How real time collaborative editors store document in database ? What should be the schema to support "Operational Transform" or CRDT data structure? - editor

I am trying to understand the schema and right database for the real-time collaborative editor. I could not find a suitable article or research paper about database requirements so I am posting my question here.
It would be really helpful if someone can help me to understand. Or can provide a document or blog link.
Disclaimer: This is not a homework question :)

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Dynamics crm use linq to display list of memberworks

I am trying to run a LINQ query within a website plugin with Dynamics CRM Hosted. I need to us LINQ to retrieve a list of all the currently registered Members as shown in the MemberWorks tab. But to be host I have no idea where to start.
Ive really jumped in at the deep end with this one to help out a friend, and I find that necessity and crushing time demands are the best way to challenge my brain and learn something new. So please if you van give me relevant pointer Id really appreciate it.
To clarify my LINQ knowledge is at beginner level and my knowledge of the hosted Dynamics CRM datastructure is at a similar level. So Ive not really tried anything as I simply don't know where to start at this stage. But hopefully some kind folk can give me direction and Ill see where that takes me.
Thanks in advance!
If you look at Hosk's blog you will probably find your answer, if not you will have other questions to ask :)
It's quite hard to give an answer to a question this general so excuse me if it's a bit fuzzy and not exactly what you expected

Wiki based website - Choice of technology

I am willing to build a wiki-based website that would have some other features, namely comments, social sharing, video insertion, article rating and gamification. In a nutshell, something very close to the StackExchange's websites, but the pages would consist of a single piece article instead of a thread of questions implementing the footnote feature.
I have not coded a single line yet.
I am rather experienced with Grails, so I know Groovy and Java. I also know JQuery and a bit of PHP, but I can learn basically everything required. I will be the only one programming on the project.
My questions are:
Which technology should I use according to YOU ?
Should I use Grails as this is what I know best, and try to integrate a wiki technology within my app (if yes, which one) ?
Should I start from an already existing wiki technology (WikiMedia, XWiki, TWiki, Moinmoin, ...) and modify it to integrate the features I need (gamification, comments, video insertion, article rating and social sharing) ? Once again, if you think that is the best solution, please quote a technology, and if possible, tell me why is this THE one.
Thank you very much for your help. I find it rather hard to choose, and ever harder to know which path is the right one to go.
Any suggestion is most welcome.
I would suggest using MediaWiki for the following reasons
You mentioned a wiki-based website
It has lots of extensions built already for your needs (comments, article rating, sharing, comments)
Since you mentioned you know little PHP, you can also modify some of the extensions for your use.
MediaWiki has (via extensions) support for social sharing, video insertion and article rating, and not-great-but-okay support for comments. (Probably most other wiki platforms too - these are common enough features.) Wikia (a MediaWiki-based wiki farm who opensourced most of their custom code) has some gamification features, though I am not familiar with them. Also, MediaWiki has the advantage of having the most widely known wiki dialect (due to the popularity of Wikipedia).
That said, if you are going for minimal developement effort, I would look into adding wiki features to an existing StackOverflow clone before trying to add gamification, comment etc. features to a wiki.

Design Patterns with rails

I'm doing a web application for my Software Enginearing' exam. I decided to use Rails framework and I'm trying to learn it.
During the course we have studied Design Patterns from GoF, but I don't find anything interesting for Rails.
Can anyone adress me to some sources that can help me?
I read this one http://www.amazon.com/Design-Patterns-Ruby-Russ-Olsen/dp/0321490452 and I found it very interesting. Both in terms of design patterns and in the way it goes under the hood of things people usually know about ruby.

Generating RDF From Natural Language

Are there any tools available for generating RDF from natural language? A list of RDFizers compiled by the SIMILE project only mentions one, the Monrai Cypher. Unfortunately, it seems to have been a proprietary tool developed by Monrai Technologies, which has since disappeared, and I can't find any download links. Has anyone seen anything similar?
You want some ontology learning and population tools.
This online article lists 4 different systems:
Text2Onto,
Abraxas,
KnowItAll,
OntoLearn
You may want to check out the book; it reviews several ontology learning tools as well:
Ontology learning from text: methods, evaluation and applications, by Paul Buitelaar, Philipp Cimiano, Bernardo Magnini
You might look into OpenCalias, Zemanta and Hakia which all have nice APIs for extracting semantic data out of internet resources. Not familiar with Monrai Cypher, but possibly these might help.
you could use the python nltk
to parse the text and emit the rdf tripplets

Recommendations needed for good AI references [closed]

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Closed 9 years ago.
I've been asked to help out on an XNA project with the AI. I'm not totally new to the concepts (pathfinding, flocking, etc.) but this would be the first "real" code. I'd be very thankful for any resources (links or books); I want to make sure I do this right.
The standard textbook and a great place to start is Russel and Norvig's Artificial Intelligence: A Modern Approach. You can also get MIT's Intro AI course via OpenCourseWare
These links might be useful to check out, for a beginning (even if most are mostly game-oriented):
http://www.a-i.com
http://www.kynogon.com
http://openai.sourceforge.net
http://www.botspot.com
http://aigamedev.com
http://www.aiwisdom.com
http://igda.org/ai/
http://gamedev.net
and http://www.gameai.com, who has already been mentioned..
I was surprised not to find in the above answers any of the books I though of so here goes, the books that any development team in a game studio will always have:
Game Programming Gems (there are 7
books by now).
AI programming Wisdom (I think 4 are out).
Both series are combined of many very useful articles and browsing through the first two of each series (the game programming gems have AI chapters which includes several very good articles) will give you nice understanding of both basic and advanced techniques used currently in the game industry.
BTW - you can also gain understanding in other areas like data structures, effects, 3D and sound.
Enjoy the reading,
I have to comment that AI: A modern approach is a pretty dry read.
If you're actually interested in AI, and want to stay interested, you are much better off going with Norvig's gift to the world: Paradigms of Artificial Intelligence Programming. Not only is this a great intro to AI, it's a great intro to beautiful programming.
I second "Artificial Intelligence: A modern Approach". It is really good at explaining the items in a basic, understandable manner. It's also a book that is used in many universities to teach students the basics of artificial intelligence.
Maybe it is not such a bad idea to take also take a look at the slides they use in the courses, to get a basic idea on the topics at hand.
There's an XNA specific tutorial on flocking.
You might find the blog, wiki and forums on AiGameDev.com useful.
Russel and Norvig's Artificial Intelligence: A Modern Approach.
Be warned, this book is a bit of a door step. Very detailed and generally very good. I would probably recommend some of the online sites first to get a flavour for the types of algorithms you might need and then selectivly dive into Russel and Norvig to get a more in depth view of the implementation.
Dont forget the usefulness of online forurms such as this or aigamedev.com as I used these extensivly throughout my own AI degree. You might also find that you need to buy a specific game AI book to help with some game logic as this can be substantially different from AI 'application' logic. In game scenarios I think you're generally lucky if you get ~5-10% of the processing time whereas in an application the AI is generally the only thing running and this allows for much more advanced and processor heavy techniques. This is also something that you might need to consider and Im not entirely sure that Russel & Norvig is the best place.
Good luck with the project, I wish I was in your shoes!
Two references of interest should be
Artificial Intelligence for games (Ian Millington)
Programming Game AI by example (Matt Buckland)
I second the reference to the AI forum at gamedev.net. particularly because some of the key posters on that forum work in the industry (including the writer of AiGameDev.com), or use AI & related techniques like planning and optimisation in practical domains.
Amit's A* Pages are extremely helpful in writing pathfinding code. Lots of meaty theoretical and practical info there.
I've always found Steve Woodcock's Game AI site to be a great reference. It includes discussion, source code, and pointers to books, conferences, etc.
I would second: Programming Game AI by example (Matt Buckland)
This book gives great algorithms that should easly port to XNA.
I just read some excerpts from AI a modern approach, mostly because I'm interested in the matter, not because I could actually use it. AI a modern approach is quite good, it's well written and really interesting, however I don't know if you can use it, maybe not if you are more looking for code samples..

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