Search Results

Search found 4929 results on 198 pages for 'unity 3d'.

Page 156/198 | < Previous Page | 152 153 154 155 156 157 158 159 160 161 162 163  | Next Page >

  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

    Read the article

  • Get to Know a Candidate (15 of 25): Jerry White&ndash;Socialist Equality Party

    - by Brian Lanham
    DISCLAIMER: This is not a post about “Romney” or “Obama”. This is not a post for whom I am voting. Information sourced for Wikipedia. White (born Jerome White) is an American politician and journalist, reporting for the World Socialist Web Site.  White's Presidential campaign keeps four core components: * International unity in the working class * Social equality * Opposition to imperialist militarism and assault on democratic rights * Opposition to the political subordination of the working class to the Democrats and Republicans The White-Scherrer ticket is currently undergoing a review by the Wisconsin election committee concerning the ballot listing of the party for the 2012 Presidential elections. White has visited Canada, Germany, and Sri Lanka to campaign for socialism and an international working class movement. The Socialist Equality Party (SEP) is a Trotskyist political party in the United States, one of several Socialist Equality Parties around the world affiliated to the International Committee of the Fourth International (ICFI). The ICFI publishes daily news articles, perspectives and commentaries on the World Socialist Web Site. The party held public conferences in 2009 and 2010. It led an inquiry into utility shutoffs in Detroit, Michigan earlier in 2010, after which it launched a Committee Against Utility Shutoffs. Recently it sent reporters to West Virginia to report on the Upper Big Branch Mine disaster and the way that Massey Energy has treated its workers. It also sent reporters to the Gulf Coast to report on the Deepwater Horizon oil spill. In addition, it has participated in elections with the aim of opposing the American occupation of Iraq and building a mass socialist party with an international perspective. Despite having been active for over a decade, the Socialist Equality Party held its founding congress in 2008, where it adopted a statement of principles and a historical document. White has Ballot Access in: CO, LA, WI Learn more about Jerry White and Socialist Equality Party on Wikipedia

    Read the article

  • Windows being placed on wrong monitor

    - by osarusan
    I'm running a fresh install of Ubuntu 12.04x64 (ATI Radeon HD4770 with open source drivers) and I am having trouble getting windows to appear on the right screen. Yesterday I plugged in my secondary monitor and it worked perfectly out of the box, except that for some reason, compiz wants to place windows on the secondary monitor rather than the first. This is a problem because I don't use the secondary monitor 100% of the time, and I don't want windows being placed on it when it is off. Also, it's only some windows that are getting placed there. For example, the "Edit Connections" window from the networking menu is always placed off my primary screen. There are a number of other windows that do the same. While some, like nautilus, always appear on the proper monitor. I played around with Compiz Config Settings Manager and found that if I disable the "Place Windows" plugin, all of the windows appear on the proper monitor -- except that they are placed underneath the Unity Panel, so I have to alt-drag them out each time in order to use them. With out without that plugin, I can't seem to get a sensible setup. The windows are supposed to appear only on the active display, but for some reason Compiz doesn't want to do that with some windows. Does anyone know a fix for this? I'd rather not have to disable and re-enable my monitor every single time I use it...

    Read the article

  • Solaris: What comes next?

    - by alanc
    As you probably know by now, a few months ago, we released Solaris 11 after years of development. That of course means we now need to figure out what comes next - if Solaris 11 is “The First Cloud OS”, then what do we need to make future releases of Solaris be, to be modern and competitive when they're released? So we've been having planning and brainstorming meetings, and I've captured some notes here from just one of those we held a couple weeks ago with a number of the Silicon Valley based engineers. Now before someone sees an idea here and calls their product rep wanting to know what's up, please be warned what follows are rough ideas, and as I'll discuss later, none of them have any committment, schedule, working code, or even plan for integration in any possible future product at this time. (Please don't make me force you to read the full Oracle future product disclaimer here, you should know it by heart already from the front of every Oracle product slide deck.) To start with, we did some background research, looking at ideas from other Oracle groups, and competitive OS'es. We examined what was hot in the technology arena and where the interesting startups were heading. We then looked at Solaris to see where we could apply those ideas. Making Network Admins into Socially Networking Admins We all know an admin who has grumbled about being the only one stuck late at work to fix a problem on the server, or having to work the weekend alone to do scheduled maintenance. But admins are humans (at least most are), and crave companionship and community with their fellow humans. And even when they're alone in the server room, they're never far from a network connection, allowing access to the wide world of wonders on the Internet. Our solution here is not building a new social network - there's enough of those already, and Oracle even has its own Oracle Mix social network already. What we proposed is integrating Solaris features to help engage our system admins with these social networks, building community and bringing them recognition in the workplace, using achievement recognition systems as found in many popular gaming platforms. For instance, if you had a Facebook account, and a group of admin friends there, you could register it with our Social Network Utility For Facebook, and then your friends might see: Alan earned the achievement Critically Patched (April 2012) for patching all his servers. Matt is only at 50% - encourage him to complete this achievement today! To avoid any undue risk of advertising who has unpatched servers that are easier targets for hackers to break into, this information would be tightly protected via Facebook's world-renowned privacy settings to avoid it falling into the wrong hands. A related form of gamification we considered was replacing simple certfications with role-playing-game-style Experience Levels. Instead of just knowing an admin passed a test establishing a given level of competency, these would provide recruiters with a more detailed level of how much real-world experience an admin has. Achievements such as the one above would feed into it, but larger numbers of experience points would be gained by tougher or more critical tasks - such as recovering a down system, or migrating a service to a new platform. (As long as it was an Oracle platform of course - migrating to an HP or IBM platform would cause the admin to lose points with us.) Unfortunately, we couldn't figure out a good way to prevent (if you will) “gaming” the system. For instance, a disgruntled admin might decide to start ignoring warnings from FMA that a part is beginning to fail or skip preventative maintenance, in the hopes that they'd cause a catastrophic failure to earn more points for bolstering their resume as they look for a job elsewhere, and not worrying about the effect on your business of a mission critical server going down. More Z's for ZFS Our suggested new feature for ZFS was inspired by the worlds most successful Z-startup of all time: Zynga. Using the Social Network Utility For Facebook described above, we'd tie it in with ZFS monitoring to help you out when you find yourself in a jam needing more disk space than you have, and can't wait a month to get a purchase order through channels to buy more. Instead with the click of a button you could post to your group: Alan can't find any space in his server farm! Can you help? Friends could loan you some space on their connected servers for a few weeks, knowing that you'd return the favor when needed. ZFS would create a new filesystem for your use on their system, and securely share it with your system using Kerberized NFS. If none of your friends have space, then you could buy temporary use space in small increments at affordable rates right there in Facebook, using your Facebook credits, and then file an expense report later, after the urgent need has passed. Universal Single Sign On One thing all the engineers agreed on was that we still had far too many "Single" sign ons to deal with in our daily work. On the web, every web site used to have its own password database, forcing us to hope we could remember what login name was still available on each site when we signed up, and which unique password we came up with to avoid having to disclose our other passwords to a new site. In recent years, the web services world has finally been reducing the number of logins we have to manage, with many services allowing you to login using your identity from Google, Twitter or Facebook. So we proposed following their lead, introducing PAM modules for web services - no more would you have to type in whatever login name IT assigned and try to remember the password you chose the last time password aging forced you to change it - you'd simply choose which web service you wanted to authenticate against, and would login to your Solaris account upon reciept of a cookie from their identity service. Pinning notes to the cloud We also all noted that we all have our own pile of notes we keep in our daily work - in text files in our home directory, in notebooks we carry around, on white boards in offices and common areas, on sticky notes on our monitors, or on scraps of paper pinned to our bulletin boards. The contents of the notes vary, some are things just for us, some are useful for our groups, some we would share with the world. For instance, when our group moved to a new building a couple years ago, we had a white board in the hallway listing all the NIS & DNS servers, subnets, and other network configuration information we needed to set up our Solaris machines after the move. Similarly, as Solaris 11 was finishing and we were all learning the new network configuration commands, we shared notes in wikis and e-mails with our fellow engineers. Users may also remember one of the popular features of Sun's old BigAdmin site was a section for sharing scripts and tips such as these. Meanwhile, the online "pin board" at Pinterest is taking the web by storm. So we thought, why not mash those up to solve this problem? We proposed a new BigAddPin site where users could “pin” notes, command snippets, configuration information, and so on. For instance, once they had worked out the ideal Automated Installation manifest for their app server, they could pin it up to share with the rest of their group, or choose to make it public as an example for the world. Localized data, such as our group's notes on the servers for our subnet, could be shared only to users connecting from that subnet. And notes that they didn't want others to see at all could be marked private, such as the list of phone numbers to call for late night pizza delivery to the machine room, the birthdays and anniversaries they can never remember but would be sleeping on the couch if they forgot, or the list of automatically generated completely random, impossible to remember root passwords to all their servers. For greater integration with Solaris, we'd put support right into the command shells — redirect output to a pinned note, set your path to include pinned notes as scripts you can run, or bring up your recent shell history and pin a set of commands to save for the next time you need to remember how to do that operation. Location service for Solaris servers A longer term plan would involve convincing the hardware design groups to put GPS locators with wireless transmitters in future server designs. This would help both admins and service personnel trying to find servers in todays massive data centers, and could feed into location presence apps to help show potential customers that while they may not see many Solaris machines on the desktop any more, they are all around. For instance, while walking down Wall Street it might show “There are over 2000 Solaris computers in this block.” [Note: this proposal was made before the recent media coverage of a location service aggregrator app with less noble intentions, and in hindsight, we failed to consider what happens when such data similarly falls into the wrong hands. We certainly wouldn't want our app to be misinterpreted as “There are over $20 million dollars of SPARC servers in this building, waiting for you to steal them.” so it's probably best it was rejected.] Harnessing the power of the GPU for Security Most modern OS'es make use of the widespread availability of high powered GPU hardware in today's computers, with desktop environments requiring 3-D graphics acceleration, whether in Ubuntu Unity, GNOME Shell on Fedora, or Aero Glass on Windows, but we haven't yet made Solaris fully take advantage of this, beyond our basic offering of Compiz on the desktop. Meanwhile, more businesses are interested in increasing security by using biometric authentication, but must also comply with laws in many countries preventing discrimination against employees with physical limations such as missing eyes or fingers, not to mention the lost productivity when employees can't login due to tinted contacts throwing off a retina scan or a paper cut changing their fingerprint appearance until it heals. Fortunately, the two groups considering these problems put their heads together and found a common solution, using 3D technology to enable authentication using the one body part all users are guaranteed to have - pam_phrenology.so, a new PAM module that uses an array USB attached web cams (or just one if the user is willing to spin their chair during login) to take pictures of the users head from all angles, create a 3D model and compare it to the one in the authentication database. While Mythbusters has shown how easy it can be to fool common fingerprint scanners, we have not yet seen any evidence that people can impersonate the shape of another user's cranium, no matter how long they spend beating their head against the wall to reshape it. This could possibly be extended to group users, using modern versions of some of the older phrenological studies, such as giving all users with long grey beards access to the System Architect role, or automatically placing users with pointy spikes in their hair into an easy use mode. Unfortunately, there are still some unsolved technical challenges we haven't figured out how to overcome. Currently, a visit to the hair salon causes your existing authentication to expire, and some users have found that shaving their heads is the only way to avoid bad hair days becoming bad login days. Reaction to these ideas After gathering all our notes on these ideas from the engineering brainstorming meeting, we took them in to present to our management. Unfortunately, most of their reaction cannot be printed here, and they chose not to accept any of these ideas as they were, but they did have some feedback for us to consider as they sent us back to the drawing board. They strongly suggested our ideas would be better presented if we weren't trying to decipher ink blotches that had been smeared by the condensation when we put our pint glasses on the napkins we were taking notes on, and to that end let us know they would not be approving any more engineering offsites in Irish themed pubs on the Friday of a Saint Patrick's Day weekend. (Hopefully they mean that situation specifically and aren't going to deny the funding for travel to this year's X.Org Developer's Conference just because it happens to be in Bavaria and ending on the Friday of the weekend Oktoberfest starts.) They recommended our research techniques could be improved over just sitting around reading blogs and checking our Facebook, Twitter, and Pinterest accounts, such as considering input from alternate viewpoints on topics such as gamification. They also mentioned that Oracle hadn't fully adopted some of Sun's common practices and we might have to try harder to get those to be accepted now that we are one unified company. So as I said at the beginning, don't pester your sales rep just yet for any of these, since they didn't get approved, but if you have better ideas, pass them on and maybe they'll get into our next batch of planning.

    Read the article

  • Unable to set my own icon for launcher item in 12.04

    - by Alex K
    I use the Faenza icon collection in Ubuntu 12.04 Unity with no issues. I decided to change my Gimp launcher icon, so I made my own (gimp-ak.png) and added it, and its appropriately sized derivatives, to the Faenza icon folders: /usr/share/icons/Faenza/apps/16/gimp-ak.png /usr/share/icons/Faenza/apps/22/gimp-ak.png /usr/share/icons/Faenza/apps/24/gimp-ak.png /usr/share/icons/Faenza/apps/32/gimp-ak.png /usr/share/icons/Faenza/apps/48/gimp-ak.png /usr/share/icons/Faenza/apps/64/gimp-ak.png /usr/share/icons/Faenza/apps/96/gimp-ak.png /usr/share/icons/Faenza/apps/scalable/gimp-ak.svg I then updated the Icon field in /usr/share/applications/gimp.desktop from "gimp" to "gimp-ak": [Desktop Entry] Version=1.0 Type=Application Name=GIMP Image Editor GenericName=Image Editor Comment=Create images and edit photographs Exec=gimp-2.6 %U TryExec=gimp-2.6 Icon=gimp-ak Terminal=false Categories=Graphics;2DGraphics;RasterGraphics;GTK; X-GNOME-Bugzilla-Bugzilla=GNOME X-GNOME-Bugzilla-Product=GIMP X-GNOME-Bugzilla-Component=General X-GNOME-Bugzilla-Version=2.6.12 X-GNOME-Bugzilla-OtherBinaries=gimp-2.6 StartupNotify=true MimeType=application/postscript;application/pdf;image/bmp;image/g3fax;image/gif;image/x-$ X-Ubuntu-Gettext-Domain=gimp20 After logging off (and even restarting), my custom icon does not show up - Gimp has the default gear icon: Setting the Icon field in gimp.desktop to any other icon in the Faenza collection works fine. What do I need to do to get my custom icon to show up properly?

    Read the article

  • ubuntu 12.04 not responding after software update

    - by Loukas
    Yesterday, I did a software update and since then the system became unusable. To be more precise, I login and then I see only the background image without any bars, images etc.. This happened after updating the system. Please find here the relevant part /var/log/apt/history.log. I'm running 64 bit 12.04 distribution on nVidia. The 2-3 first restarts after the upgrade it was complaining about compiz/unity crashes and then the situation is as described above. I would be the most grateful of you could help me on this. Best regards, Loukas Start-Date: 2012-06-05 10:31:42 Commandline: aptdaemon role='role-commit-packages' sender=':1.77' Upgrade: libpolkit-backend-1-0:amd64 (0.104-1, 0.104-1ubuntu1), libgnome-control-center1:amd64 (3.4.1-0ubuntu2, 3.4.2-0ubuntu0.2), libgl1-mesa-dri:amd64 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libgl1-mesa-dri:i386 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libgl1-mesa-glx:amd64 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libgl1-mesa-glx:i386 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libpolkit-gobject-1-0:amd64 (0.104-1, 0.104-1ubuntu1), gnome-control-center-data:amd64 (3.4.1-0ubuntu2, 3.4.2-0ubuntu0.2), libglapi-mesa:amd64 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libglapi-mesa:i386 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), policykit-1:amd64 (0.104-1, 0.104-1ubuntu1), software-center:amd64 (5.2.2.1, 5.2.2.2), update-manager:amd64 (0.156.14.4, 0.156.14.5), update-manager-core:amd64 (0.156.14.4, 0.156.14.5), libxatracker1:amd64 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libpolkit-agent-1-0:amd64 (0.104-1, 0.104-1ubuntu1), gnome-control-center:amd64 (3.4.1-0ubuntu2, 3.4.2-0ubuntu0.2), libglu1-mesa:amd64 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1), libglu1-mesa:i386 (8.0.2-0ubuntu3, 8.0.2-0ubuntu3.1) End-Date: 2012-06-05 10:32:51

    Read the article

  • Cross-platform desktop programming: C++ vs. Python

    - by John Wells
    Alright, to start off, I have experience as an amateur Obj-C/Cocoa and Ruby w/Rails programmer. These are great, but they aren't really helpful for writing cross-platform applications (hopefully GNUStep will one day be complete enough for the first to be multi platform, but that day is not today). C++, from what I can gather, is extremely powerful but also a huge, ugly behemoth that can take half a decade or more to master. I've also read that you can very easily not only shoot yourself in the foot, but blow your entire leg off with it since memory management is all manual. Obviously, this is all quite intimidating. Is it correct? Python seems to provide most of the power of C++ and is much easier to pick up at the cost of speed. How big is this sacrifice? Is it meaningful or can it be ignored? Which will have me writing fast, stable, highly reliable applications in a reasonable amount of time? Also, is it better to use Qt for your UI or instead maintain separate, native front ends for each platform? EDIT: For extra clarity, there are two types applications I want to write: one is an extremely friendly and convenient database frontend and the other, which no doubt will come much later on, is a 3D world editor.

    Read the article

  • Steam freezes at login screen

    - by Snail284069
    I have just installed Steam on Xubuntu, and after it finished installing it went to the login screen, but the screen is frozen, and I cannot press the buttons. When running Steam though the terminal it says: alex@Craptop:~$ steam Running Steam on ubuntu 14.04 32-bit STEAM_RUNTIME is enabled automatically Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Gtk-Message: Failed to load module "overlay-scrollbar" Gtk-Message: Failed to load module "unity-gtk-module" Installing breakpad exception handler for appid(steam)/version(1400690891_client) [0522/174755:WARNING:proxy_service.cc(958)] PAC support disabled because there is no system implementation Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 78: saw unknown, expected number Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) [HTTP Remote Control] HTTP server listening on port 35849. Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Process 2764 created /alex-ValveIPCSharedObjects5 Installing breakpad exception handler for appid(steam)/version(1400690891_client) Generating new string page texture 12: 48x256, total string texture memory is 49.15 KB Generating new string page texture 13: 256x256, total string texture memory is 311.30 KB Generating new string page texture 14: 128x256, total string texture memory is 442.37 KB Generating new string page texture 15: 384x256, total string texture memory is 835.58 KB and then the terminal gets stuck too, letting me type into it but not doing anything. I tried reinstalling and restarting the computer, but it still keeps happening.

    Read the article

  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

    Read the article

  • Friday Fun: Play Air Hockey in Google Chrome

    - by Asian Angel
    Do you like the challenge of fast-paced games? Then get ready to put yourself to the test with the Air Hockey extension for Google Chrome during company time. Air Hockey in Action There are two ways that you can play Air Hockey…either using the drop-down window or opening the game in a new tab. For our example we chose to play in a new tab. Before starting the game you can choose the difficulty level, to enable/disable the sound, and/or to go to full screen if desired. Note: Screenshot of “Full Screen” version shown below. While playing you really have to stay on top of things…the computer player will beat you rather quickly if you do not. Hustle hustle hustle! With a little bit of practice it does become easier but even the “Easy Level” on this game will keep you busy. If the normal size game screen seems just a bit small you can easily get a larger version using the “Full Screen Link” below the game window. Whether your browser is non-maximized as shown here or totally maximized it will fill the entire browser window area. Conclusion If you like fast paced games then the Air Hockey extension certainly fits that criteria and will keep you on your toes. Make sure and keep the sound off while playing during Friday afternoon though! Links Download the Air Hockey extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Play Tetris in Google ChromeFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default BrowserPlay a Webpage Display Prank in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site

    Read the article

  • Is HTML5/WebGL performance bad on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

    Read the article

  • TypeError: Cannot call method 'hasOwnProperty' of null, while creating a QMLscene window

    - by tomoqv
    I am trying to make a simple Ubuntu Touch web application with Qt Creator. I have set up a new project according to the tutorial and committed the files to Bazaar. I have set a url instead of the default index.htm in the qml file of the project. Using build-run loads a QML Scene window with the desired webpage, but Qt Creator yields the following output: Starting /usr/lib/i386-linux-gnu/qt5/bin/qmlscene -I /home/tomas/ubuntu-sdk/SL-planner -I /usr/bin -I /usr/lib/i386-linux-gnu/qt5/qml /home/tomas/ubuntu-sdk/SL-planner/SL-planner.qml unity::action::ActionManager::ActionManager(QObject*): Could not determine application identifier. HUD will not work properly. Provide your application identifier in $APP_ID environment variable. file:///usr/lib/i386-linux-gnu/qt5/qml/Ubuntu/Components/MainView.qml:257: TypeError: Cannot call method 'hasOwnProperty' of null My SL-planner.qml looks like this: import QtQuick 2.0 import Ubuntu.Components 0.1 import QtWebKit 3.0 /*! \brief MainView with a Flickable WebView. */ MainView { // objectName for functional testing purposes (autopilot-qt5) objectName: "mainView" // Note! applicationName needs to match the "name" field of the click manifest applicationName: "com.ubuntu.developer.tomoqv.SL-planner" /* This property enables the application to change orientation when the device is rotated. The default is false. */ automaticOrientation: true width: units.gu(100) height: units.gu(75) Flickable { id: webViewFlickable anchors.fill: parent WebView { id: webView anchors.fill: parent url: "http://mobil.sl.se" } } } What am I missing?

    Read the article

  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

    Read the article

  • How to configure a MInimal Ubuntu installation?

    - by Uri Herrera
    I recently re installed Ubuntu using the mini.iso, but much to my dismay the mini.iso is not configured the same way as the Ubuntu desktop ISO some "problems" I'm facing such as: An Installation using the regular Ubuntu CD recognizes my active network connections in Network Manager, Installing with the mini.iso gives me a working connection however no connections are "active" in Network Manager displaying the message "The system network services are not compatible with this version." In a regular Ubuntu install connecting an Android phone to the PC mounts the phone's internal memory and sd card if present, Using the mini.iso the phone is detected as it appears with the command lsusb but it's not mounted and can't be mounted. In the same regards using the phone to tether it's connection to the PC via USB, the phone is connected to my (wifi) IN the regular Ubuntu install the phone is recognized as a networking device and is used as connection usb0, while in the mini.iso nothing happens, and trying to add the connection to /etc/network/interfaces results in the OS crashing. Just to make sure It wasn't a matter of my user not having the correct permissions or a lack of "groups", I've checked with an Ubuntu VM and the groups are the same, the networking files are the same, and the packages (except those of ubuntu-desktop such as Unity, Firefox, LibreOffice, and other non-essential software) are Installed in my PC, so what else is there to look for?. I'm sure I'm missing something, and I'd prefer not to install Ubuntu again, using the regular cd. How can I manage to get the same behaviour/configuration without reinstalling ?

    Read the article

  • New install of Steam not running on new install of Ubuntu 13.10

    - by inferKNOX
    I tried purging steam, un-installing and reinstalling steam, deleting /home/.steam/share/steam/appcache/, deleting everything in /home/.steam/share/steam/ and nothing helped. I installed Ubuntu, then steam into it directly afterward. I installed steam from Ubuntu Software Centre, launched it, it updated 206MB, then closed. When I tried to launch it again, it momentarily flashes the checking for update dialogue, then closes every time. Then (in an unrelated event) Ubuntu said some system updates are necessary and one of them was Steam launcher. I did the update, tried to launch Steam; same story. Really need help on this, as I did a complete re-isntall of Ubuntu, then Steam again and it did not help at all. Here's the log: user@computer:~$ steam Running Steam on ubuntu 13.10 64-bit STEAM_RUNTIME is enabled automatically Installing breakpad exception handler for appid(steam)/version(1381282832_client) Installing breakpad exception handler for appid(steam)/version(1381282832_client) Installing breakpad exception handler for appid(steam)/version(1381282832_client) unlinked 0 orphaned pipes removing stale semaphore last operated on by process 2297 with name 0eBlobRegistryMutex_313E4D748EE12691A95DDE8913185F7E removing stale semaphore last operated on by process 2297 with name 0eBlobRegistrySignal_313E4D748EE12691A95DDE8913185F7E removing stale semaphore last operated on by process 2297 with name 0emSteamEngineInstance removing stale semaphore last operated on by process 2297 with name 0eSteamEngineLock Gtk-Message: Failed to load module "overlay-scrollbar" Gtk-Message: Failed to load module "unity-gtk-module" Installing breakpad exception handler for appid(steam)/version(1381282832_client) Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 78: saw unknown, expected number [1030/115016:WARNING:proxy_service.cc(958)] PAC support disabled because there is no system implementation Installing breakpad exception handler for appid(steam)/version(1381282832_client) Installing breakpad exception handler for appid(steam)/version(1381282832_client) Installing breakpad exception handler for appid(steam)/version(1381282832_client) Installing breakpad exception handler for appid(steam)/version(1381282832_client) Steam: An X Error occurred X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 18 (X_ChangeProperty) Value in failed request: 0x0 Serial number of failed request: 105 xerror_handler: X failed, continuing Uploading dump (out-of-process) [proxy ''] /tmp/dumps/crash_20131030115012_1.dmp /home/user/.local/share/Steam/steam.sh: line 717: 2650 Segmentation fault (core dumped) $STEAM_DEBUGGER "$STEAMROOT/$PLATFORM/$STEAMEXE" "$@" Finished uploading minidump (out-of-process): success = yes response: CrashID=bp-484ddae7-0b1c-4ae4-be84-42a9c2131030 Thanks in advance.

    Read the article

  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

    Read the article

  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

    Read the article

  • How do I get my Lexmark x4650 printer working?

    - by Fallen Dohingy
    I think that my printer stopped working with the switch to gnome 3 or unity. Yes I have tried 32 and 64 bit os's. Here is the driver In order to actually install the driver, you need to extract it and then open up terminal and type sudo and then a space. Then drag the script into the terminal window. Here is what it said in the diver install window: Extracting file: printdriver.te Extracting file: lexmark-08z-series-driver-1.0-1.i386.deb Extracting file: launcher.c Extracting file: launcherfallendohingy@Ubuntu-Inspiron-15R:~$ sudo '/home/fallendohingy/Downloads/lexmark-08z-series-driver-1.0-1.i386.deb.sh' [sudo] password for fallendohingy: Verifying archive integrity... All good. Uncompressing nixstaller.............................................................. Collecting info for this system... Operating system: linux CPU Arch: x86_64 Warning: No installer for "x86_64" found, defaulting to x86... TRACKING IDENT = 170209 cpu speed = 2394 MHz ram size = 3762.69921875 MB hd avail = 74348 MB (gtk:17645): GdkPixbuf-WARNING **: Cannot open pixbuf loader module file '/usr/lib/i386-linux-gnu/gdk-pixbuf-2.0/2.10.0/loaders.cache': No such file or directory (gtk:17645): GdkPixbuf-WARNING **: Cannot open pixbuf loader module file '/usr/lib/i386-linux-gnu/gdk-pixbuf-2.0/2.10.0/loaders.cache': No such file or directory (gtk:17645): GdkPixbuf-WARNING **: Cannot open pixbuf loader module file '/usr/lib/i386-linux-gnu/gdk-pixbuf-2.0/2.10.0/loaders.cache': No such file or directory (gtk:17645): GdkPixbuf-WARNING **: Cannot open pixbuf loader module file '/usr/lib/i386-linux-gnu/gdk-pixbuf-2.0/2.10.0/loaders.cache': No such file or directory /usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64 Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so Extracting file: lsbrowser Extracting file: lsusbdevice Using dpkg installation ============================= Execute: dpkg -i --force-architecture lexmark-08z-series-driver-1.0-1.i386.deb > /tmp/selfgz17540/pkg/files/dpkg_msgs ============================= ============================= Execute: rm lexmark-08z-series-driver-1.0-1.i386.deb ============================= ============================= Execute: /sbin/udevadm control --reload-rules ============================= Successfully installed the .deb Lexmark drivers.

    Read the article

  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

    Read the article

  • Screen lock broken when using separate x screens

    - by Wolf
    For some reason, the screen lock appears to be broken when I use separate x screens (it works fine if I use twin view or just one monitor, though). If I wait for the screen to lock (or if I tell it to lock), it fades to black, showing only the mouse cursor. However, when I move the mouse to bring up the password prompt, nothing happens, the screens remain completely blank. Furthermore, it would appear that the screen lock never activated in the first place, for two reasons: one, if I blindly enter my password and press enter, nothing happens; and two, if I press ctrl+alt+delete and then enter it logs me out (which shouldn't happen if the password prompt is there, right), losing any progress I have on any of the open programs (meaning, not a very friendly option for a programmer ;) ). So yeah, does anyone know why this is happening, and how to fix it? Thanks! Notes: I am using Ubuntu 11.10 64 bit. I am using gnome-classic, but the same problem occurs when I use unity. I do not have xscreensaver, nor do I have any screen savers running (except, I guess for the default blank one).

    Read the article

  • Some Nice Icon Themes for Ubuntu [on hold]

    - by Saurav Kumar
    Last night I was searching for some good looking icon themes availabe for Ubuntu, but unfortunately could not find any post which gives a list of themes :(. From yesterday night I started searching icons themes and installing one by one. So thought to share some of them hope it will help others to get a bunch of them in one post. This is a Q&A-Style tutorial which will cover: Few good icon themes which are used in famous Ubuntu type distros and are available in repository. Look and feel through pictures. How to easily install? I also request others to share their experiences of some awesome icon themes. Once themes are installed Ubuntu-Tweak will help to change and manage them, since I could not find another way to change the themes in Unity. In xfce(Xubuntu) it can be changed from Appearance. Just believe me this post will not be vast. If I'll remove pictures then it will become small, but it will not look good. Please give suggestion to make it small.

    Read the article

  • CodePlex Daily Summary for Monday, May 19, 2014

    CodePlex Daily Summary for Monday, May 19, 2014Popular ReleasesLINQ to Twitter: LINQ to Twitter v3.0.3: Supports .NET 4.5x, Windows Phone 8.x, Windows 8.x, Windows Azure, Xamarin.Android, and Xamarin.iOS. New features include Status/Lookup, Mute APIs, and bug fixes. 100% Twitter API v1.1 coverage, Async, Portable Class Library (PCL).CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.26.0: Added access to the Release Notes during 'Check for Updates...'' Debug panels Added support for generic types members Members are grouped into 'Raw View' and 'Non-Public members' categories Implemented dedicated (array-like) view for Lists and Dictionaries http://download-codeplex.sec.s-msft.com/Download?ProjectName=csscriptnpp&DownloadId=846498ClosedXML - The easy way to OpenXML: ClosedXML 0.70.0: A lot of fixes. See history.SFDL.NET: SFDL.NET (2.2.9.2): Changelog: Neues Icon Xup.in CnL Plugin BugfixSEToolbox: SEToolbox 01.030.008 Release 1: Fixed cube editor failing to apply color to cubes. Added to cube editor, replace cube dialog, and Build Percent dialog. Corrected for hidden asteroid ore, allowing rare ore to show when importing an asteroid, or converting a 3d model to an asteroid (still appears to be limitations on rare ore in small asteroids). Allowed ore selection to Asteroid file import. (Can copy/import and convert existing asteroid to another ore). Added progress bars to common long running operations. Fixed ...Better Robocopy GUI: Command Line GUI for Robocopy: Better Robocopy GUI had become the primary plugin in Command Line GUI built on .NET 4Mini SQL Query: Mini SQL Query (1.0.71.456): Minor fixes and template corrections.HMS_TEST: ??1: ?? ???????TFS Planning and Disaster Recovery Avoidance Guide: v1.4.BETA - TFS, DR and Azure IaaS Planning Guides: Welcome to the TFS Planning and DR Avoidance Guidance What is new? A new crisper, more compact style, which is easier to consume on multiple devices without sacrificing any content. Also included are the new TFS on Azure IaaS guide and supplementary guides. Note Capacity planning workbook and posters are included in the Everything Zip package. Quality-Bar Detail Documentation has been reviewed by Visual Studio ALM Rangers Documentation has been through an independent technical review ...CRM Web API Lead Capture Example: CRM Web API Lead Capture Example: Sample Visual Studio 2013 project that provides an example of how you could use Web API and Microsoft Azure (could be deployed anywhere) to capture simple HTML form data into Dynamics CRM without directly having to integrate a .NET component.MB Tools: MDT Monitor Tool v1.4: This tool is used to connect to an MDT 2013 Monitor Webservice. The purpose is to provide an alternative to the MDT Deployment Workbench. Update: New in v1.4: Fixed bug where Dart Remote Viewer didnt work Option to show client local time instead of UTC, edit config.xml to enable/disable New in v1.2: Fixed Dart Remote Viewer not connection to full ip Issue: 1222 New in v1.1: Added timers for autorefresh of webservice info Added some better errorchecking and cleaned up the code a bit ...Bob The Simple Text Game: Bob The Simple Text Game: Bob The Simple Text GameWinAudit: WinAudit Freeware v3.0: WinAudit.exe v3.0 MD5: 88750CCF49FF7418199B2645755830FA Known Issues: 1. Report creation can be very slow when right-to-left (Hebrew) characters are present. 2. Emsisoft Anti-Malware may stop and/or quarantine WinAudit. This happens when WinAudit attempts to obtain a list if running programmes. You will need to set an exception rule in Emsisoft to allow WinAudit to run.crashme: crashme source tarball 2.7: Updated for 64-bit Linux environments with a system call to change the default no-execute-data protection. This tarball is equivalent to committed source revision 108727LUA for Windows CE: LUA 5.2.3 for Windows CE 5.0 (ARMV4I): LUA for Windows CE This is a preliminary porting of the latest LUA release (5.2.3) to the Windows CE platform. Command-line compiler, interpreter, dynamic-link-library, and import-library (both static and dynamic stubs) are provided as a binary release. In this release, the Windows CE compatibility CRT static library has been added, in order to embed statically the LUA interpreter. Moreover, the include files are present in the distribution archive, too.Jquery Dirty Flag: Beta Version 1.0: Simple Way to Manage Dirty Flag @ Client SideProView: ProView-2: Added a new short-cut key: Ctrl+D copies the value from the above cell to the current cell. The key combination Shift+NumPadMinus makes an underscore character Fixed a bug during renaming that displayed the message "The file is in use by another process" The spread sheet can now be customized with a highlighting row color for the currently displayed image.TerraMap (Terraria World Map Viewer): TerraMap 1.0.4: Added support for the new Terraria v1.2.4 update. New items, walls, and tiles Fixed Issue 35206: Hightlight/Find doesn't work for Demon Altars Fixed finding Demon Hearts/Shadow Orbs Added ability to find Enchanted Swords (in the stone) and Water Bolt books Fixed installer not uninstalling older versions The setup file will make sure .NET 4 is installed, install TerraMap, create desktop and start menu shortcuts, add a .wld file association, and launch TerraMap. If you prefer the zip ...WPF Localization Extension: v2.2.1: Issue #9277 Issue #9292 Issue #9311 Issue #9312 Issue #9313 Issue #9314CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.1.41167 Release: This release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Variable walking / flying speed. Xbox 360 Controller support. Kinect for Windows support. Based on Firestorm viewer 4.6.5 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-1-41167-release Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http:/...New Projects.NET Development Library: .NET Development LibraryBizTalk Flow Visualizer: This tool has been designed to help BizTalk developers and administrators visualize the flow of messages through their implementation of BizTalk Server.BlackSwan: Provides tools for value investingCamel Case Parser: Simple method with unit tests for splitting an up or down camel cased word into the words that comprise it.eukota_sandbox: really just a repository for practicing with some students i mentor.Hyperlapse: Software repository for Hyperlapse, a Universal Store App for Windows 8.1 and Windows Phone 8.1, National Level entry in code.fun.do hackathon by Microsoft.Informiamoci Partecipando: Progetto presentato al #code4italyKipLink: MVC5 Web Api 2 EF DB First Oracle 11g Custom MembershipMatAcademyPlayground: MatAcademy 2014 playgroundOgCRM: Proyecto OgCRMPowerSYDI: This is an re-engineering of SYDI vbscript created by Patrick Ogenstad in PowerShell. SharpLightReporting: SharpLightReporting is a reporting system for .Net developers, based on open source SpreadsheetLight excel/spreadsheet automation system. T4 Template to pre-generate views for Entity Framework 5.0, .NET 4.5: T4 Template to pre-generate views for Entity Framework 6.0, .NET 4.5Task Board: Simple TaskboardWentex OS: Wentex das kostenfrei Betriebssystem für alleWinldTunnel - VIPBrowserProject: NoneWintcy: Wintcy's only function is to disable taskbar transparency that Microsoft for some reason has left in Windows 8.????????-????????【??】????????????: ????????????????????????,??????????,????,????,?????????、??????,??????。 ??????-??????【??】??????????: ???????????,?????????????? ??。????????、????、????、?????????? ???????。 ??????-??????【??】??????????: ???????????????????????:????、????、??????????????,????????。????????! ??????-【??】??????????: ???????????????????,????,????,????,???????,?????,?????.??????。 ??????-??????【??】??????????: ????????????????????????????:???????,??????,????,????,????,?????! ??????-??????【??】??????????: ????????????,??,??,??,??? ?,??,,??,??,??,??,??,??,????????,??????! ??????-??????【??】??????????: ?????????????????,?????????????。????????????,???????,???????,?????,?????。 ??????-??????【??】??????????: ???????????? ???? ???? ???? ???? ???? ??????? ?????,????????????????. ??????-??????【??】??????????: ???????????、????、????、??????、????、????????,????????、?????????,?????。 ???????-???????【??】???????????: ?????????????????????,??????????,????????、????,??????????,??????????。 ???????-???????【??】???????????: ???????????????????、????,??100%????,??????,????????????,???????????! ???????-???????【??】???????????: ?????????,??????:?????,?????,??????,??????????,????????。????????! ??????-??????【??】??????????: ???????【.????.????.????.????.】??【??】:、??、??、??、??、??、??、??、??、??、??、?????。 ??????-??????【??】??????????: ??????????????????,????,??.??.??.??.??.??.??.???,????,???????! ??????-??????【??】??????????: ??????????????????、????、??????、????????,????????????,???????????! ??????-??????【??】??????????: ?????????????????,???????????????。???????????,??????:????、????、???????! ??????-??????【??】??????????: ?????????????????????,????,????,??????????。???????????????,??,??,??????????,??????... ??????-??????【??】??????????: ??????????????,?????????????,????,?????????,?????????????,?????,?????! ??????-??????【??】??????????: ????????????????,???????、???????????,????????、????、????、??????、????????。 ??????-??????【??】??????????: ????????????????、?????,????????????????????,????,????,??????。 ??????-??????【??】??????????: ?????????????:??????、????、????、????、????、??????、??????,???????! ??????-??????【??】??????????: ???????????? ???? ???? ???? ???? ???? ??????? ?????,????????????????. ??????-??????【??】??????????: ???????????????:?????? ???? ??????,???????,??????,???????。 ??????-??????【??】??????????: ????????????,????,??????????? ???? ???? ?????????,???,??,?????! ??????-??????【??】??????????: ???????????,????,????,??????,????“????、????、????、????”????????,??????. ??????-??????【??】??????????: ???????????、????、????、??????、????、????????,????????、?????????,?????。 ??????-??????【??】??????????: ?????????????????,?????????????。????????????,???????,???????,?????,?????。 ??????-??????【??】??????????: ?????????????????????????????、????、????、???????????,????,????! ??????-??????【??】??????????: ????????????????6?,???????????????????????????,??????????????,?????????! ??????-??????【??】??????????: ????????????????8?,????????,????????,??????????,?????,????? ,????????! ??????-??????【??】??????????: ?????????????????,??????????????、???????、???????、???????、?????! ??????-??????【??】??????????: ??????????????????????????,???????????,????????,?????????????????????。 ??????-??????【??】??????????: ????????????????????,????????????????,????????????????,??????! ??????-??????【??】??????????: ????????????,????,??????????? ???? ???? ?????????,???,??,?????! ??????-??????【??】??????????: ???????????????????????????,???????????????????????,???????。 ??????-??????【??】??????????: ????????????????:?????? ???? ??????,???????,??????,???????。 ??????-??????【??】??????????: ?????????、???、??、??????????????????????????????,????????????????! ??????-??????【??】??????????: ????????????????????,????????:??、??、???,?????????????????????! ??????-??????【??】??????????: ?????????????,?????,???????????,???????,????,????,????,?????。 ??????-??????【??】??????????: ???????????????,????,???????、???????????,???????????,????,?????,???????。 ??????-??????【??】??????????: ??????????????????,???????????,??????????????,??????????,??????????????! ??????-??????【??】??????????: ????????????????,?????????????? ??。??????????、????、????、?????????? ???????。 ??????-??????【??】??????????: ????????????,??????????、??????,??????????、????、????、???????。 ??????-??????【??】??????????: ?????????????、??????????????????,????????,?????,??????,????,????,????! ??????-??????【??】??????????: ??????????????????????,????????,??????????,?????,????? ,????????! ??????-??????【??】??????????: ??????????,????????,?????,???,???????????,???????????,?????,??????! ??????-??????【??】??????????: ??????????,??????????????????????,???????????????,?????????????! ??????-??????【??】??????????: ?????????????????????,?????????/?,,???????????,??????????????! ??????-??????【??】??????????: ????????????????,?????????、??、??、????,??????????,?????????????! ??????-??????【??】??????????: ???????????、????、????、??????????,???,?????,???????????????. ??????-??????【??】??????????: ??????????????????????,?????, ... ????????????,????,????,?????,???????。

    Read the article

  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

    Read the article

  • How to check system performance?

    - by Woltan
    Hi all, I am a new Ubuntu user and really like the look and the features of the OS. However, I have a feeling that the performance could be better. With that I mean: Somehow the scrolling within firefox of sites seems laggy. I do not know how I should measure it but there is a difference. Not that it is unusable but it is aggravating. Java programs are running really slow. As a comparison (I know it is not a fair one), I tried to run a game using wine. The graphic specifications using windows were much higher (1600x1200) with a high level of detail, and in ubuntu with the lowest level of detail 1024x768 was the maximum. (My graphics card is a GeForce GTS 450 with 1gb RAM) Coming to my question: Is there a way to measure the performance of 3D acceleration, java applets, firefox scrolling etc. with a tool and compare it with lets say a windows OS or other users having almost the same hardware? Maybe it is a setup issue where some fundamental drivers are missing or something!? Any help, link, suggestion is appreciated! Cherio Woltan

    Read the article

  • Programmer friendly non-voxel art styles?

    - by Overv
    Like many other programmers I've always wanted to make a game, but simply lack the skills to do any production quality graphics. I am however sure that I want to do the models and textures myself, because I need a lot of different objects and I am sure I wouldn't be able to find good matching models on 3D sites. That means I'll have to pick an art style that is "simple", programmer friendly. An extreme example of this is of course Minecraft, but I don't want to go that basic. I'm absolutely against creating a voxel game. What kind of art styles are out there that are relatively simple, i.e. things made out of basic shapes and textures, but are still good enough to form a believable and detailed world? An example of what I mean is wind waker. The objects are formed of relatively simples shapes, but still provide enough detail to create a nice, living world. The environment my game is set in is a city environment. What I'm really asking for here are good examples of "simple" art styles applied in practice, so I can choose one that fits my skills.

    Read the article

< Previous Page | 152 153 154 155 156 157 158 159 160 161 162 163  | Next Page >