied nominate itself for the job.  An easy and lightweight way to do this would be to have a long representing whether someone has acquired the “election” or not.  So a 0 would indicate no one has been elected and 1 would indicate someone has been elected. We could then base our nomination strategy as follows: every so often, a thread will attempt an Interlocked.Exchange() on the long and with a value of 1.  The first thread to do so will set it to a 1 and return back the old value of 0.  We can use this to show that they were the first to nominate and be chosen are thus “in charge”.  Anyone who nominates after that will attempt the same Exchange() but will get back a value of 1, which indicates that someone already had set it to a 1 before them, thus they are not elected. Then, the only other step we need take is to remember to release the election flag once the elected thread accomplishes its task, which we’d do by setting the value back to 0.  In this way, the next thread to nominate with Exchange() will get back the 0 letting them know they are the new elected nominee. Such code might look like this: 1: public class Nominator 2: { 3: private long _nomination = 0; 4: public bool Elect() 5: { 6: return Interlocked.Exchange(ref _nomination, 1) == 0; 7: } 8: public bool Release() 9: { 10: return Interlocked.Exchange(ref _nomination, 0) == 1; 11: } 12: } There’s many ways to do this, of course, but you get the idea.  Running 5 threads doing some “sleep” work might look like this: 1: var nominator = new Nominator(); 2: var random = new Random(); 3: Parallel.For(0, 5, i => 4: { 5:  6: for (int j = 0; j < _iterations; ++j) 7: { 8: if (nominator.Elect()) 9: { 10: // elected 11: Console.WriteLine("Elected nominee " + i); 12: Thread.Sleep(random.Next(100, 5000)); 13: nominator.Release(); 14: } 15: else 16: { 17: // not elected 18: Console.WriteLine("Did not elect nominee " + i); 19: } 20: // sleep before check again 21: Thread.Sleep(1000); 22: } 23: }); And would spit out results like: 1: Elected nominee 0 2: Did not elect nominee 2 3: Did not elect nominee 1 4: Did not elect nominee 4 5: Did not elect nominee 3 6: Did not elect nominee 3 7: Did not elect nominee 1 8: Did not elect nominee 2 9: Did not elect nominee 4 10: Elected nominee 3 11: Did not elect nominee 2 12: Did not elect nominee 1 13: Did not elect nominee 4 14: Elected nominee 0 15: Did not elect nominee 2 16: Did not elect nominee 4 17: ... Another nice thing about the Interlocked.Exchange() is it can be used to thread-safely set pretty much anything 64 bits or less in size including references, pointers (in unsafe mode), floats, doubles, etc.  Summary So, now we’ve seen two more things we can do with Interlocked: reading and exchanging a value atomically.  Read() and Exchange() are especially valuable for reading/writing 64 bit values atomically in a 32 bit system.  Exchange() has value even beyond simply atomic writes by using the Exchange() to your advantage, since it reads and set the value atomically, which allows you to do lightweight nomination systems. There’s still a few more goodies in the Interlocked class which we’ll explore next time! Technorati Tags: C#,CSharp,.NET,Little Wonders,Interlocked

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  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

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  • Can I use Wubi install on Windows 7 FDE?

    - by Michael Chapman
    I have a windows machine using Truecrypt 7.1a FDE. I would like to use wubi to install Ubuntu within windows. Will doing this cause any issues with my system booting up? From what I understand Wubi does not modify any bootloaders. All it does is modify some boot settings within windows. So in theory the Truecrypt custom bootloader will remain the same, and after I get through the truecrypt prompt, have the option of windows or Ubuntu right?

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  • JAX-RS 2.0, JTA 1.1, JMS 2.0 Replay: Java EE 7 Launch Webinar Technical Breakouts on YouTube

    - by John Clingan
    As stated previously (here) (here), the On-Demand Replay of Java EE 7 Launch Webinar is already available. You can watch the entire Strategy and Technical Keynote there, and all other Technical Breakout sessions as well. We are releasing the next set of Technical Breakout sessions on GlassFishVideos YouTube channel as well. In this series, we are releasing JAX-RS 2.0, JTA 1.1, and JMS 2.0. Here's the JAX-RS 2.0 session: Enjoy watching them over the next few days before we release the next set of videos! And don't forget to download Java EE 7 SDK and try numerous bundled samples. "here), we are releasing the next set of Technical Breakout sessions on GlassFishVideos YouTube channel as well. In this series, the next three videos are released. Here's the JAX-RS 2.0 session: Enjoy watching them over the next few days before we release the next set of videos! And don't forget to download Java EE 7 SDK and try numerous bundled samples.

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • Building an web/ mobile app like instagram [on hold]

    - by John
    I would like to build an app like instagram or twitter. User can upload photo, type a few words, hashtag, share their location. And there will be a page like newsfeed showing updates. User can login with oauth. How do I store those data especially photos? (In those cloud thins? like Google cloud? I don't know how those cloud works) and what is the cost of it (if can compress user uploaded photos?). I currently only knows php, javascript and mysql.

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  • Adding 2D vector movement with rotation applied

    - by Michael Zehnich
    I am trying to apply a slight sine wave movement to objects that float around the screen to make them a little more interesting. I would like to apply this to the objects so that they oscillate from side to side, not front to back (so the oscillation does not affect their forward velocity). After reading various threads and tutorials, I have come to the conclusion that I need to create and add vectors, but I simply cannot come up with a solution that works. This is where I'm at right now, in the object's update method (updated based on comments): Vector2 oldPosition = new Vector2(spritePos.X, spritePos.Y); //note: newPosition is initially set in the constructor to spritePos.x/y Vector2 direction = newPosition - oldPosition; Vector2 perpendicular = new Vector2(direction.Y, -direction.X); perpendicular.Normalize(); sinePosAng += 0.1f; perpendicular.X += 2.5f * (float)Math.Sin(sinePosAng); spritePos.X += velocity * (float)Math.Cos(radians); spritePos.Y += velocity * (float)Math.Sin(radians); spritePos += perpendicular; newPosition = spritePos;

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  • How to install hardware drivers for my laptop

    - by John Flisk
    Everytime I change the OS I usually format my laptop. It is an HP tx-2 Touchsmart. It has a touchscreen and additional hardware that isn't working (i.e. volume control buttons and the network discovery) If I was on windows I would just download the hardware drivers from the HP website. How do I go about installing the software for the built-in hardware of my laptop? I am new to the community and I really want to get this computer working like it used to, to get the full Ubuntu experience. Please direct me, thank you.

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • Assign subdomains to seperate ports on web server

    - by Michael Frank
    I have set up an Abyss web server as a little experiment, and I want to know if it is possible to assign subdomains to different ports on the machine the web server is running on. I have a couple webUIs that I'd like to assign subdomains: 192.168.1.1:8000 becomes example.com/webui1/ 192.168.1.1:8001 becomes example.com/webui2/ The webUIs are available by accessing their ports via example.com:8000. I have tried using a reverse proxy, but it seems that this is only usable on one internal IP at a time. What other options do I have?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

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  • Openmatics Revolutionizes Fleet Management with Standards-Based Vehicle Telematics Platform

    - by Michael Snow
    Openmatics s.r.o. was founded in 2010 as a subsidiary of ZF Friedrichshafen AG, a global player in driveline and chassis technology. Oracle Customer:  Openmatics s.r.o.Location:  Pilsen, Czech RepublicIndustry:  AutomotiveEmployees:  70 Its goal was to develop and operate a flexible, open telematics platform for automotive applications, which is independent from vehicle and component suppliers—recognizing that the fragmented telematics market was not meeting today’s fleet management needs. Openmatics provides a rich product portfolio, and customers can extend the platform, as required, to meet their needs. Partners and third-parties can develop their own applications using the Openmatics’ software development kit and can sell them via the Openmatics app shop.ZF Friedrichshafen AG is a global player in driveline and chassis technology. With 121 production companies and 650 service partners in 26 countries, ZF is among the top 10 largest automotive suppliers worldwide. Founded in 1915 to develop and produce transmissions for airships and vehicles, the group’s product offerings now include transmissions and steering systems as well as chassis components and complete axle systems and modules.  A word from Openmatics s.r.o.  “Oracle WebCenter Portal, together with the underlying Oracle Application Development Framework, provided the fundamental infrastructure for the Openmatics platform. Fleet managers can now reduce fuel consumption and operating costs, and more efficiently manage vehicle usage, maintenance, and safety. The standards-based platform allows third-party suppliers to deploy their own vehicle telematics services as Openmatics apps and creates a de facto standard for the automotive industry, independent from a single manufacturer or service provider.” – Gero Strobel, Head of Development, Openmatics s.r.o. Challenges Create an industry standard for vehicle telematics by establishing a customizable platform that enables access to telematics information, such as current and past fuel consumption, through a web browser to better meet automotive market and customer needs Reduce fleet-management costs by eliminating the need to invest in isolated telematics hardware and software solutions per vehicle brand and vehicle component manufacturer Establish an open platform where third-party providers—such as original equipment manufacturers (OEM), insurers, fleet operators, and individual developers—can deploy their own vehicle telematics services Allow users to purchase targeted telematics services as single apps to reduce costs and ensure rapid growth of telematics services available on the platform Enable users to configure their telematics apps with ease to make sure the platform meets individual fleet management requirements, such as analyzing past and current fuel consumption of a truck fleet Solutions Deployed Oracle WebCenter Portal as a foundation for Openmatics, a standards-based automotive telematics platform that provides next-generation fleet management with unified digital communication from and to vehicles on the move Used Oracle Application Development Framework as the development framework for Oracle WebCenter Portal’s components and services, providing developers with ready-to-use software development kits with application programming interfaces, design templates, and visual tools that accelerated time to market Used Oracle Enterprise Pack for Eclipse to simplify telematics application development in Java Enabled fleet monitoring by recording vehicle data—such as fuel consumption information—through onboard units, delivering the information to Oracle Database, and making it accessible through a customizable app portfolio on any web browser Stored vehicle telematics data—sent as encrypted information—in Oracle Database, ensuring data integrity and immediate availability for the platform’s telematics applications Enabled a wide range of telematics services suppliers, from vehicle component manufacturers to fleet application developers, to offer vehicle telematics services on the Openmatics platform, ensuring platform independence from OEMs Provided Openmatics customers with the means to individually select the automotive telematics services that are relevant to their business requirements, eliminating the need to pay for superfluous information and reducing fleet management costs Oracle Products & Services Oracle Application Development Framework Oracle WebCenter Portal Oracle SOA Suite Oracle Enterprise Pack for Eclipse Oracle Database Oracle Consulting &amp;amp;amp;amp;amp;amp;amp;&amp;amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;amp;quot;&amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;amp;gt;amp;&amp;amp;amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;amp;amp;quot;&amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;amp;amp;gt;lt;p&amp;amp;amp;amp;amp;amp;amp;amp;gt; &amp;amp;amp;amp;amp;amp;amp;amp;lt;/p&amp;amp;amp;amp;amp;amp;amp;amp;gt;

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  • If you tried to use Ubuntu then went back to your old OS, why did you do so?

    - by Michael Forrest
    Over the past few years I've been dipping in and out of Ubuntu every so often because I believe in the idea. However, there have always been factors that have made me give up and return to either Windows or OS X, intending to come back when Ubuntu has had a bit more time to 'bake'. Anecdotally, if you have had similar experiences, why did you go back? If we can address these sorts of issues, maybe Ubuntu can get over this hump. I mean 'chasm'.

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