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  • Oracle Honors Hitachi Data Systems with 2012 Taleo Customer Innovation Award

    - by Scott Ewart
    High-Tech Leader Recognized at Taleo World for its Strategic Initiative Aligning Talent, Performance and Revenues Oracle awarded the 2012 Taleo Customer Innovation Award to    Hitachi Data Systems (HDS), a wholly owned subsidiary of Hitachi, Ltd., for transforming performance management within its global sales organization with Oracle Taleo talent management solutions. The Taleo Innovation Awards honor and recognize Oracle Taleo customers that advance talent management initiatives using innovation, leadership and best practices. Oracle honored HDS along with finalists National Heritage Academies and CACI at a ceremony held September 13 at Taleo World in Chicago. Josh Bersin, President and CEO of Bersin & Associates, was the emcee for the ceremony. The honorees were selected from dozens of global submissions by a panel of influential industry analysts with expertise in talent management. To view the full story and press release, click here.

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  • Speaking at PASS 2012 Summit in Seattle #sqlpass

    - by Marco Russo (SQLBI)
    I will deliver two sessions at the next PASS Summit 2012: one is title Inside DAX Query Plans and the other is Near Real-Time Analytics with xVelocity (without DirectQuery).These will be two sessions that require a lot of preparation and even if I have already much to say, I still have a long work to do this summer in order to go deeper in several details that I want to investigate for completing these sessions.I already look forward to come back in Seattle!In the meantime, you have to study SSAS Tabular and if you want to get a real jumpstart why not attending one of the next SSAS Tabular Workshop Online? We are working on more dates for this fall, but there are a few dates already scheduled.And, last but not least, the early Rough Cuts edition of our upcoming SSAS Tabular book is finally available here (really near to the final print)!

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  • Fast Data Executive Round Table FY14 event kit

    - by JuergenKress
    We are very interested to run joint marketing events jointly with you as our partners! At our SOA Community Workspace (SOA Community membership required) you can find a new Fast Data Executive Round Table FY14 event kit. This event is designed at senior IT and executives level for the purposes of education, awareness, and thought leadership around the subject of big data; and a specific flavor of big data - Fast Data - that has begun to spark the imagination of many Oracle customers. Fast Data is not new. It’s a term that was invented initially by Ovum’s Tony Baer as a way to represent the collection of ‘high velocity’ solutions with respect to the big data. For Oracle, the Fast Data campaign in FY13 began as a way to tie a broader set of solutions together (SOA/Business Process Management, Data Integration and Business Analytics) under a set of use cases focused on real-time, high velocity data. It has helped to give Oracle a leap-frog advantage over many of the niche integration vendors (i.e. Informatica, Pega, Tibco, Software AG, Terracotta) who haven’t been able to address these types of end-to-end use cases which rely on the combination of filtering, in-memory data processing, correlation, real-time data movement and transformation, end-to-end analytics, and business process management. Only Oracle can address all the dimensions of fast data, and only Oracle can provide a set of engineered solutions to address this space. This event is designed to continue that thought leadership momentum and raise the awareness about what Oracle Fast Data solutions are designed to solve. It’s designed to highlight real customer solutions and articulate the business benefits that fast data can address. This is not an event that gets into the esoteric technical standards of Hadoop, NoSQL, and in-memory data grids. This is an event that instead gets into the heart of business problems that big data has left un-addressed and charts the path for next steps in fast data. Get the Fast Data Executive Round Table FY14 event kit here. Support marketing campaigns We can support such events by: Oracle speakers - contact your partner manager Marketing budget - contact your A&C marketing manager Event location - free use of Oracle Customer Visitor Centers conference rooms Promote your event at events.oracle.com: http://tinyurl.com/eventspecialized E-Blast: invite customers to your event – contact your A&C marketing manager For additional marketing kits e.g for Business Process Managementplease visit our SOA Community Workspace. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags:

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  • Get Final output from UDK

    - by EmAdpres
    ( sorry for my bad english in advance :D ) I'm trying to get a .exe setup output, from my UDK !( with my own maps and scripts which I made within MyGame) I tried UnrealFrontEnd! But It made a setup , that after installation I can see my .udk maps, my packages and etc. But It's not a real output that I can show to my customers. I don't want, other can use my resources ! So... How can I get a binary-like output from UDK as a real Game-Output ? ( like what we see in all commercial games ) Is there any option in frontend that I missed ?

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  • Is OOP hard because it is not natural?

    - by zvrba
    One can often hear that OOP naturally corresponds to the way people think about the world. But I would strongly disagree with this statement: We (or at least I) conceptualize the world in terms of relationships between things we encounter, but the focus of OOP is designing individual classes and their hierarchies. Note that, in everyday life, relationships and actions exist mostly between objects that would have been instances of unrelated classes in OOP. Examples of such relationships are: "my screen is on top of the table"; "I (a human being) am sitting on a chair"; "a car is on the road"; "I am typing on the keyboard"; "the coffee machine boils water", "the text is shown in the terminal window." We think in terms of bivalent (sometimes trivalent, as, for example in, "I gave you flowers") verbs where the verb is the action (relation) that operates on two objects to produce some result/action. The focus is on action, and the two (or three) [grammatical] objects have equal importance. Contrast that with OOP where you first have to find one object (noun) and tell it to perform some action on another object. The way of thinking is shifted from actions/verbs operating on nouns to nouns operating on nouns -- it is as if everything is being said in passive or reflexive voice, e.g., "the text is being shown by the terminal window". Or maybe "the text draws itself on the terminal window". Not only is the focus shifted to nouns, but one of the nouns (let's call it grammatical subject) is given higher "importance" than the other (grammatical object). Thus one must decide whether one will say terminalWindow.show(someText) or someText.show(terminalWindow). But why burden people with such trivial decisions with no operational consequences when one really means show(terminalWindow, someText)? [Consequences are operationally insignificant -- in both cases the text is shown on the terminal window -- but can be very serious in the design of class hierarchies and a "wrong" choice can lead to convoluted and hard to maintain code.] I would therefore argue that the mainstream way of doing OOP (class-based, single-dispatch) is hard because it IS UNNATURAL and does not correspond to how humans think about the world. Generic methods from CLOS are closer to my way of thinking, but, alas, this is not widespread approach. Given these problems, how/why did it happen that the currently mainstream way of doing OOP became so popular? And what, if anything, can be done to dethrone it?

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  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • Speaking at PASS 2012 Summit in Seattle #sqlpass

    - by Marco Russo (SQLBI)
    I will deliver two sessions at the next PASS Summit 2012: one is title Inside DAX Query Plans and the other is Near Real-Time Analytics with xVelocity (without DirectQuery).These will be two sessions that require a lot of preparation and even if I have already much to say, I still have a long work to do this summer in order to go deeper in several details that I want to investigate for completing these sessions.I already look forward to come back in Seattle!In the meantime, you have to study SSAS Tabular and if you want to get a real jumpstart why not attending one of the next SSAS Tabular Workshop Online? We are working on more dates for this fall, but there are a few dates already scheduled.And, last but not least, the early Rough Cuts edition of our upcoming SSAS Tabular book is finally available here (really near to the final print)!

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  • Enterprise Mobile Apps

    - by Sahil Malik
    SharePoint 2010 Training: more information This is one of those rare occasions when I get to write about what I’m working on in my consulting life. I’m a very lucky guy, I get to work on some very tough and challenging solutions for clients around the world. In working on such problems, I face the best challenges which help me be a better consultant. A better consultant is a better trainer. There is no substitute for real world experience. As an example, Winsmarts started working on a product with Din ERP that would bring ERP functionality into SharePoint. Not influenced by marketecture, and the only driver being success at customer, as an architect for this endeavor, I experimented with and decided against technologies such as Silverlight. We subsequently invested heavily in JavaScript when the prevalent browser was still IE6. It wasn’t easy to create an amazing amount of functionality in JavaScript, but over time we enriched the product and today we have a very compelling Read full article ....

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • Randomization of biomes

    - by user24527
    You know how in Minecraft, the World is ever-expanding and all the biomes are randomized? My generalized question is: In relation to a space simulation that is also ever-expanding as the player moves about the world, how would one go about programming this randomization in Java? My real question is: Could I get a simplified example broken down into these example classes: astroids (This would include how many astroids there are, their positioning in space, their size, how often the larger astroids occur, how close they are to each other, the limitations of how many of the large asteroids can be in one field, how often astroid fields are generated, etc.) star-types (size, color, type, how often they occur, where hey occur, etc.) inhabitable-planets (size, positioning, how often they're generated, where they are generated, etc.) This would be very helpful currently since I wish to make a simplified version of such a program.

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Comments in code

    - by DavidMadden
    It is a good practice to leave comments in your code.  Knowing what the hell you were thinking or later intending can be salvation for yourself or the poor soul coming behind you.  Comments can leave clues to why you chose one approach over the other.  Perhaps staged re-engineering dictated that coding practices vary.One thing that should not be left in code as comments is old code.  There are many free tools that left you version your code.  Subversion is a great tool when used with TortoiseSVN.  Leaving commented code scattered all over will cause you to second guess yourself, all distraction to the real code, and is just bad practice.If you have a versioning solution, take time to go back through your code and clean things up.  You may find that you can remove lines and leave real comments that are far more knowledgeable than having to remember why you commented out the old code in the first place.

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  • What is the best database design for managing historical information? [closed]

    - by Emmad Kareem
    Say you have a Person table with columns such as: ID, FirstName, LastName, BirthCountry, ...etc. And you want to keep track of changes on such a table. For example, the user may want to see previous names of a person or previous addresses, etc. The normalized way is to keep names in separate table, addresses in a separate table,...etc. and the main person table will contain only the information that you are not interested in monitoring changes for (such information will be updated in place). The problem I see here, aside form the coding hassle due to the extensive number of joins required in a real-life situation, is that I have never seen this type of design in any real application (maybe because most did not provide this feature!). So, is there a better way to design this? Thanks.

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  • Installing Peachtree Complete Accounting...?

    - by d_Joke
    I do make a research about accounting applications for Ubuntu 11.10 but any of the can satisfy my needs. I install Peachtree Complete Accounting 2006 with Wine but there's some bugs like, the Home Page does not appear (even I don't use it) and the Invoice Module does not work properly... it sends me to an error message and the application automatically close. I know about GNUCash and others but the real thing is that those kind of programs are made for personal budget and that kind of stuff... accountants like me, that we made the decision of migrate to Ubuntu, are in the need of a real accounting program for Ubuntu or, at least (and I think that must be the best option) Wine must be updated to run that kind of applications. The same happens thing happens with the taxes applications (at least in my country).

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  • Career Shifters: How to compete with IT/ComSci graduates

    - by CareerShifter
    I am wondering what are the chances of a career shifter (mid 20's), who have maybe 3-6 months programming experience vs. younger fresh IT/Com Sci graduates. You see, even though I really love programming (Java/J2EE), but nobody gives me a feedback when I apply online. maybe because they preferred IT/ComSci graduates vs a career shifter like me.. So can you advice on how to improve my chance on being hired. How can i get a real-job programming experince if nobody is hiring me. I can make my own projects (working e-commerce site blah blah) but it is still different from the real job. And my codes are working but it still needs a lot of improvement and no one can tell me how to improve it because no one sees it (because I'm doing it alone?). Do you know any open source websites (java/j2ee/jee) / online home-based jobs who accepts java/j2ee/jee trainees.. Thank you very much

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  • Java chunk negative number problem

    - by user1990950
    I've got a tile based map, which is divided in chunks. I got a method, which puts tiles in this map and with positive numbers it's working. But when using negative numbers it wont work. This is my setTile method: public static void setTile(int x, int y, Tile tile) { int chunkX = x / Chunk.CHUNK_SIZE, chunkY = y / Chunk.CHUNK_SIZE; IntPair intPair = new IntPair(chunkX, chunkY); world.put(intPair, new Chunk(chunkX, chunkY)); world.get(intPair).setTile(x - chunkX * Chunk.CHUNK_SIZE, y - chunkY * Chunk.CHUNK_SIZE, tile); } This is the setTile method in the chunk class (CHUNK_SIZE is a constant with the value 64): public void setTile(int x, int y, Tile t) { if (x >= 0 && x < CHUNK_SIZE && y >= 0 && y < CHUNK_SIZE) tiles[x][y] = t; } What's wrong with my code?

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  • Google I/O Sandbox Case Study: CNBC

    Google I/O Sandbox Case Study: CNBC We interviewed CNBC at the Google I/O Sandbox on May 11, 2011. They explained to us the benefits of building apps for the Google TV platform. CNBC's Real-Time Finance App is now available on Google TV, in addition to Android. Now consumers can access the same real-time stock information about the companies they are interested in from their living room. For more information about developing on Google TV, visit: code.google.com For more information on CNBC, visit: www.cnbc.com From: GoogleDevelopers Views: 22 0 ratings Time: 02:06 More in Science & Technology

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  • Anticipating JavaOne 2012 – Number 17!

    - by Janice J. Heiss
    As I write this, JavaOne 2012 (September 30-October 4 in San Francisco, CA) is just over a week away -- the seventeenth JavaOne! I’ll resist the impulse to travel in memory back to the early days of JavaOne. But I will say that JavaOne is a little like your birthday or New Year’s in that it invites reflection, evaluation, and comparison. It’s a time when we take the temperature of Java and assess the world of information technology generally. At JavaOne, insight and information flow amongst Java developers like no other time of the year.This year, the status of Java seems more secure in the eyes of most Java developers who agree that Oracle is doing an acceptable job of stewarding the platform, and while the story is still in progress, few doubt that Oracle is engaging strongly with the Java community and wants to see Java thrive. From my perspective, the biggest news about Java is the growth of some 250 alternative languages for the JVM – from Groovy to Jython to JRuby to Scala to Clojure and on and on – offering both new opportunities and challenges. The JVM has proven itself to be unusually flexible, resulting in an embarrassment of riches in which, more and more, developers are challenged to find ways to optimally mix together several different languages on projects.    To the matter at hand -- I can say with confidence that Oracle is working hard to make each JavaOne better than the last – more interesting, more stimulating, more networking, and more fun! A great deal of thought and attention is being devoted to the task. To free up time for the 475 technical sessions/Birds of feather/Hands-on-Labs slots, the Java Strategy, Partner, and Technical keynotes will be held on Sunday September 30, beginning at 4:00 p.m.   Let’s not forget Java Embedded@JavaOne which is being held Wednesday, Oct. 3rd and Thursday, Oct. 4th at the Hotel Nikko. It will provide business decision makers, technical leaders, and ecosystem partners important information about Java Embedded technologies and new business opportunities.   This year's JavaOne theme is “Make the Future Java”. So come to JavaOne and make your future better by:--Choosing from 475 sessions given by the experts to improve your working knowledge and coding expertise --Networking with fellow developers in both casual and formal settings--Enjoying world-class entertainment--Delighting in one of the world’s great cities (my home town) Hope to see you there! Originally published on blogs.oracle.com/javaone.

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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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