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  • having problems with update manager

    - by Howie Lynch
    I'm trying to update my Ubuntu system, but cannot do anything with the Update Manager. It loads up 3/4 of the way and then says: Could not initialize the package information An unresolvable problem occurred while initializing the package information. Please report this bug against the 'update-manager' package and include the following error message: 'E:The package google-chrome-stable:i386 needs to be reinstalled, but I can't find an archive for it.' Also ubuntu software center will not open and keeps crashing. This is very annoying as I can't install or update anything.

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  • Can you be a web and desktop developer at the same time?

    - by Charmop
    In my environment, I found web programmers, desktop programmers and both web and desktop programmers. About myself I started my career with desktop development using C and then Java, did couple of simple level projects. Then at the final graduating year, my project was a web one, so I turned to web development until this moment. But, when I meet people having chosen to be web or software developers from the beginning, I figure out that they have more knowledge/experience than I have. So I get kind of regret why didn't I specialize my self from the first day? The question is: Is it a good habit to work at two, more or less, different fields: web and desktop? Or we must specialize ourselves?

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  • Ubuntu gone out of order - Wont install any packages. What do I do?

    - by Aborted
    Lately, I've been getting some strange behaviour from Ubuntu. First and the most important is that it wont install updates. It gives a package installation error and it simply wont work. Earlier I tried to install TeamViewer via the Software Center, but got the same package error. I also feel like the connection speed is going slower than it should - don't know if this one is relevant to this case. What's wrong with my installation? How do I fix these package installation errors?

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  • Looking for personal scheduling software / todo list with rather particular requirements

    - by Cthulhu
    I've been scouring the web for a couple of (my boss') hours, looking for a piece of software that can organize my tasks in two ways. First, I have a list of bullet points / todo items I can do at any given time. Think of stuff like solve issue X, ask X about Y, write documentation about Z, etcetera. Second, I have a number of running projects I'd like to organize better, as in schedule for a certain part of a day of the week. Ideally (I think), my day would be organized as 50% spent on projects and 50% on the other small things. Now, I don't like most calendar applications (such as Outlook & friends), their UI is too 'official', not really easy to move stuff around (in my experience). I don't like most todo lists either, too static and things. I like new, fast and hip software. I've looked at GTD versions of Tiddlywiki, and I like mGSD for one particular feature. You can make lists of tasks and basically give them one of three statusses - Now (nothing required, you can do it right away), Waiting (you need someone or something before you can work on this), or the most gratifying of all, Done. I like that feature because it's a simple todo list, but indicates more accurately the things you can do right now and the things you depend on someone else for to do. Anyways, that's just a small aspect of that program - most of the other things in there I can't find a particularly good use for. If there's something like that (maybe something that works even snappier, cleaner UI), combined with an easy to use bit of scheduling software (optionally separated into two applications, but preferrably not), I think I'd like that. (Besides something like that, I also use several instances of Trac to monitor tasks and bugs and things for the various clients and projects I have to serve, and TaskCoach to monitor the amount of time I spend on each task / each client. An easy / low-maintenance time tracking software would be neat too) Of course, the software has to be free to use. I don't like shareware, trials, limited software and the like. I could develop my own too, but I'm lazy like that and there's a dozen other projects I'd like to do in my free time (neither of which I actually do). Edit: I like David Seah's printable CEO stuff, if something like that (with some video game / instant achievement / gratification) exists in software, it'd be awesome.

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  • Push The Pebble

    - by andyleonard
    Introduction This post is the fifty-fifth part of a ramble-rant about the software business. The current posts in this series can be found on the series landing page . This post is about starting something. Today is the First Day… … of something. Somewhere, someone is starting something shat will become big. It will impact lives. It will change things, forever. Somewhere else, someone is improving the thing they started recently. They are tweaking, tinkering, thinking, and doing. Is either of these...(read more)

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  • What is a good one-stop-shop for understanding software licensing information?

    - by Macy Abbey
    I've learned a fair amount about the various different software licensing models and what those models mean for my own software project. However, I'd like to make sure I understand as many of them as possible for making decisions on how to license my own software and in what scenarios I can safely use software under a licensing model. Do you have a good recommendation for a book/site etc.. that has this information in one location?

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  • Improve WPF Rendering Performance (WrapPanel in ItemsControl)

    - by Wonko the Sane
    Hello All, I have an ItemsSource that appears to have poor performance when adding even a fairly small ObservableCollection to it. The ItemsPanel is a WrapPanel, and the ItemTemplate is essentially a Border containing another Border painted with an ImageBrush. The ItemsControl is wrapped inside a ScrollViewer. After some investigation using WpfPerf, it would appear that most of the "what the heck is it doing?" time is spent on WrapPanel.Measure after creating the collection that is being bound. As I've mentioned, it's a fairly small collection - generally less than 100 items. If nothing else, I'd like to be able to put a "Please Wait" on the screen (during the collection creation portion as well), but I am not sure how to know when the rendering is complete. Any thoughts would be greatly appreciated! Thanks, wTs

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  • Rendering to a single Bitmap object from multiple threads

    - by Lee Treveil
    What im doing is rendering a number of bitmaps to a single bitmap. There could be hundreds of images and the bitmap being rendered to could be over 1000x1000 pixels. Im hoping to speed up this process by using multiple threads but since the Bitmap object is not thread-safe it cant be rendered to directly concurrently. What im thinking is to split the large bitmap into sections per cpu, render them separately then join them back together at the end. I haven't done this yet incase you guys/girls have any better suggestions. Any ideas? Thanks

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  • WPF: Running code when Window rendering is completed

    - by Ilya Verbitskiy
    WPF is full of surprises. It makes complicated tasks easier, but at the same time overcomplicates easy  task as well. A good example of such overcomplicated things is how to run code when you’re sure that window rendering is completed. Window Loaded event does not always work, because controls might be still rendered. I had this issue working with Infragistics XamDockManager. It continued rendering widgets even when the Window Loaded event had been raised. Unfortunately there is not any “official” solution for this problem. But there is a trick. You can execute your code asynchronously using Dispatcher class.   Dispatcher.BeginInvoke(new Action(() => Trace.WriteLine("DONE!", "Rendering")), DispatcherPriority.ContextIdle, null);   This code should be added to your Window Loaded event handler. It is executed when all controls inside your window are rendered. I created a small application to prove this idea. The application has one window with a few buttons. Each button logs when it has changed its actual size. It also logs when Window Loaded event is raised, and, finally, when rendering is completed. Window’s layout is straightforward.   1: <Window x:Class="OnRendered.MainWindow" 2: xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 3: xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 4: Title="Run the code when window rendering is completed." Height="350" Width="525" 5: Loaded="OnWindowLoaded"> 6: <Window.Resources> 7: <Style TargetType="{x:Type Button}"> 8: <Setter Property="Padding" Value="7" /> 9: <Setter Property="Margin" Value="5" /> 10: <Setter Property="HorizontalAlignment" Value="Center" /> 11: <Setter Property="VerticalAlignment" Value="Center" /> 12: </Style> 13: </Window.Resources> 14: <StackPanel> 15: <Button x:Name="Button1" Content="Button 1" SizeChanged="OnSizeChanged" /> 16: <Button x:Name="Button2" Content="Button 2" SizeChanged="OnSizeChanged" /> 17: <Button x:Name="Button3" Content="Button 3" SizeChanged="OnSizeChanged" /> 18: <Button x:Name="Button4" Content="Button 4" SizeChanged="OnSizeChanged" /> 19: <Button x:Name="Button5" Content="Button 5" SizeChanged="OnSizeChanged" /> 20: </StackPanel> 21: </Window>   SizeChanged event handler simply traces that the event has happened.   1: private void OnSizeChanged(object sender, SizeChangedEventArgs e) 2: { 3: Button button = (Button)sender; 4: Trace.WriteLine("Size has been changed", button.Name); 5: }   Window Loaded event handler is slightly more interesting. First it scheduler the code to be executed using Dispatcher class, and then logs the event.   1: private void OnWindowLoaded(object sender, RoutedEventArgs e) 2: { 3: Dispatcher.BeginInvoke(new Action(() => Trace.WriteLine("DONE!", "Rendering")), DispatcherPriority.ContextIdle, null); 4: Trace.WriteLine("Loaded", "Window"); 5: }   As the result I had seen these trace messages.   1: Button5: Size has been changed 2: Button4: Size has been changed 3: Button3: Size has been changed 4: Button2: Size has been changed 5: Button1: Size has been changed 6: Window: Loaded 7: Rendering: DONE!   You can find the solution in GitHub.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • HTML Rendering Engine as a Java Control

    - by SvrGuy
    Hi All, We have a client side application (Java/Swing) that we need an HTML rendering control for. What I want to find is the most widely adopted, most heavily developed, easiest to deploy solution to get Gecko or WebKit into a Swing app (Needs to run OS X and Windows). The limited (crappy?) JEditPane type solutions are not robust enough for our needs. We would really like to use either WebKit or Gecko. Some libraries seems to exist that would allow this: (QT WebKit) http://trac.webkit.org/wiki/QtWebKit (JRex) [can not post URL because I am new] etc. Whats the best library to achieve this?

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • Software Licencing [closed]

    - by Craig
    A colleague of mine wanted a means to do something, so it was suggested that I write some software to do this. The software has turned into more than the original specification and is now something rather complex, however it is not fully functional still. My colleague has not paid me anything so far and I am unwilling to continue writing the software until some faith has been reciprocated in my direction, as I have put a lot of effort into writing the software. I am also unwilling to finish the software as I do not want to give away a huge chunk of my time and effort away as free, neither do I want to be under compensated for my efforts. Some concerns I have. If I finish the software, what if the client doesn't pay me anything or pays too little, or what if I write the software to a usable level, but not complete and the client pays me a too little. I have lost my motivation to finish the software, as more and more specifications have been added to the software and I have developed a substantially complex piece of software and been effectively paid nothing. To finish the software, I need motivation, money would do this, however the client doesn't want to pay for something that isn't complete, yet keeps adding more requirements. I seem to be in a catch 22 with this, as I have developed some software on faith and have had no faith reciprocated in my direction. I'm really not sure how to get some payment from the client or on how to develop a licencing model so that I get some money from the client and development resumes.

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Who owns the IP rights of the software without written employment contract? Employer or employee? [closed]

    - by P T
    I am a software engineer who got an idea, and developed alone an integrated ERP software solution over the past 2 years. I got the idea and coded much of the software in my personal time, utilizing my own resources, but also as intern/employee at small wholesale retailer (company A). I had a verbal agreement with the company that I could keep the IP rights to the code and the company would have the "shop rights" to use "a copy" of the software without restrictions. Part of this agreement was that I was heavily underpaid to keep the rights. Recently things started to take a down turn in the company A as the company grew fairly large and new head management was formed, also new partners were brought in. The original owners distanced themselves from the business, and the new "greedy" group indicated that they want to claim the IP rights to my software, offering me a contract that would split the IP ownership into 50% co-ownership, completely disregarding the initial verbal agreements. As of now there was no single written job description and agreement/contract/policy that I signed with the company A, I signed only I-9 and W-4 forms. I now have an opportunity to leave the company A and form a new business with 2 partners (Company B), obviously using the software as the primary tool. There would be no direct conflict of interest as the company A sells wholesale goods. My core question is: "Who owns the code without contract? Me or the company A? (in FL, US)" Detailed questions: I am familiar with the "shop rights", I don't have any problem leaving a copy of the code in the company for them to use/enhance to run their wholesale business. What worries me, Can the company A make any legal claims to the software/code/IP and potential derived profits/interests after I leave and form a company B? Can applying for a copyright of the code at http://www.copyright.gov in my name prevent any legal disputes in the future? Can I use it as evidence for legal defense? Could adding a note specifying the company A as exclusive license holder clarify the arrangements? If I leave and the company A sues me, what evidence would they use against me? On what basis would the sue since their business is in completely different industry than software (wholesale goods). Every single source file was created/stored on my personal computer with proper documentation including a copyright notice with my credentials (name/email/addres/phone). It's also worth noting that I develop significant part of the software prior to my involvement with the company A as student. If I am forced to sign a contract and the company A doesn't honor the verbal agreement, making claims towards the ownership, what can I do settle the matter legally? I like to avoid legal process altogether as my budget for court battles is extremely limited at the moment. Would altering the code beyond recognition and using it for the company B prevent the company A make any copyright claims? My common sense tells me that what I developed is by default mine in terms of IP, unless there is a signed legal agreement stating otherwise. But looking online it may be completely backwards, this really worries me. I understand that this is not legal advice, and I know to get the ultimate answer I need to hire a lawyer. I am only hoping to get some valuable input/experience/advice/opinion from those who were in similar situation or are familiar with the topic. Thank you, PT

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  • Software Center seems to freeze system when installing, syslog has "blocked for more than 120 seconds" errors

    - by nbm
    12.04 (precise) 64-bit Kernel Linux 3.2.0-39 3.6GB memory Intel Core 2 Duo CPU @ 2.40GHz x2 WUBI-installed Ubuntu running on a MacBook Pro 7.1 with OSX running Vista via Boot Camp (hey, I like lots of OS's m'kay?) When installing from Ubuntu software center my system very frequently freezes. This has happened 4 of the last 5 installs. Most recently I was installing the Google Earth .deb from Google's website: clicking the .deb file automatically opens Software Center (otherwise I would have used Synaptic, as I've grown to expect Software Center to freeze my system and I'm rather tired of it.) By "freeze" I mean nothing works: no dash, no launcher, no mouse movement, no alt-tab, can't open terminal (keyboard does not work). Software center does show the "installing" icon but after that it greys out and I can't click anything. REISUB has no effect but a cold power-down and restart is possible. Occasionally, after 5-10 minutes, I'll be able to move the mouse / use the keyboard and run a launcher command or two, although other open apps (Chrome and Software Center) will still be greyed-out/frozen. (I've never waited longer than that - if still unresponsive after 15 minutes I just power down and restart.) Most recently, which is why I am finally posting a question, I waited about 15 minutes and was finally able to open System Monitor while this was going on. Processes tells me that System Monitor is using about 20% of CPU, and nothing else is using much (zeros mostly). In fact I didn't even see Software Center listed? However at this point the system finally partially unfroze, the installation completed, and while I wasn't about to close Software Center I was able to do a system shutdown and fresh restart and I went and took a look at the syslog. In /var/log/syslog I see a lot of ":blocked for more than 120 seconds" messages. Similar to ubuntu hang out with this message :blocked for more than 120 seconds Which has not been answered, and I'm not running a virtual machine. My full syslog with stack traces looks very, very similar to this: Why do tasks on Amazon Xen instance block for over 120 seconds causing server to hang? Note that that question was solved, but that's because the problem was being caused by Amazon and Amazon fixed the bug. I'm not running anything Amazon-related. My syslog does look very similar, however. My question is also similar to this: Troubleshooting server hang But the referenced "duplicate" in that question is about how to kill processes/restart when the system freezes. I know how to kill processes and restart. I want to figure out what is causing the problem so I can try to fix it. I realize that I could just use Synaptic instead of Ubuntu Software Center, but I'd like to try to solve the problem if possible. I'm thinking I should perhaps submit a bug report, but I wanted to first see if anyone else was having any similar problems, and if so what you all did to fix it. I see a number of questions about Software Center freezing and others, including those I linked, about the "blocked for more than 120 seconds" log error, but I didn't see any question that links the two. I did save a copy of the syslog report if anyone wants to see it, but as mentioned it's quite similar to the one posted in the Amazon-related question...and I didn't want to take up even more space unnecessarily as, my apologies - this question has already become extremely verbose!

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Why USA produces the best / most popular software? [closed]

    - by user1598390
    Have you noticed that a disproportionate amount of popular software products comes from the USA ? Examples: iOS, OS X, Phosothop, Oracle, Windows, Final Cut Pro, MS Office, iTunes, iWorks Suite, iLife Suite, AutoCad, Aperture, Google search engine, Twitter and endless stream of software that are the best in their fields and that are the models the rest of the industry want to emulate. Few people would deny that the most popular software comes from American companies. Obviously there's plenty of good software coming from outside the US, like Linux or SAP but most great looking, killer software comes from USA. Maybe these companies outsource the code elsewhere but the inception and design is mostly done in the USA. Why is that? and, can it be replicated elsewhere given the correct "ingredients" ?

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  • How much will cost to hire a developer who have to make a SEO software? [closed]

    - by Victor
    Hey guys, I know NOTHING about software developing but I got an amazing idea about a software. The thing is I want to know how much money I would approximately need to hire someone to do it for me. The software is gonna have a lot of features, everything is relative to SEO - link building with Web 2.0 sites, Blog comments, Video Submittion, Bookmarking, RSS, Ping Mode, Forum register and submittion, Proxy mode, ect. The point is to be all automated! I mean all profile creation is going to be automate! There are a lot of softwares but nothing is doing everything that I want. So I would like to build my own software, use it for on my own and of course I'll sell it too! So how much do you think I would need to be able to order such a software?

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  • What are interesting research questions with regards to open source software development? [closed]

    - by Aron Lindberg
    Imagine you have funding for a team of social scientists to study open source software development for a number of years (long time in software development, I know, but a short time for scientific research). These scientists have competencies to investigate psychological and sociological aspects of open source software development (i.e. how coders think, feel, and behave, along with how communities work or do not work). They are also technically equipped to understand code and coding, have access to all sorts of statistical and machine learning techniques, however their focus is on social aspects of open source software development, not technical. For you, as an open source software developer, what would be the research questions that would be interesting for you to have answered by such a group of scientists?

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  • What freely available software is equipped for editing PDF Bookmarks?

    - by Brenton Horne
    I know of PDFMod, which I rather like except it has one flaw, I can't seem to be able to add bookmarks before pre-existing bookmarks (see the attached image if this is unclear). I've looked at this question: - Which programs can I use to edit PDF files? That question does not deal specifically with bookmark editing, neither does it specify which software is freely available and which isn't. I should add that I'm incompetent when it comes to installing software so any software that's not available in the Software Centre requires you to detail exactly how I'm meant to install it. Plus, I would specifically like a software that can handle large (like 80 MB) PDF files without lagging like crazy or closing down.

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  • How can I install Eclipse 4 through Ubuntu Software Center (desktop 12.04 64bit)?

    - by quakkels
    How do I install Eclipse 4 through Ubuntu Software Center on my desktop 12.04 64 bit os? The reason I would like to install through Ubuntu Software Center is because it's easy to uninstall the software, and i want to manage all my installed programs through the Software Center. If I have to install through other means, will Eclipse show up in Ubuntu Software Center? Thanks for any help. Update: Clarification I did find Eclipse but it was version 3.7. I'm looking to install version 4.

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  • Rendering PDF on WebPage

    - by Priyank
    Hi. We are trying to load a pdf file in web browser using pdfobject javascript api. Currently the size of the pdf's that we are trying to display is close to 10MBs. This creates a long delay in displaying a PDF on web page; while the complete PDF gets downloaded. We need to remove this lag by achieving either of the alternatives: Show a progress bar until the PDF is actually displayed. We couldn't find an event which is triggered and can be used to find out if pdf is visible now. This lacking doesn't let us decide when to stop showing progress bar/spinner OR lazy load the PDF such that it gets displayed as soon as first page gets loaded. With that ateast user will have a visual indication as to something is happening. We couldn'find anything in pdf object that lets us do a lazy load. User alternative pdf rendering api; this is a low priority as we already have complete code in place; but in an event of first 2 alternatives not being met; we'd have to consider this option. So please feel free to suggest. Any other ideas as to how user interaction can be made more intuitive or pleasant; would be welcome. Cheers

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  • Simulating 3D 'cards' with just orthographic rendering

    - by meds
    I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right). I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal. I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible? ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress. here's what I mean: Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.

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