Search Results

Search found 48 results on 2 pages for 'maryanne sweat'.

Page 2/2 | < Previous Page | 1 2 

  • On a BPM Mission with Process Accelerators. Part 1: BPM as an ATV

    - by Cesare Rotundo
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Part 1: BPM as an ATV It’s always exciting to talk to customers that are in the middle of a BPM transformational journey. Their thirst for new processes to improve with BPM makes them explorers in a landscape of opportunities. They have discovered that with BPM the can “go places” they couldn’t reach before. In a way, learning how to generate value with BPM is like adopting a new mean of transportation. Apps are like regular cars: very efficient, but to be used on paved roads: the road/process has been traced, and there are fixed paths to follow to get from “opportunity to quote” or from “quote to cash”. Getting off the road is risky, and laying down new asphalt is slow and expensive. Custom development is like running: you can go virtually anywhere, following any path you like, yet it’s slow, and a lot of sweat. BPM allows you to go “off the beaten path” laid out by packaged apps, yet make fast progress compared to custom development. BPM is therefore more like an All-Terrain Vehicle (ATV): less efficient than a car, but much faster than running, with a powerful enough engine that can get you places. The similarities between BPM and ATVs don’t stop here: you must learn to ride it even if you already know how to drive a car; you can reach places but figuring out the path to your destination is harder. Ultimately, with BPM as with an ATV, you reach places that you thought you could never reach, and you discover new destinations that provide great benefit to you … and that you didn’t even know existed! That’s where the sense of accomplishment that we heard from our BPM customers comes from, as well as the desire to share their experience, or even, as in the case of a County, the willingness to contribute their BPM solutions to help other agencies that face the same challenges. The question we wanted to answer is how can we teach organizations to drive ATV/BPM, thus leading them to deeper success with BPM, while increasing their awareness of the potential for reaching new targets, and finally equip them with the right tools. Like with ATVs, getting from point A to point B is more of a work of art than cruising on the highway by car. There is a lot we can do: after all many sought after destinations are common: someone else has been on the same path before. If only you could learn from their experience …

    Read the article

  • Index Tuning for SSIS tasks

    - by Raj More
    I am loading tables in my warehouse using SSIS. Since my SSIS is slow, it seemed like a great idea to build indexes on the tables. There are no primary keys (and therefore, foreign keys), indexes (clustered or otherwise), constraints, on this warehouse. In other words, it is 100% efficiency free. We are going to put indexes based on usage - by analyzing new queries and current query performance. So, instead of doing it our old fashioned sweat and grunt way of actually reading the SQL statements and execution plans, I thought I'd put the shiny new Database Engine Tuning Advisor to use. I turned SQL logging off in my SSIS package and ran a "Tuning" trace, saved it to a table and analyzed the output in the Tuning Advisor. Most of the lookups are done as: exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',1 exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',2 exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',3 exec sp_executesql N'SELECT [Active], [CompanyID], [CompanyName], [CompanyShortName], [CompanyTypeID], [HierarchyNodeID] FROM [dbo].[Company] WHERE ([CompanyID]=@P1) AND ([StartDateTime] IS NOT NULL AND [EndDateTime] IS NULL)',N'@P1 int',4 and when analyzed, these statements have the reason "Event does not reference any tables". Huh? Does it not see the FROM dbo.Company??!! What is going on here? So, I have multiple questions: How do I get it to capture the actual statement executing in my trace, not what was submitted in a batch? Are there any best practices to follow for tuning performance related to SSIS packages running against SQL Server 2008?

    Read the article

  • Netty options for real-time distribution of small messages to a large number of clients?

    - by user439407
    I am designing a (near) real-time Netty server to distribute a large number of very small messages to a large number of clients across the internet. In internal, go as fast as you can testing, I found that I could do 10k clients no sweat, but now that we are trying to go across the internet, where the latency, bandwidth etc varies pretty wildly we are running into the dreaded outOfMemory issues, even with 2 gigs of RAM. I have tried various workarounds(setting the socket stack sizes smaller, setting high and low water marks, cancelling things that are too old), and they help a little, but they seem to only help a little bit. What would some good ways to optimize Netty for sending large #s of small messages without significant delays? Also, the bulk of the message only consists of one kind of message that I don't particularly care if it doesn't arrive. I would use UDP but because we don't control the client, thats not really a possibility. Is it possible to set a separate timeout solely for this kind of message without affecting the other messages? Any insight you could offer would be greatly appreciated.

    Read the article

  • Did we always have to register to download the Java 5 JDK, or is this new Oracle fun?

    - by Ukko
    I could swear that just a couple of months ago I downloaded a copy of the Java 1.5 SE JDK and I did not have to give them information on my first born. Today, I had to go through the register-and-we-will-send-you-a-link-someday dance. I have not received the link yet, so I thought I would ask about it here. What is special about the Java 5 JDK? I can get 6 just by clicking, is this a stick to get us to migrate to Java 6? Am I just not remembering doing this before? What marketing genius thought this would be a value add for Java? "If we make them sweat for the JDK they won't just delete it willy-nilly the next time?" Does everyone picture the people designing systems like this as mustache twirling Snidely Whiplash clones like I do? Did I just miss the link for the Secret Squirrel route to the download page? Finally, I am in the U.S. so I should not have to worry about export restrictions. Any thoughts?

    Read the article

  • Which web framework or technologies would suit me?

    - by Suraj Chandran
    Hi, I had been working on desktop apps and server side(non web) for some time and now I am diving in to web first time. I plan to write a scalable enterprise level app. I have worked with Java, Javascript, Jquery etc. but I absolutely hate jsp. So is there any framework that focuses on developing enterprise level web apps without jsp. I liked Wicket's approach, but I think there is a little lack of support of dynamic html in it and jquery(yes i looked at wiquery). Also I feel making wicket apps scalable would take some sweat. Can Spring MVC, Struts2 etc. help me make with this with just using say Java, JavaScript, and JQuery. Or are there any other options for me like Wicket. Please do forgive if anything above looks insane, I am still working on my understanding with enterprise web apps. NOTE: If you think that I should take a different direction or approach, please do suggest!

    Read the article

  • Error No 150 mySQL

    - by buddhamagnet
    Hi all. This is making me sweat - I am getting error 150 when I try and create a table in mySQL. I've scoured the forums to no avail. The statement uses foreign key constraints - both tables are InnoDB, all relevant columns have the same data type and both tables have the same charset and collation. Here's the CREATE TABLE and the original CREATE TABLE statement for the table that's being referenced. Any ideas? New table: CREATE TABLE `approval` ( `rev_id` int(10) UNSIGNED NOT NULL, `rev_page` int(10) UNSIGNED NOT NULL, `user_id` int(10) UNSIGNED NOT NULL, `date` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP, PRIMARY KEY (`rev_id`,`rev_page`,`user_id`), KEY `FK_approval_user` (`user_id`), CONSTRAINT `FK_approval_revision` FOREIGN KEY (`rev_id`, `rev_page`) REFERENCES `revision` (`rev_id`, `rev_page`), CONSTRAINT `FK_approval_user` FOREIGN KEY (`user_id`) REFERENCES `user` (`user_id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; Referenced table: CREATE TABLE `revision` ( `rev_id` int(10) unsigned NOT NULL auto_increment, `rev_page` int(10) unsigned NOT NULL, `rev_text_id` int(10) unsigned NOT NULL, `rev_comment` tinyblob NOT NULL, `rev_user` int(10) unsigned NOT NULL default '0', `rev_user_text` varbinary(255) NOT NULL default '', `rev_timestamp` binary(14) NOT NULL default '\0\0\0\0\0\0\0\0\0\0\0\0\0\0', `rev_minor_edit` tinyint(3) unsigned NOT NULL default '0', `rev_deleted` tinyint(3) unsigned NOT NULL default '0', `rev_len` int(10) unsigned default NULL, `rev_parent_id` int(10) unsigned default NULL, PRIMARY KEY (`rev_id`), UNIQUE KEY `rev_page_id` (`rev_page`,`rev_id`), KEY `rev_timestamp` (`rev_timestamp`), KEY `page_timestamp` (`rev_page`,`rev_timestamp`), KEY `user_timestamp` (`rev_user`,`rev_timestamp`), KEY `usertext_timestamp` (`rev_user_text`,`rev_timestamp`) ) ENGINE=InnoDB AUTO_INCREMENT=4904 DEFAULT CHARSET=binary MAX_ROWS=10000000 AVG_ROW_LENGTH=1024;

    Read the article

  • .htaccess - alias all www-only requests to subdirectory

    - by CodeMoose
    Trying to install the wonderful Concrete5 CMS to use as my main site engine - the problem is it has about 15 different files and directories, and they clutter up my root. I'd really like to move it to a /_concrete/ subdirectory, and still maintain it in the domain root. htaccess has never been my strong suit - after a lot of research and learning, and a lot of error 500s, my frustration is overriding my pride and I'm posting here. Here's exactly what I'm trying to accomplish: Any requests that come through www.domain.com are forwarded to www.domain.com/_concrete/, except in the case of an existing file. The end-user URL shouldn't change - they will still see the site as www.domain.com, even though they're being served www.domain.com/_concrete/. Multiple subdomains exist on this site as sub-folders within the root - thus, only requests coming through www.domain.com should be redirected. Here's the closest I got with my htaccess, which produces an error 500: RewriteEngine On RewriteCond %{HTTP_HOST} ^(www\.)?domain\.com [NC] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !^_concrete RewriteRule ^(.*)$ _concrete/$1 [L,QSA] This is the result of 4 hours of sweat and blood (mostly blood), so I have to be close. I'm hoping one of your fine minds can point out a stupid mistake and put this thing to rest swiftly. Thanks for your time! Addendum: I previously posted .htaccess - alias domain root to subfolder a while ago, which got me started. Please don't fall into the trap of thinking it's a duplicate.

    Read the article

  • Nginx / uWsgi / Django site can handle more traffic with rewrite URL

    - by Ludo
    Hi there. I'm running a Django app, using uWsgi behind Nginx. I've been doing some performance tuning and load testing using ApacheBench and have discovered something unexpected which I wonder if someone could explain for me. In my Nginx config I have a rewrite directive which catches lots of different URL permutations and then forwards them to the canonical URL I wish to use, eg, it traps www.mysite.com/whatever, www.mysite.co.uk/whatever and forwards them all to http://mysite.com/whatever. If I load test against any of the URLs listed with a redirect (ie, NOT the canonical URL which it is eventually forwarded to), it can serve 15000 concurrent connections without breaking a sweat. If I load test against the canonical URL, which the above test I would have expected got forwarded to anyway, it can't handle nearly as much. It will drop about 4000 of the 15000 requests, and can only handle about 9000 reliably. This is the command line I'm using to test: ab -c15000 -n15000 http://www.mysite.com/somepath/ and ab -c15000 -n15000 http://mysite.com/somepath/ I've tried several different types - it makes no different which order I do them in. This doesn't make sense to me - I can understand why the requests involving a redirect may not handle quite so many concurrent connections, but it's happening the other way round. Can anyone explain? I'd really prefer it if the canonical URL was the one which could handle more traffic. I'll post my Nginx config below. Thanks loads for any help! server { server_name www.somesite.com somesite.net www.somesite.net somesite.co.uk www.somesite.co.uk; rewrite ^(.*) http://somesite.com$1 permanent; } server { root /home/django/domains/somesite.com/live/somesite/; server_name somesite.com somesite-live.myserver.somesite.com; access_log /home/django/domains/somesite.com/live/log/nginx.log; location / { uwsgi_pass unix:////tmp/somesite-live.sock; include uwsgi_params; } location /media { try_files $uri $uri/ /index.html; } location /site_media { try_files $uri $uri/ /index.html; } location = /favicon.ico { empty_gif; } }

    Read the article

  • TcpListener is queuing connections faster than I can clear them

    - by Matthew Brindley
    As I understand it, TcpListener will queue connections once you call Start(). Each time you call AcceptTcpClient (or BeginAcceptTcpClient), it will dequeue one item from the queue. If we load test our TcpListener app by sending 1,000 connections to it at once, the queue builds far faster than we can clear it, leading (eventually) to timeouts from the client because it didn't get a response because its connection was still in the queue. However, the server doesn't appear to be under much pressure, our app isn't consuming much CPU time and the other monitored resources on the machine aren't breaking a sweat. It feels like we're not running efficiently enough right now. We're calling BeginAcceptTcpListener and then immediately handing over to a ThreadPool thread to actually do the work, then calling BeginAcceptTcpClient again. The work involved doesn't seem to put any pressure on the machine, it's basically just a 3 second sleep followed by a dictionary lookup and then a 100 byte write to the TcpClient's stream. Here's the TcpListener code we're using: // Thread signal. private static ManualResetEvent tcpClientConnected = new ManualResetEvent(false); public void DoBeginAcceptTcpClient(TcpListener listener) { // Set the event to nonsignaled state. tcpClientConnected.Reset(); listener.BeginAcceptTcpClient( new AsyncCallback(DoAcceptTcpClientCallback), listener); // Wait for signal tcpClientConnected.WaitOne(); } public void DoAcceptTcpClientCallback(IAsyncResult ar) { // Get the listener that handles the client request, and the TcpClient TcpListener listener = (TcpListener)ar.AsyncState; TcpClient client = listener.EndAcceptTcpClient(ar); if (inProduction) ThreadPool.QueueUserWorkItem(state => HandleTcpRequest(client, serverCertificate)); // With SSL else ThreadPool.QueueUserWorkItem(state => HandleTcpRequest(client)); // Without SSL // Signal the calling thread to continue. tcpClientConnected.Set(); } public void Start() { currentHandledRequests = 0; tcpListener = new TcpListener(IPAddress.Any, 10000); try { tcpListener.Start(); while (true) DoBeginAcceptTcpClient(tcpListener); } catch (SocketException) { // The TcpListener is shutting down, exit gracefully CheckBuffer(); return; } } I'm assuming the answer will be related to using Sockets instead of TcpListener, or at least using TcpListener.AcceptSocket, but I wondered how we'd go about doing that? One idea we had was to call AcceptTcpClient and immediately Enqueue the TcpClient into one of multiple Queue<TcpClient> objects. That way, we could poll those queues on separate threads (one queue per thread), without running into monitors that might block the thread while waiting for other Dequeue operations. Each queue thread could then use ThreadPool.QueueUserWorkItem to have the work done in a ThreadPool thread and then move onto dequeuing the next TcpClient in its queue. Would you recommend this approach, or is our problem that we're using TcpListener and no amount of rapid dequeueing is going to fix that?

    Read the article

  • Scala actors: receive vs react

    - by jqno
    Let me first say that I have quite a lot of Java experience, but have only recently become interested in functional languages. Recently I've started looking at Scala, which seems like a very nice language. However, I've been reading about Scala's Actor framework in Programming in Scala, and there's one thing I don't understand. In chapter 30.4 it says that using react instead of receive makes it possible to re-use threads, which is good for performance, since threads are expensive in the JVM. Does this mean that, as long as I remember to call react instead of receive, I can start as many Actors as I like? Before discovering Scala, I've been playing with Erlang, and the author of Programming Erlang boasts about spawning over 200,000 processes without breaking a sweat. I'd hate to do that with Java threads. What kind of limits am I looking at in Scala as compared to Erlang (and Java)? Also, how does this thread re-use work in Scala? Let's assume, for simplicity, that I have only one thread. Will all the actors that I start run sequentially in this thread, or will some sort of task-switching take place? For example, if I start two actors that ping-pong messages to each other, will I risk deadlock if they're started in the same thread? According to Programming in Scala, writing actors to use react is more difficult than with receive. This sounds plausible, since react doesn't return. However, the book goes on to show how you can put a react inside a loop using Actor.loop. As a result, you get loop { react { ... } } which, to me, seems pretty similar to while (true) { receive { ... } } which is used earlier in the book. Still, the book says that "in practice, programs will need at least a few receive's". So what am I missing here? What can receive do that react cannot, besides return? And why do I care? Finally, coming to the core of what I don't understand: the book keeps mentioning how using react makes it possible to discard the call stack to re-use the thread. How does that work? Why is it necessary to discard the call stack? And why can the call stack be discarded when a function terminates by throwing an exception (react), but not when it terminates by returning (receive)? I have the impression that Programming in Scala has been glossing over some of the key issues here, which is a shame, because otherwise it's a truly excellent book.

    Read the article

  • AudioTrack lag: obtainBuffer timed out

    - by BTR
    I'm playing WAVs on my Android phone by loading the file and feeding the bytes into AudioTrack.write() via the FileInputStream BufferedInputStream DataInputStream method. The audio plays fine and when it is, I can easily adjust sample rate, volume, etc on the fly with nice performance. However, it's taking about two full seconds for a track to start playing. I know AudioTrack has an inescapable delay, but this is ridiculous. Every time I play a track, I get this: 03-13 14:55:57.100: WARN/AudioTrack(3454): obtainBuffer timed out (is the CPU pegged?) 0x2e9348 user=00000960, server=00000000 03-13 14:55:57.340: WARN/AudioFlinger(72): write blocked for 233 msecs, 9 delayed writes, thread 0xba28 I've noticed that the delayed write count increases by one every time I play a track -- even across multiple sessions -- from the time the phone has been turned on. The block time is always 230 - 240ms, which makes sense considering a minimum buffer size of 9600 on this device (9600 / 44100). I've seen this message in countless searches on the Internet, but it usually seems to be related to not playing audio at all or skipping audio. In my case, it's just a delayed start. I'm running all my code in a high priority thread. Here's a truncated-yet-functional version of what I'm doing. This is the thread callback in my playback class. Again, this works (only playing 16-bit, 44.1kHz, stereo files right now), it just takes forever to start and has that obtainBuffer/delayed write message every time. public void run() { // Load file FileInputStream mFileInputStream; try { // mFile is instance of custom file class -- this is correct, // so don't sweat this line mFileInputStream = new FileInputStream(mFile.path()); } catch (FileNotFoundException e) {} BufferedInputStream mBufferedInputStream = new BufferedInputStream(mFileInputStream, mBufferLength); DataInputStream mDataInputStream = new DataInputStream(mBufferedInputStream); // Skip header try { if (mDataInputStream.available() > 44) mDataInputStream.skipBytes(44); } catch (IOException e) {} // Initialize device mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, ConfigManager.SAMPLE_RATE, AudioFormat.CHANNEL_CONFIGURATION_STEREO, AudioFormat.ENCODING_PCM_16BIT, ConfigManager.AUDIO_BUFFER_LENGTH, AudioTrack.MODE_STREAM); mAudioTrack.play(); // Initialize buffer byte[] mByteArray = new byte[mBufferLength]; int mBytesToWrite = 0; int mBytesWritten = 0; // Loop to keep thread running while (mRun) { // This flag is turned on when the user presses "play" while (mPlaying) { try { // Check if data is available if (mDataInputStream.available() > 0) { // Read data from file and write to audio device mBytesToWrite = mDataInputStream.read(mByteArray, 0, mBufferLength); mBytesWritten += mAudioTrack.write(mByteArray, 0, mBytesToWrite); } } catch (IOException e) { } } } } If I can get past the artificially long lag, I can easily deal with the inherit latency by starting my write at a later, predictable position (ie, skip past the minimum buffer length when I start playing a file).

    Read the article

  • Career development as a Software Developer without becoming a manager.

    - by albertpascual
    I’m a developer, I like to write new exciting code everyday, my perfect day at work is a day that when I wake up, I know that I have to write some code that I haven’t done before or to use a new framework/language/platform that is unknown to me. The best days in the office is when a project is waiting for me to architect or write. In my 15 years in the development field, I had to in order to get a better salary to manage people, not just to lead developers, to actually manage people. Something that I found out when I get into a management position is that I’m not that good at managing people, and not afraid to say it. I do not enjoy that part of the job, the worse one, takes time away from what I really like. Leading developers and managing people are very different things. I do like teaching and leading developers in a project. Yet most people believe, and is true in most companies, the way to get a better salary is to be promoted to a manager position. In order to advance in your career you need to let go of the everyday writing code and become a supervisor or manager. This is the path for developers after they become senior developers. As you get older and your family grows, the only way to hit your salary requirements is to advance your career to become a manager and get that manager salary. That path is the common in most companies, the most intelligent companies out there, have learned that promoting good developers mean getting a crappy manager and losing a good resource. Now scratch everything I said, because as I previously stated, I don’t see myself going to the office everyday and just managing people until is time to go home. I like to spend hours working in some code to accomplish a task, learning new platforms and languages or patterns to existing languages. Being interrupted every 15 minutes by emails or people stopping by my office to resolve their problems, is not something I could enjoy. All the sudden riding my motorcycle to work one cold morning over the Redlands Canyon and listening to .NET Rocks podcast, Michael “Doc” Norton explaining how to take control of your development career without necessary going to the manager’s track. I know, I should not have headphones under my helmet when riding a motorcycle in California. His conversation with Carl Franklin and Richard Campbell was just confirming everything I have ever did with actually more details and assuring that there are other paths. His method was simple yet most of us, already do many of those steps, Mr. Michael “Doc” Norton believe that it pays off on the long run, that finally companies prefer to pay higher salaries to those developers, yet I would actually think that many companies do not see developers that way, this is not true for bigger companies. However I do believe the value of those developers increase and most of the time, changing companies could increase their salary instead of staying in the same one. In short without even trying to get into the shadow of Mr. Norton and without following the steps in the order; you should love to learn new technologies, and then teach them to other geeks. I personally have learn many technologies and I haven’t stop doing that, I am a professor at UCR where I teach ASP.NET and Silverlight. Mr Norton continues that after than, you want to be involve in the development community, user groups, online forums, open source projects. I personally talk to user groups, I’m very active in forums asking and answering questions as well as for those I got awarded the Microsoft MVP for ASP.NET. After you accomplish all those, you should also expose yourself for what you know and what you do not know, learning a new language will make you humble again as well as extremely happy. There is no better feeling that learning a new language or pattern in your daily job. If you love your job everyday and what you do, I really recommend you to follow Michael’s presentation that he kindly share it on the link below. His confirmation is a refreshing, knowing that my future is not behind a desk where the computer screen is on my right hand side instead of in front of me. Where I don’t have to spent the days filling up performance forms for people and the new platforms that I haven’t been using yet are just at my fingertips. Presentation here. http://www.slideshare.net/LeanDog/take-control-of-your-development-career-michael-doc-norton?from=share_email_logout3 Take Control of Your Development Career Welcome! Michael “Doc” Norton @DocOnDev http://docondev.blogspot.com/ [email protected] Recovering Post Technical I love to learn I love to teach I love to work in teams I love to write code I really love to write code What about YOU? Do you love your job? Do you love your Employer? Do you love your Boss? What do you love? What do you really love? Take Control Take Control • Get Noticed • Get Together • Get Your Mojo • Get Naked • Get Schooled Get Noticed Get Noticed Know Your Business Get Noticed Get Noticed Understand Management Get Noticed Get Noticed Do Your Existing Job Get Noticed Get Noticed Make Yourself Expendable Get Together Get Together Join a User Group Get Together Help Run a User Group Get Together Start a User Group Get Your Mojo Get Your Mojo Kata Get Your Mojo Koans Get Your Mojo Breakable Toys Get Your Mojo Open Source Get Naked Get Naked Run with Group A Get Naked Do Something Different Get Naked Own Your Mistakes Get Naked Admit You Don’t Know Get Schooled Get Schooled Choose a Mentor Get Schooled Attend Conferences Get Schooled Teach a New Subject Get Started Read These (Again) Take Control of Your Development Career Thank You! Michael “Doc” Norton @DocOnDev http://docondev.blogspot.com/ [email protected] In a short summary, I recommend any developer to check his blog and more important his presentation, I haven’t been lucky enough to watch him live, I’m looking forward the day I have the opportunity. He is giving us hope in the future of developers, when I see some of my geek friends moving to position that in short years they begin to regret, I get more unsure of my future doing what I love. I would say that now is looking at the spectrum of companies that understand and appreciate developers. There are a few there, hopefully with time code sweat shops will start disappearing and being a developer will feed a family of 4. Cheers Al tweetmeme_url = 'http://weblogs.asp.net/albertpascual/archive/2010/12/07/career-development-as-a-software-developer-without-becoming-a-manager.aspx'; tweetmeme_source = 'alpascual';

    Read the article

  • Dell Studio 1737 Overheating

    - by Sean
    I am using a Dell Studio 1737 laptop. I have been running Linux and have ran Windows recently for a very long time. I upgraded to the 10.10 distribution and since that distro, it seems that for some reason all Linuxes want to push my laptop to extremes. I have recently upgraded to Ubuntu 12.04 since I heart that it contains kernel fixes for overheating issues. 12.04 will actually eventually cool the system, but that is after the fans run to the point it sounds like a jet aircraft taking off and the laptop makes my hands sweat. In trying to combat the heat problems I have done the following: I installed the propriatery driver for my ATI Mobility HD 3600. I have tried both the one in the Additional Drivers and also tried ATI's latest greatest version. If I don't install this my laptop will overheat and shut off in minutes. Both seem to perform similarly, but the heat problem remains. I have tried limiting the CPU by installing the CPUFreq Indicator. This does help keep the machine from shutting off, but the heat is still uncomfortable to be around the machine. I usually run in power saver mode or run the cpu at 1.6 GHZ just to error on safety. I ran sensors-detect and here are the results: sean@sean-Studio-1737:~$ sudo sensors-detect # sensors-detect revision 5984 (2011-07-10 21:22:53 +0200) # System: Dell Inc. Studio 1737 (laptop) # Board: Dell Inc. 0F237N This program will help you determine which kernel modules you need to load to use lm_sensors most effectively. It is generally safe and recommended to accept the default answers to all questions, unless you know what you're doing. Some south bridges, CPUs or memory controllers contain embedded sensors. Do you want to scan for them? This is totally safe. (YES/no): y Module cpuid loaded successfully. Silicon Integrated Systems SIS5595... No VIA VT82C686 Integrated Sensors... No VIA VT8231 Integrated Sensors... No AMD K8 thermal sensors... No AMD Family 10h thermal sensors... No AMD Family 11h thermal sensors... No AMD Family 12h and 14h thermal sensors... No AMD Family 15h thermal sensors... No AMD Family 15h power sensors... No Intel digital thermal sensor... Success! (driver `coretemp') Intel AMB FB-DIMM thermal sensor... No VIA C7 thermal sensor... No VIA Nano thermal sensor... No Some Super I/O chips contain embedded sensors. We have to write to standard I/O ports to probe them. This is usually safe. Do you want to scan for Super I/O sensors? (YES/no): y Probing for Super-I/O at 0x2e/0x2f Trying family `National Semiconductor/ITE'... No Trying family `SMSC'... No Trying family `VIA/Winbond/Nuvoton/Fintek'... No Trying family `ITE'... No Probing for Super-I/O at 0x4e/0x4f Trying family `National Semiconductor/ITE'... Yes Found `ITE IT8512E/F/G Super IO' (but not activated) Some hardware monitoring chips are accessible through the ISA I/O ports. We have to write to arbitrary I/O ports to probe them. This is usually safe though. Yes, you do have ISA I/O ports even if you do not have any ISA slots! Do you want to scan the ISA I/O ports? (YES/no): y Probing for `National Semiconductor LM78' at 0x290... No Probing for `National Semiconductor LM79' at 0x290... No Probing for `Winbond W83781D' at 0x290... No Probing for `Winbond W83782D' at 0x290... No Lastly, we can probe the I2C/SMBus adapters for connected hardware monitoring devices. This is the most risky part, and while it works reasonably well on most systems, it has been reported to cause trouble on some systems. Do you want to probe the I2C/SMBus adapters now? (YES/no): y Using driver `i2c-i801' for device 0000:00:1f.3: Intel ICH9 Module i2c-i801 loaded successfully. Module i2c-dev loaded successfully. Now follows a summary of the probes I have just done. Just press ENTER to continue: Driver `coretemp': * Chip `Intel digital thermal sensor' (confidence: 9) To load everything that is needed, add this to /etc/modules: #----cut here---- # Chip drivers coretemp #----cut here---- If you have some drivers built into your kernel, the list above will contain too many modules. Skip the appropriate ones! Do you want to add these lines automatically to /etc/modules? (yes/NO)y Successful! Monitoring programs won't work until the needed modules are loaded. You may want to run 'service module-init-tools start' to load them. Unloading i2c-dev... OK Unloading i2c-i801... OK Unloading cpuid... OK sean@sean-Studio-1737:~$ sudo service module-init-tools start module-init-tools stop/waiting I also tried installing i8k but that didn't work since it didn't seem to be able to communicate with the hardware (probably for different kind of device). Also I ran acpi -V and here are the results: Battery 0: Full, 100% Battery 0: design capacity 613 mAh, last full capacity 260 mAh = 42% Adapter 0: on-line Thermal 0: ok, 49.0 degrees C Thermal 0: trip point 0 switches to mode critical at temperature 100.0 degrees C Thermal 1: ok, 48.0 degrees C Thermal 1: trip point 0 switches to mode critical at temperature 100.0 degrees C Thermal 2: ok, 51.0 degrees C Thermal 2: trip point 0 switches to mode critical at temperature 100.0 degrees C Cooling 0: LCD 0 of 15 Cooling 1: Processor 0 of 10 Cooling 2: Processor 0 of 10 I have hit a wall and don't know what to do now. Any advice is appreciated.

    Read the article

  • Day 3 - XNA: Hacking around with images

    - by dapostolov
    Yay! Today I'm going to get into some code! My mind has been on this all day! I find it amusing how I practice, daily, to be "in the moment" or "present" and the excitement and anticipation of this project seems to snatch it away from me frequently. WELL!!! (Shakes Excitedly) Let's do this =)! Let's code! For these next few days it is my intention to better understand image rendering using XNA; after said prototypes are complete I should (fingers crossed) be able to dive into my game code using the design document I hammered out the other night. On a personal note, I think the toughest thing right now is finding the time to do this project. Each night, after my little ones go to bed I can only really afford a couple hours of work on this project. However, I hope to utilise this time as best as I can because this is the first time in a while I've found a project that I've been passionate about. A friend recently asked me if I intend to go 3D or extend the game design. Yes. For now I'm keeping it simple. Lastly, just as a note, as I was doing some further research into image rendering this morning I came across some other XNA content and lessons learned. I believe this content could have probably been posted in the first couple of posts, however, I will share the new content as I learn it at the end of each day. Maybe I'll take some time later to fix the posts but for now Installation and Deployment - Lessons Learned I had installed the XNA studio  (Day 1) and the site instructions were pretty easy to follow. However, I had a small difficulty with my development environment. You see, I run a virtual desktop development environment. Even though I was able to code and compile all the tutorials the game failed to run...because I lacked a 3D capable card; it was not detected on the virtual box... First Lesson: The XNA runtime needs to "see" the 3D card! No sweat, Il copied the files over to my parent box and executed the program. ERROR. Hmm... Second Lesson (which I should have probably known but I let the excitement get the better of me): you need the XNA runtime on the client PC to run the game, oh, and don't forget the .Net Runtime! Sprite, it ain't just a Soft Drink... With these prototypes I intend to understand and perform the following tasks. learn game development terminology how to place and position (rotate) a static image on the screen how to layer static images on the screen understand image scaling can we reuse images? understand how framerate is handled in XNA how to display text , basic shapes, and colors on the screen how to interact with an image (collision of user input?) how to animate an image and understand basic animation techniques how to detect colliding images or screen edges how to manipulate the image, lets say colors, stretching how to focus on a segment of an image...like only displaying a frame on a film reel what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) Well, let's start with this "prototype" task list for now...Today, let's get an image on the screen and maybe I can mark a few of the tasks as completed... C# Prototype1 New Visual Studio Project Select the XNA Game Studio 3.1 Project Type Select the Windows Game 3.1 Template Type Prototype1 in the Name textbox provided Press OK. At this point code has auto-magically been created. Feel free to press the F5 key to run your first XNA program. You should have a blue screen infront of you. Without getting into the nitty gritty right, the code that was generated basically creates some basic code to clear the window content with the lovely CornFlowerBlue color. Something to notice, when you move your mouse into the window...nothing. ooooo spoooky. Let's put an image on that screen! Step A - Get an Image into the solution Under "Content" in your Solution Explorer, right click and add a new folder and name it "Sprites". Copy a small image in there; I copied a "Royalty Free" wizard hat from a quick google search and named it wizards_hat.jpg (rightfully so!) Step B - Add the sprite and position fields Now, open/edit  Game1.cs Locate the following line:  SpriteBatch spriteBatch; Under this line type the following:         SpriteBatch spriteBatch; // the line you are looking for...         Texture2D sprite;         Vector2 position; Step C - Load the image asset Locate the "Load Content" Method and duplicate the following:             protected override void LoadContent()         {             spriteBatch = new SpriteBatch(GraphicsDevice);             // your image name goes here...             sprite = Content.Load<Texture2D>("Sprites\\wizards_hat");             position = new Vector2(200, 100);             base.LoadContent();         } Step D - Draw the image Locate the "Draw" Method and duplicate the following:        protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             spriteBatch.Draw(sprite, position, Color.White);             spriteBatch.End();             base.Draw(gameTime);         }  Step E - Compile and Run Engage! (F5) - Debug! Your image should now display on a cornflowerblue window about 200 pixels from the left and 100 pixels from the top. Awesome! =) Pretty cool how we only coded a few lines to display an image, but believe me, there is plenty going on behind the scenes. However, for now, I'm going to call it a night here. Blogging all this progress certainly takes time... However, tomorrow night I'm going to detail what we just did, plus start checking off points on that list! I'm wondering right now if I should add pictures / code to this post...let me know if you want them =) Best Regards, D.

    Read the article

  • Ant + JUnit: NoClassDefFoundError

    - by K-Boo
    Ok, I'm frustrated! I've hunted around for a good number of hours and am still stumped. Environment: WinXP, Eclipse Galileo 3.5 (straight install - no extra plugins). So, I have a simple JUnit test. It runs fine from it's internal Eclipse JUnit run configuration. This class has no dependencies on anything. To narrow this problem down as much as possible it simply contains: @Test public void testX() { assertEquals("1", new Integer(1).toString()); } No sweat so far. Now I want to take the super advanced step of running this test case from within Ant (the final goal is to integrate with Hudson). So, I create a build.xml: <project name="Test" default="basic"> <property name="default.target.dir" value="${basedir}/target" /> <property name="test.report.dir" value="${default.target.dir}/test-reports" /> <target name="basic"> <mkdir dir="${test.report.dir}" /> <junit fork="true" printSummary="true" showOutput="true"> <formatter type="plain" /> <classpath> <pathelement path="${basedir}/bin "/> </classpath> <batchtest fork="true" todir="${test.report.dir}" > <fileset dir="${basedir}/bin"> <include name="**/*Test.*" /> </fileset> </batchtest> </junit> </target> </project> ${basedir} is the Java project name in the workspace that contains the source, classes and build file. All .java's and the build.xml are in ${basedir}/src. The .class files are in ${basedir}/bin. I have added eclipse-install-dir/plugins/org.junit4_4.5.0.v20090423/junit.jar to the Ant Runtime Classpath via Windows / Preferences / Ant / Runtime / Contributed Entries. ant-junit.jar is in Ant Home Entries. So, what happens when I run this insanely complex target? My report file contains: Testsuite: com.xyz.test.RussianTest Tests run: 1, Failures: 0, Errors: 1, Time elapsed: 0 sec Testcase: initializationError took 0 sec Caused an ERROR org/hamcrest/SelfDescribing java.lang.NoClassDefFoundError: org/hamcrest/SelfDescribing at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(Unknown Source) at java.security.SecureClassLoader.defineClass(Unknown Source) at java.net.URLClassLoader.defineClass(Unknown Source) at java.net.URLClassLoader.access$000(Unknown Source) at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClassInternal(Unknown Source) at java.lang.reflect.Constructor.newInstance(Unknown Source) Caused by: java.lang.ClassNotFoundException: org.hamcrest.SelfDescribing at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClassInternal(Unknown Source) What is this org.hamcrest.SelfDescribing class? Something to do with mocks? OK, fine. But why the dependency? I'm not doing anything at all with it. This is literally a Java project with no dependencies other than JUnit. Stumped (and frustrated)!!

    Read the article

  • Overloading stream insertion without violating information hiding?

    - by Chris
    I'm using yaml-cpp for a project. I want to overload the << and >> operators for some classes, but I'm having an issue grappling with how to "properly" do this. Take the Note class, for example. It's fairly boring: class Note { public: // constructors Note( void ); ~Note( void ); // public accessor methods void number( const unsigned long& number ) { _number = number; } unsigned long number( void ) const { return _number; } void author( const unsigned long& author ) { _author = author; } unsigned long author( void ) const { return _author; } void subject( const std::string& subject ) { _subject = subject; } std::string subject( void ) const { return _subject; } void body( const std::string& body ) { _body = body; } std::string body( void ) const { return _body; } private: unsigned long _number; unsigned long _author; std::string _subject; std::string _body; }; The << operator is easy sauce. In the .h: YAML::Emitter& operator << ( YAML::Emitter& out, const Note& v ); And in the .cpp: YAML::Emitter& operator << ( YAML::Emitter& out, const Note& v ) { out << v.number() << v.author() << v.subject() << v.body(); return out; } No sweat. Then I go to declare the >> operator. In the .h: void operator >> ( const YAML::Node& node, Note& note ); But in the .cpp I get: void operator >> ( const YAML::Node& node, Note& note ) { node[0] >> ? node[1] >> ? node[2] >> ? node[3] >> ? return; } If I write things like node[0] >> v._number; then I would need to change the CV-qualifier to make all of the Note fields public (which defeats everything I was taught (by professors, books, and experience))) about data hiding. I feel like doing node[0] >> temp0; v.number( temp0 ); all over the place is not only tedious, error-prone, and ugly, but rather wasteful (what with the extra copies). Then I got wise: I attempted to move these two operators into the Note class itself, and declare them as friends, but the compiler (GCC 4.4) didn't like that: src/note.h:44: error: ‘YAML::Emitter& Note::operator<<(YAML::Emitter&, const Note&)’ must take exactly one argument src/note.h:45: error: ‘void Note::operator(const YAML::Node&, Note&)’ must take exactly one argument Question: How do I "properly" overload the >> operator for a class Without violating the information hiding principle? Without excessive copying?

    Read the article

  • Part 2: Career development as a Software Developer without becoming a manager.

    - by albertpascual
    Seems like my previous post inspired by the work of Michael “Doc” Norton was a great success for the amount of emails I have received. Yet amazed how many people didn’t want to discuss their questions in the comments  sections. I would encourage people to be more public, still I would like to reply to all of you on this public media. I still welcome those emails. What I found out is that many people feels like me, they want to be developers and still be compensated for their experience without wanting to take a job as a manager. Their perfect day is a full day of coding and learning. Many believe their companies will never pay a manager’s salary to a developer no matter what. Most of you ask how to get the ball rolling. And is the later that I’m addressing here, the previous group, will never try. What companies understand developers value and where can I find them? This is a very difficult question to ask, I don’t have a list of those companies or departments, I have seen in my past signs in companies bending backwards to compensate, in more ways the monetary, a developer that is a good resource to them. Allowing the person to move out of the state and still let them work for the company from home is a sign that company goes by individual cases. Allowing them to go to conference that will not benefit the company is another big sign. Simple signs like flexible hours and letting some people work from home. To see those signs you need to be working in that company for awhile and look at the departments where the manager is taking care of their employees in individual cases. Look for the department where people get quiet extra perks, where some people in the department work from home or remotely. In my experience, but not always true, medium to big companies, are prompt to recognize good developers. Then again, some companies just don’t get it and is when you see many technical people managing developers. For all the people that email me stating that developers can also be very good managers, I do not disagree, I just think that a good developers loves writing code, when you remove that part the better salary isn’t enough to keep a developer happy. Burned out developers appreciate being promoted to managers. How do I know I work in a bad company? In my experience I have been a consultant and seen many companies, a few signs I have learned about companies that will not recognize good developers are: When the turn over is pretty high, when developers are moving out in a big rate, no rocket scientist needs to tap you in the shoulder. When the company is looking always to outsource their development resources. The product is not that interesting nor the company cares too much for their final result and support. Code sweat shops. You’ll know when you start working in one of those. Run for the hills! Where do I start? Disclaimer: I have only based this post on Michael “Doc” Norton, this is just my interpretation and ideas. First thing is to look at Michael “Doc” Norton presentation Take Control of Your Development Career http://docondev.blogspot.com/ That should be the first thing any developer should look and follow like it was a pattern. I would personally recommend to find some language or pattern you are interested with and learn it, learn something that will make you happy. Second, join a User Group and get involve in the community. There are hundreds of user groups, and I’m sure you’ll find one in your city or near you town. Code Camps are Developers Meet Ups are also good resources. Third, I would join a open source project you are interested or better yet, create a new open source project with the new technology that you have learn and get coding. Fourth, create a Twitter account and follow the people that talks about the technology you are interested on. If you follow this 4 steps above I think you’ll be on your way, after they are complete, when you release your Open Source project you can say that you accomplished the first steps. Now, do not expect anything to change in your career life, you are changing and should not expect anything in return, besides borrowing some time from sleeping and your family. Creating a good schedule may help you, I find wasted time in many places that I use. Flying for work is actually one of those that allows me to do my best work on a airplane, don’t need to borrow time from anywhere else. Making sure you always have a light, charged laptop is so important. Next steps following the Michael “Doc” Norton Pattern or my interpretation of. First, help run a user group or better yet, start a new user group. I’ll add, as well, go to one conference a year and free development events around your city; Code Camps, Geek Dinners, etc. There are many free events sponsored by different companies for developers to get to know their products, I highly recommend those as the way to get connected. Second, chose a mentor, this is a very hard thing to do I experienced, find an expert in the technology you are learning that has the time for you, it is difficult, I wish you best of luck. Third, learn another technology or pattern, open your horizons a little bit more. Why not, if you had fun previously, keep doing it. Fourth, get involved in forums to answer and ask questions, getting notice in public forums is rewarding for your ego after such a long journey. Final steps following the Michael “Doc” Norton Pattern Teach what you know, become humble on your knowledge, find as many opportunities to teach and to get involved with the community, bring all that to your day job. Mr. Norton talks about getting naked, expose yourself to others in your knowledge and what you do not know. You are never too important for small opportunities, yet don’t  be afraid to take anything big and learn from the experience. Anytime you have the opportunity to talk to somebody that has reach the point the community knows his or her name, means that you should learn from it. Take opportunities that won’t make you money, yet will make you happy. Sometimes you need to spend money and time. Register talks in Code Camps and Dev Meet Ups, those are free, also go to Conference, Development Summits and Geek Diners for example. One day, people will pay you to attend. When will all these pay off? I don’t know. I’m still in the path, there are a few things that during your journey you may get little acknowledgements that you are in the correct path. In my case I think those are the little signs that tells you about your journey. I got awarded the Microsoft Most Valuable Professional for ASP.NET in 2007, 2008, 2009 and 2010. I got selected to speak at the DevConnections in Las Vegas in 2010 and Orlando 2011. I do believe that I do have a long way to go, yet what I do makes me happy and I hope I can keep doing for years to come. Every year I can see an improvement on my code, and more frameworks and languages are under my belt, I learn to embrace them all as well as in my daily job, I have been able to work in a few projects beyond my department. I’m a learner and believer of the Michael “Doc” Norton pattern. Looking forward to learn more about it to be able to apply it better. In my short journey I now see my mistakes, I did a few things right, I have been listening the intelligent people and not being afraid to move along the technology changes. In my professional life, I have tried to avoid being placed in only one technology and product. I have always share my code and never confused anybody that wanted to take over any of my projects, I didn’t think anything I created as my own nor care too much when politics didn’t see my vision. I stayed flexible, ready and visible, yet humble. I keep my head just below the clouds, and avoided managers meetings. I credit my manager for my success, and I faulted publicly only myself for the failures. Hope this helps. Cheers, Al Follow me in Twitter  Read my previous post tweetmeme_url = 'http://weblogs.asp.net/albertpascual/archive/2010/12/09/part-2-career-development-as-a-software-developer-without-becoming-a-manager.aspx'; tweetmeme_source = 'alpascual';

    Read the article

  • Prepping a conference

    - by Laurent Bugnion
    I have had the chance to talk at many conferences these past few years, and came up with a way to prepare them which works really well for me. Most importantly, it would make it quite easy to overcome an emergency (for example if my laptop would suddenly lose data). The whole code as well as the slides and other documents are in the cloud. I also use source control for my demos, so that I always have the latest and the greatest, but also a history of changes I made to my demos. Finally I have a system of code snippets which works great, and I often had very positive remarks from the audience regarding that. Putting everything in the cloud The one thing I used to be the most scared of was a sudden crash of my laptop, and being unable to restore in time for a conference. Most conferences ask speakers to send slides a few days (or weeks…) in advance, but let's face it, we all have last minute changes to our talks and I always come in the conference with updated slides that I pass to the management team. The answer to that dilemma used to be working off memory sticks, and that worked not bad. However last year I started putting all the documents relating to a conference in a DropBox folder, and that works great too. Obviously DropBox works only if you have connectivity, so if I for instance update slides while on an international flight, I cannot save to the cloud. The obvious answer to that is to backup everything on a memory stick… but I have to admit, I have been trusting my luck and working off my laptop HD and then synching everything to the cloud after landing. Of course on some US national flights you get WiFi on board, so in that case it is even simpler :) Usually after the conference is done, I remove the files from DropBox and copy them to their "final destination". They are backed up from there to BackBlaze, the great online backup service I am using routinely (I currently have about 90GB of data in BackBlaze). Outlining the presentations I like to have a written outline of my presentations written somewhere. I keep it simple, just write the various sections of the presentation with timing. I guess it is a remnant of the time when I was a private pilot, and using checklists for flight preparation. For example: Demo about designability 15' (0:37) Switch to Blend Open MainPage.xaml Create a DataTemplate ... Here I can immediately see during the presentation if I am taking too much time for my demo (0:37 is where I need to be when I am done with this section of the presentation, and 15' is the time that this particular section takes). I keep these sections reasonable, I don't detail every step of the preparation. Typically I have one such section for every 10-15 minutes of my talks. Yes, I am timing my presentations. I keep adjusting these numbers when I rehearse, and this really helps to feel more confident during the presentations. This is especially important for presentations that are long, like my MIX11 demo which clocked at 57 minutes (I had a lot of stuff to show…). Such presentations are risky, because if anything goes wrong, you will have to cut stuff, so the answer to that is: Rehearse, rehearse and when you're done rehearsing, rehearse a little more. I also have a "Preparation" section where I outline what I need to do before a presentation. For instance: Preparation Reboot in VHD Make sure MSN and Twitter are not running. Open VS10 and load demo Open Blend and load demo Run the WP7 emulator ... I typically start preparing my laptop an hour before the talk, starting everything I need to start and then putting my laptop to sleep. Saving and printing the outline, Timing Printing is a real problem because it is really hard to find a printer at most conference venues, and also quite hard in hotels. To solve that, I simply write everything in OneNote (synched to the cloud, now you start to know what I like ;) and then I print it to a PDF (I use CutePDFWriter) that I save to my Kindle. During the presentation, I read the outline off the Kindle (I mostly just need a quick check to see how I am timing). For timing during the presentation, I use the free tool ChronoGPS on my Windows Phone 7, but of course any phone these days has a clock/chrono application. In some conferences, they even have timers that the presenters can see, but they tend to count down and I prefer to count up… so I just use my own :) Source control for demos For demos, I create a separate folder and use Mercurial as source control. Mercurial has the huge advantage (over SVN or TFS) to work offline too, so I can commit while on a plane, and all the history is saved. Then when I have connectivity I push everything to the cloud (I am using the fantastic Trunksapp.com for my private repositories). Here too the obvious downside is the risk of losing my last changes if my laptop crashes before I can push to the cloud, and here too the obvious answer would be to work from a memory stick… though I have to admit I didn't do that lately (except when I was writing Silverlight 4 Unleashed, where I was really paranoid…) And code snippets? I am one of these presenters who hates to type in front of an audience. I can type really fast (writing two books has this advantage, it really teaches you to touch type and be fast at it) but in the context of an audience, on a stage where it is often damn cold (an issue I had a lot in past conferences, air conditioning can freeze your fingers and make it really hard to type), it doesn't work as well. I don't know for you, but I really dislike seeing a presentation where the speaker uses the backspace key more often than others ;) To solve that, I like to have my code ready in snippets, and drag them to the screen. Then I can spend time explaining each code snippet, while highlighting portions of the code (always highlight what you talk about, the audience often doesn't even see the cursor and doesn't know where you are on the screen!) Over the years I have used various solutions for code snippets, and now I have one which works really well… if you take a few precautions! I use the Visual Studio Toolbox. Preparing the code snippets You can store code snippets in the Toolbox for anything, XAML, C# etc. I arrange the snippets in the order in which I need them, which is a great way to remember what comes next in the presentation. I also separate them by topic, to make it easier to find them, for example when I switch to the slides and then back to the code. Remember that no matter how experienced you are, you will feel more nervous on stage than while you are preparing, so any way to make it easier for you is going to be beneficial to the audience. To store a code snippet, I do the following: Open the final demo that you want to show to the audience in Visual Studio. In your code, select a snippet of code that you want to explain in particular. Make sure that the Visual Studio Toolbox is open (menu View, Toolbox or Ctrl-Alt-X). Drag the selected snippet from the code window to the toolbox. (if needed) drag the snippet to the correct location (for example between two other code snippets so that you can access it as you speak through the demo). Right click on the snippet and select Rename Item from the context menu. Select a meaningful name. For me I use the following conventions: If it is a method, I use the method's name. If it is not a whole method, I use a descriptive name. If it is the content of a method (i.e. the body only, without the method's signature), I use "-> MethodName". This reminds me during the presentation that this is only the body, and that I need to insert that into an existing signature. This is the case, for instance, when I use Visual Studio to automatically generate the members of an interface’s implementation; then I only need to insert my snippet inside the generated method body. Saving the snippets This is the most important!! It happened to me a few times that VS10 lost its settings. When that happens, the snippets are lost too! Yeah that really sucks, especially (as it happened once) when this is the case about an hour before a talk… Stress and sweat follows, not good conditions to start a talk in front of an audience believe me. Thankfully, saving snippets is really easy with the following steps: Select the menu Tools, Import and Export Settings. Select Export selected environment settings and press Next. Uncheck All Settings. Then expand General Settings and select Toolbox (only!). Press Next. Select your source control folder and save under a meaningful name (for instance Snippets.vssettings). Commit to source control and push to the cloud. By the way, this also has the advantage of applying source control to the snippets file (which is an XML file), so you get history for free on that file! Reimporting the snippets If VS loses its settings and you need to reimport the snippets, this can be done super easily and very fast. Make sure that the Toolbox is empty. When you import snippets, they are merged with existing ones, they do not replace the content of the Toolbox. Unless merging is really what you want, make sure that your Toolbox is clean before you import, it is really easier. Select the menu Tools, Import and Export Settings. Select Import selected environment settings and press Next. Select No, just import new settings and press Next. Press Browse and select the Snippets.vssettings file. Press Finish. Et voila, all your snippets appear again in the Toolbox. Whew, the worst was averted and you can start your demo without sweating! (I had to do that once literally 5 minutes before the start of a demo, while my laptop was already hooked to the projector, and it went just fine). What about special tools? When using special tools (for example beta versions of tools you have an early access to), or a special configuration of your laptop, things can get tricky because you cannot really be sure that you will get a laptop with the same tools and the same configuration at the conference. To solve that, I use the following precautions: I make my demos from a Virtual Hard Disk. The great John Papa made a very easy-to-follow web page where he explains how to create a VHD and install Win7 to it. This gives you the full power of your laptop (as fast as booting from the metal). For me, I have a basic configuration that I saved on a USB harddrive (Win7 plus drivers, basic settings for desktop, folder options, taskbar etc) and Visual Studio 2010 SP1 on it. When preparing, I start by copying this "basis VHD" to my laptop. I install additional tools and configurations. I save the VHD back to the USB harddrive in a different folder. This would allow me to reinstall my demo environment quite fast, for example in case of harddrive failure. Replace the harddrive, copy the VHD to it, configure the BCD and you can start. Unfortunately this only works if the laptop itself still works. In the worst case of total failure, my security is to back all the installers up: The installers I use are synched on all my laptops and backed up to BackBlaze. If the worst happens and my laptop is absolutely broken, I can download the installer from BackBlaze and install on another laptop. This of course takes some time, and if that happens 5 minutes before a presentation, well… I don't have an answer to that, except of course crossing my fingers. Still, all that gives me additional security. Conclusion Remember folks, talking to an audience, large or small, will make you nervous. Just ask Scott Hanselman :) The goal here is to create the best possible conditions for you, and to create an environment where everything is saved and easy to restore, where everything is well known and provides you with additional confidence. The cooler you feel before the presentation (and during ;)), the better your presentation will be. Here too, the goal is to provide the best user experience you can have, which in turn will make it more enjoyable for your audience! Happy presenting :) Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

    Read the article

  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

    Read the article

  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

    Read the article

  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

    Read the article

  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

    Read the article

< Previous Page | 1 2