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Overview and Installation Guide Release 21.0.1 E84712-01
1[Oracle®] AutoVue Integration SDK Overview and Installation Guide Release 21.0.1 E84712-01 February 2017 Oracle AutoVue Integration SDK Overview and Installation Guide, Release 21.0.1 E84712-01 Copyright © 1998, 2017, Oracle and/or its affiliates. All rights reserved. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, the following notice is applicable: U.S. GOVERNMENT RIGHTS Programs, software, databases, and related documentation and technical data delivered to U.S. Government customers are "commercial computer software" or "commercial technical data" pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, the use, duplication, disclosure, modification, and adaptation shall be subject to the restrictions and license terms set forth in the applicable Government contract, and, to the extent applicable by the terms of the Government contract, the additional rights set forth in FAR 52.227-19, Commercial Computer Software License (December 2007). -
View Full Resumé
Aspiration My dream job will allow me to apply a combination of my design and technical skills to create outstanding consumer software for a company that is deeply committed to their product and users. I desire to work in an environment where landing an icon on whole pixels matters, where the text written for an alert view is thoughtful, where design is a fundamental part of the philosophy, and where I can learn from and be inspired by the talented people I work with. Experience Getaround Jun 2013 – Present www.getaround.com Sr. Software Engineer Lead software engineer for Getaround’s iOS app, facilitating on-demand car rental services. Since joining I have refactored the client-side API to use a modern block- based design and taken on efforts to redesign the app user-experience for iOS 7. SeatMe, Inc. Jul 2012 – Jun 2013 Bryan www.seatme.com Sr. Software Engineer & UX Designer Hansen Engineering for a front-of-house restaurant solution on the iPad allowing real-time guest and operations management with server-side sync. Contribution of key new Cocoa Developer & features and refactorization of core components to increase stability and performance. Interaction Designer UX and prototyping on iOS to support future business directives. email [email protected] Bitswift Oct 2011 – Apr 2012 portfolio skeuo.com Cofounder phone 970.214.3842 Product development and design of an advanced design tool for the Mac platform, facilitating the creation of user flows for mobile applications. My responsibilities twitter @skeuo included product direction, development and UX wireframe design. Übermind, Inc. Mar 2006 – Sep 2011 www.ubermind.com Director of UX My project involvement with Übermind has been diverse, encompassing mobile apps for iOS and Android, consumer applications for the Mac and back-end enterprise systems. -
Intro to Opengl
Intro to OpenGL CS4620 Lecture 14 Guest Instructor: Nicolas Savva What is OpenGL? ● Open Graphics Library ● A low level API for 2D/3D rendering with the Graphics Hardware (GPU) ● Cross-platform (Windows, OS X, Linux, iOS, Android, ...) ● Developed by SGI in 1992 – 2014: OpenGL 4.5 – 2008: OpenGL 3.0 – 2006: OpenGL 2.1 ● Main alternative: DirectX/3D Cornell CS4620 Fall 2015 How does it fit in? ● Tap massive power of GPU hardware to render images ● Use GPU without caring about the exact details of the hardware Cornell CS4620 Fall 2015 CPU and GPU memory CPU BUS GPU SHADERS B B U U S S B U S F GPU MEMORY B SYSTEM MEMORY Display Cornell CS4620 Fall 2015 What OpenGL does for us ● Controls GPU ● Lets user specify resources...: – Geometry (vertices and primitives) – Textures – Shaders (programmable pieces of rendering pipeline) – Etc. ● ...and use them: – Rasterize and draw geometry Cornell CS4620 Fall 2015 How we will use OpenGL ● OpenGL version – We use 2.x-3.x (plus extensions) – Code avoids older, deprecated parts of OpenGL standard ● LWJGL – Lightweight Java Game Library – Java bindings for OpenGL API ● CS 4620/4621 Framework – Simplifies creating and using OpenGL resources Cornell CS4620 Fall 2015 LWJGL ● OpenGL originally written for C. ● LWJGL contains OpenGL binding for Java www.lwjgl.org/ ● Gives Java interface to C OpenGL commands ● Manages framebuffer (framebuffer: a buffer that holds the image that is displayed on the monitor) Cornell CS4620 Fall 2015 MainGame ● A window which can display GameScreens ● Initializes OpenGL context -
Open Source Software Attributions for ASCET-DEVELOPER 7.3.0
ASCET-DEVELOPER 7.3.0 OSS Attributions Open Source Software Attributions for ASCET-DEVELOPER 7.3.0 This document is provided as part of the fulfillment of OSS license conditions and does not require users to take any action before or while using the product. Page 1 of 102 ASCET-DEVELOPER 7.3.0 OSS Attributions Table of Contents Contents 1 List of used Open Source Components. ................................................................................................ 3 2 Appendix - License Text ................................................................................................................. 15 2.1 ANTLR Software Rights Notice .................................................................................................. 15 2.2 ASM License ......................................................................................................................... 16 2.3 Apache License 1.1 ................................................................................................................. 17 2.4 Apache License 2.0 ................................................................................................................. 18 2.5 BSD (Three Clause License) ...................................................................................................... 21 2.6 BSD 4-clause "Original" or "Old" License ..................................................................................... 22 2.7 Common Development and Distribution License 1.0..................................................................... -
Evaluating Different Java Bindings for Opencl
2012년 12월 7일 University of Seoul University Carlos III of Madrid Computer Engineering Final project Evaluating different Java bindings for OpenCL Raquel Medina Dominguez Supervisor at University of Seoul: Youngmin Yi [email protected] Supervisor at University Carlos III: Jose Maria Sierra Camara [email protected] University of Seoul 7th December 2012 Acknowledgments I would like to thanks my supervisor at the University of Seoul, Youngmin Yi, for helping me with his knowledge and for the time he spent with my work, also to my supervisor in the University Carlos III of Madrid, Jose Maria Sierra Camara. Special thanks to my family and friends. I have no words to describe how grateful I am to my father Jesus, my mother Maria de los Angeles and my sister Maria. I am sure without their support I could not endure all the stress and difficulties arose from all these years of studies. I want to mention here to my partners in the Parallel System Lab. They have been like a family to me, and they helped me in all they could. Special thanks to Hyun-Woo Lee, Young-Sang Woo and Saehanseul Yi. I also want to mention my best friends during my period in Seoul, Aileen and Lara, for being so patient with me, for listening to me everyday, and for helping me in every situation. Also mention here the program SeoulMate for introducing to me my buddy Sooin and Hayley and I cannot forget here my friend and personal translator 백여사 Declaration I hereby declare that the presented final project is my own work and that I have cited all sources of information in accordance with the Guideline for adhering to ethical principles when elaborating an academic final project in my home university, University Carlos III of Madrid and the University of Seoul. -
COMP 557 – Tutorial 1: Eclipse, Java, JOGL, Mintools
COMP 557 { Tutorial 1: Eclipse, Java, JOGL, MINtools TA: Emmanuel Piuze McGill University September 11, 2012 Contents 1 Java 3 1.1 History...........................................3 1.2 Commenting Your Code..................................4 1.3 Primitive data types....................................4 1.3.1 Primitive type wrappers..............................4 1.4 Operators..........................................5 1.5 Methods...........................................5 1.6 The Main Method.....................................6 1.7 Rounding..........................................7 1.8 Logic.............................................7 1.9 Loops............................................8 1.10 Classes............................................9 1.11 JRE Convenience Classes................................. 10 1.11.1 Lists......................................... 10 1.12 Vecmath package...................................... 11 1.12.1 Points and Vectors................................. 11 1.12.2 Matrices....................................... 12 1.12.3 Quaternions..................................... 13 2 Eclipse 13 2.1 History........................................... 13 2.2 Initial Setup......................................... 14 2.2.1 Verifying if Java is Properly Installed...................... 14 2.2.2 Downloading and Installing Eclipse........................ 14 2.2.3 Configuring JREs and JDK Compiler Compliance............... 14 2.3 Configuring JOGL User Libraries............................. 15 2.4 Workspace Management................................. -
Visualization and Geometric Interpretation of 3D Surfaces Donya Ghafourzadeh
LiU-ITN-TEK-A-13/011-SE Visualization and Geometric Interpretation of 3D Surfaces Donya Ghafourzadeh 2013-04-30 Department of Science and Technology Institutionen för teknik och naturvetenskap Linköping University Linköpings universitet nedewS ,gnipökrroN 47 106-ES 47 ,gnipökrroN nedewS 106 47 gnipökrroN LiU-ITN-TEK-A-13/011-SE Visualization and Geometric Interpretation of 3D Surfaces Examensarbete utfört i Medieteknik vid Tekniska högskolan vid Linköpings universitet Donya Ghafourzadeh Handledare George Baravdish Examinator Sasan Gooran Norrköping 2013-04-30 Upphovsrätt Detta dokument hålls tillgängligt på Internet – eller dess framtida ersättare – under en längre tid från publiceringsdatum under förutsättning att inga extra- ordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka kopior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervisning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säkerheten och tillgängligheten finns det lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsmannens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/ Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a considerable time from the date of publication barring exceptional circumstances. -
An Opengl-Based Eclipse Plug-In for Visual Debugging
An OpenGL-based Eclipse Plug-in for Visual Debugging André Riboira Rui Abreu Rui Rodrigues Department of Informatics Engineering University of Porto Portugal {andre.riboira, rma, rui.rodrigues}@fe.up.pt ABSTRACT A traditional approach to fault localization is to insert Locating components which are responsible for observed fail- print statements in the program to generate additional de- ures is the most expensive, error-prone phase in the software bugging information to help identifying the root cause of development life cycle. Automated diagnosis of software the observed failure. Essentially, the developer adds these faults (aka bugs) can improve the efficiency of the debug- statements to the program to get a glimpse of the runtime ging process, and is therefore an important process for the state, variable values, or to verify that the execution has development of dependable software. Although the output reached a particular part of the program. Another com- of current automatic fault localization techniques is deemed mon technique is the use of a symbolic debugger which sup- to be useful, the debugging potential has been limited by ports additional features such as breakpoints, single step- the lack of a visualization tool that provides intuitive feed- ping, and state modifying. Examples of symbolic debuggers back about the defect distribution over the code base, and are GDB [15], DBX [6], DDD [18], Exdams [4], and the easy access to the faulty locations. To help unleash that po- debugger proposed by Agrawal, Demillo, and Spafford [3]. tential, we present an OpenGL-based Eclipse plug-in that Symbolic debuggers are included in many integrated devel- opment environments (IDE) such as Eclipse2, Microsoft Vi- explores two visualization techniques - viz. -
Full-Graph-Limited-Mvn-Deps.Pdf
org.jboss.cl.jboss-cl-2.0.9.GA org.jboss.cl.jboss-cl-parent-2.2.1.GA org.jboss.cl.jboss-classloader-N/A org.jboss.cl.jboss-classloading-vfs-N/A org.jboss.cl.jboss-classloading-N/A org.primefaces.extensions.master-pom-1.0.0 org.sonatype.mercury.mercury-mp3-1.0-alpha-1 org.primefaces.themes.overcast-${primefaces.theme.version} org.primefaces.themes.dark-hive-${primefaces.theme.version}org.primefaces.themes.humanity-${primefaces.theme.version}org.primefaces.themes.le-frog-${primefaces.theme.version} org.primefaces.themes.south-street-${primefaces.theme.version}org.primefaces.themes.sunny-${primefaces.theme.version}org.primefaces.themes.hot-sneaks-${primefaces.theme.version}org.primefaces.themes.cupertino-${primefaces.theme.version} org.primefaces.themes.trontastic-${primefaces.theme.version}org.primefaces.themes.excite-bike-${primefaces.theme.version} org.apache.maven.mercury.mercury-external-N/A org.primefaces.themes.redmond-${primefaces.theme.version}org.primefaces.themes.afterwork-${primefaces.theme.version}org.primefaces.themes.glass-x-${primefaces.theme.version}org.primefaces.themes.home-${primefaces.theme.version} org.primefaces.themes.black-tie-${primefaces.theme.version}org.primefaces.themes.eggplant-${primefaces.theme.version} org.apache.maven.mercury.mercury-repo-remote-m2-N/Aorg.apache.maven.mercury.mercury-md-sat-N/A org.primefaces.themes.ui-lightness-${primefaces.theme.version}org.primefaces.themes.midnight-${primefaces.theme.version}org.primefaces.themes.mint-choc-${primefaces.theme.version}org.primefaces.themes.afternoon-${primefaces.theme.version}org.primefaces.themes.dot-luv-${primefaces.theme.version}org.primefaces.themes.smoothness-${primefaces.theme.version}org.primefaces.themes.swanky-purse-${primefaces.theme.version} -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Introduction to Opengl
INTRODUCTION TO OPENGL Pramook Khungurn CS4620, Fall 2012 What is OpenGL? • Open Graphics Library • Low level API for 2D/3D rendering with GPU • For interactive applications • Developed by SGI in 1992 • 2009: OpenGL 3.2 • 2010: OpenGL 4.0 • 2011: OpenGL 4.2 • Competitor: Direct3D OpenGL 2.x vs OpenGL 3.x • We’ll teach you 2.x. • Since 3.x, a lot of features of 2.x have been deprecated. • Becoming more similar to DirectX • Deprecated features are not removed. • You can still use them! • Why? • Backward compatibility: Mac cannot fully use 3.x yet. • Pedagogy. Where does it work? What OpenGL Does • Control GPU to draw simple polygons. • Utilize graphics pipeline. • Algorithm GPU uses to create 3D images • Input: Polygons & other information • Output: Image on framebuffer • How: Rasterization • More details in class next week. What OpenGL Doesn’t Do • Manage UI • Manage windows • Decide where on screen to draw. • It’s your job to tell OpenGL that. • Draw curves or curved surfaces • Although can approximate them by fine polygons Jargon • Bitplane • Memory that holds 1 bit of info for each pixel • Buffer • Group of bitplanes holding some info for each pixel • Framebuffer • A buffer that hold the image that is displayed on the monitor. JOGL Java OpenGL (JOGL) • OpenGL originally written for C. • JOGL = OpenGL binding for Java • http://jogamp.org/jogl/www/ • Gives Java interface to C OpenGL commands. • Manages framebuffer. Demo 1 GLCanvas • UI component • Can display images created by OpenGL. • OpenGL “context” • Stores OpenGL states. • Provides a default framebuffer to draw. • Todo: • Create and stick it to a window. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between