Posts Tagged ‘tutorial’

Apache ODE 1.3.2.(BPEL-Engine), Tomcat 6.0 and MySQL

Thursday, July 23rd, 2009

EDIT:PLZ ignore all my complaining! everything should be fine now in wiki and the upcoming releases (>1.3.2) Thx for the fast reaction of the ODE-Developers!

To say it from the beginning. This ODE is a BPEL-Engine for orchestration of Buisiness-Processes and has nothing to do with Physics-Engine ODE. Nevertheless I spent much time switching from the filebased buildin database to MySQL. There wasn’t much to find about that in the WWW. There is a nice point in the userguide that drove me crazy:
...

3. Make sure that MySQL is started and the ODE schema has been loaded in a ode database.

...

Well,…but how!? First of all there is no schema provided and the integrated openJPA seems not to be willing to create the schema for you….

Here a tutorial how to install Apache ODE 1.3.2 on Apache Tomcat 6.0

  1. download mysql-connector if you haven’t yet
  2. unzip/untar the archive and move the driver-jar (mysql-connector-java-xxxx.jar) to your tomcat’s lib-directory (TOMCAT/lib)
  3. download ode-war.zip
  4. unzip the archive and copy the file ode.war to your webapp-directory (TOMCAT/webapps)
  5. Follow the instructions as described in the user-guide(following steps 6 + 7):
  6. Add the following stanza to TOMCAT/conf/server.xml inside the <Host> element:
    <Context path=“/ode” docBase=“ode” debug=“5″ reloadable=“true” crossContext=“true”>
    <Resource name=“jdbc/ODEDB” auth=“Container” type=“javax.sql.DataSource”
    maxActive=“100″ maxIdle=“30″ maxWait=“10000″
    username=“root” password=“” driverClassName=“com.mysql.jdbc.Driver”
    url=“jdbc:mysql://localhost:3306/ode?autoReconnect=true”/>
    </Context>
  7. Add a file named ode-axis2.properties under Tomcat/webapps/ode/WEB-INF/conf with the following content:
    ode-axis2.db.mode=EXTERNAL
    ode-axis2.db.ext.dataSource=java:comp/env/jdbc/ODEDB
  8. create a database with the name ‘ode’
  9. create the ode-job table (somewhere in the sourcecode I found that):
    CREATE TABLE ODE_JOB (
    jobid CHAR(64)  NOT NULL DEFAULT '',
    ts BIGINT  NOT NULL DEFAULT 0,
    nodeid char(64)  NULL,
    scheduled int  NOT NULL DEFAULT 0,
    transacted int  NOT NULL DEFAULT 0,
    details blob(4096)  NULL,
    PRIMARY KEY(jobid),
    INDEX IDX_ODE_JOB_TS(ts),
    INDEX IDX_ODE_JOB_NODEID(nodeid)
    )
    TYPE=InnoDB;
    COMMIT;
  10. In order to let openjpa create the schema go to the command-box (START->run…->CMD) and set following java_options(this is one line):
    set JAVA_OPTS="-Dopenjpa.jdbc.SynchronizeMappings=buildSchema(ForeignKeys=true)"
  11. navigate to you tomcat’s bin-directory and start the tomcat by using the startup.bat (or startup.sh)
  12. With a bit luck, that’s it….hope that helped.

Additionally here is a schema for Apache Ode 1.3.2.

I really ask myself why there is such a huge lack of information about that topic. Maybe I had something on my eyes and all of this is obvious. But for me it was not. And I really can’t get why to use a build-tool “buildr” that is ruby-based!???? And using all “how to build the source-code” instructions ended up in a buildr-error!?! Well,…maybe again my fault!? Actually I now can start to work with ODE and maybe someday I will love it, but not yet! That is for sure! :D

EDIT:

Just got comments from the Apache ODE developers that they fixed the wiki and will ship the schema with next releases! Wow,…actually I didn’t expect such a reaction! All I can say is:”Thank you”. Sry about being mad about the wiki I know it is no fun to keep that up to date… ;-D

After LD is before LD

Monday, April 20th, 2009

Well,…this time again: I failed the LD! :( The theme was “Advancing wall of doom”.

I wanted to create an jump’n'run platform-game where you have to try to go high and higher the wall with the help of different helpers. e.g. moving object you have to climb on and stay on top. But that seemed to be too diffuclt for me! I tried to do it without pyhsics-engine. Well actually all I should have to do is send a ray from the feet of my player down the Y-Axis and look how far the distance is to the next pick….. That worked fine for the static objects! But moving objects had some problems here and my player was falling in between….Not good!Too bad I was too small minded to rethink my algorithm and well that’s was it!Sad but true!

The best I can take from the experience is that I started using blender as level-editor. During LD I exported to Wavefront .obj-Files and loaded in the level. Animations was handled by MD5. But again I had real problems importing it to jME…..

BBUUUUTT NOW as all is over and I regained power again I remembered a dotscene-Ogre-Exporter for blender and found out the the radakan-ogreimporter was able to load this. And it worked perfectly! Even animated meshes was handled! Ok…that came 48h too late! BUT it came! I’m really happy about it! And will write a tutorial to share that experience.

—> TO THE TUTORIAL

Blender and the perfect animation!

Thursday, April 9th, 2009

–>How to overwrite .bvh-animations in blender hack

Well, it wouldn’t be me if I would have been satisfied after being able to model and animate my model in blender and load it in jme2. (actually that isn’t working 100% every time) Well,…accidently I found the possibilty to import .bvh-motioncaputure-files to blender. There are huge resources (see links) for that and so it would be nice if I could let the animation-work be done with “just” importing the .bvh-files. Well,…too bad! I didn’t find a step-by-step tutorial how to make this done.

That two were the only more or less useful resources: youtube-tut resource2. The vid is quite useful and show how to work with empties. The second resource I wasn’t able to connect my model to the animation. The script wasn’t able to find the .bvh-file so I couldn’t go on right after step1. Nevertheless I think with this might be together with the youtube-vid a good start to achieve the big goal! Somehow, someday…. For the moment I am still too inexperienced with blender to achieve that in an exceptable amount of time. So back to hand-made motions!

Here some additional links that might help people that are interested in that topic as well:

[EDIT] newly added:

Truespace(free). Seems to have some possibilties as well, but I really didn’t want to look deeper into a second 3d-tool:

Sad but true, I have to postpone the .bvh-project.

[Edit]:

Finally I succeeded in adding the animation to the armature with tracking the bones to the empties. In some resources it was written that applying a new animation to the aramture would be possible with just deleteing the existing ones and import the new animation. THAT didn’t work for me because the links pointed to nothing after the deletion. For that I modified the python-script (my first python experiences ;-D ) and now if you once connected your armature with the empties you just have to import the new animation as empty and the new animation-file overwrites the old animation-data. I will look over it and will write a tutorial this evening.

BTW: For sure there is a better other way but I didn’t find any sollution. So if there is another good way, plz tell me.

PS: Now I found that links. Looks very promising.

http://blenderunderground.com/forums/viewtopic.php?t=1664

http://pagesperso-orange.fr/jb.perin/Mocap/MocapAnimation.html

Here the armature bvh-import is used. It should be possible to modify the script for that option as well.

I wrote a tutorial on my own. If you want to load different bvh-files to the same file then that is your tutorial.

Video-Tutorial: LD-Roads

Saturday, February 21st, 2009

Here a little tutorial how to survive the first 3 Levels of LD-Roads. Maybe that can help to make it a bit easier as the instructions are not powerful enough to make it clear how to play the game.

I still have to learn a lot!! :D (For example how to make a flash-stream flv instead of a swf! :D

TUTORIAL