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  • "Emulating" Application.Run using Application.DoEvents

    - by Luca
    I'm getting in trouble. I'm trying to emulate the call Application.Run using Application.DoEvents... this sounds bad, and then I accept also alternative solutions to my question... I have to handle a message pump like Application.Run does, but I need to execute code before and after the message handling. Here is the main significant snippet of code. // Create barrier (multiple kernels synchronization) sKernelBarrier = new KernelBarrier(sKernels.Count); foreach (RenderKernel k in sKernels) { // Create rendering contexts (one for each kernel) k.CreateRenderContext(); // Start render kernel kernels k.mThread = new Thread(RenderKernelMain); k.mThread.Start(k); } while (sKernelBarrier.KernelCount > 0) { // Wait untill all kernel loops has finished sKernelBarrier.WaitKernelBarrier(); // Do application events Application.DoEvents(); // Execute shared context services foreach (RenderKernelContextService s in sContextServices) s.Execute(sSharedContext); // Next kernel render loop sKernelBarrier.ReleaseKernelBarrier(); } This snippet of code is execute by the Main routine. Pratically I have a list of Kernel classes, which runs in separate threads, these threads handle a Form for rendering in OpenGL. I need to synchronize all the Kernel threads using a barrier, and this work perfectly. Of course, I need to handle Form messages in the main thread (Main routine), for every Form created, and indeed I call Application.DoEvents() to do the job. Now I have to modify the snippet above to have a common Form (simple dialog box) without consuming the 100% of CPU calling Application.DoEvents(), as Application.Run does. The goal should be to have the snippet above handle messages when arrives, and issue a rendering (releasing the barrier) only when necessary, without trying to get the maximum FPS; there should be the possibility to switch to a strict loop to render as much as possible. How could it be possible? Note: the snippet above must be executed in the Main routine, since the OpenGL context is created on the main thread. Moving the snippet in a separated thread and calling Application.Run is quite unstable and buggy...

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  • Function Point Analysis -- a seriously over-estimating technique?

    - by kizzx2
    I know questions about FPA has been asked numerous times before, but this time I'm taking a more analytical angle at it, backed up with data. 1. First, some data This question is based on a tutorial. He had a "Sample Count" section where he demonstrated it step by step. You can see some screenshots of his sample application here. In the end, he calculated the unadjusted FP to be 99. There is another article on InformIT with industry data on typical hour/FP. It ranges from 2 hours/FP to 27.4 hours/FP. Let's try to stick with 2 for the moment (since SO readers are probably the more efficient crowd :p). 2. Reality check!? Now just check out the screenshots again. Do a little math here 99 * 2 = 198 hours 198 hours / 40 hours per week = 5 weeks Seriously? That sample application is going to take 5 weeks to implement? Is it just my feeling that it wouldn't take any decent programmer longer than one week to have it completed? Now let's try estimating the cost of the project. We'll use New York's minimum wage at the moment (Wikipedia), which is $7.25 198 * 7.25 = $1435.5 From what I could see from the screenshots, this application is a small excel-improvement app. I could have bought MS Office Pro for 200 bucks which gives me greater interoperability (.xls files) and flexibility (spreadsheets). (For the record, that same Web site has another article discussing productivity. It seems like they typically use 4.2 hours/FP, which gives us even more shocking stats: 99 * 4.2 = 415 hours = 10 weeks = almost 3 whopping months! 415 hours * $7.25 = $3000 zomg (That's even assuming that all our poor coders get the minimum wage!) 3. Am I missing something here? Right now, I could come up with several possible explanation: FPA is really only suited for bigger projects (1000+ FPs) so it becomes extremely inaccurate at smaller scale. The hours/FP metric fluctuates abruptly from team to team, project to project. For a small project like this, we could have used something like 0.5 hour/FP or something. (Now this kind of makes the whole estimation thing pointless, unless my firm does the same type of projects for several years with the same team, not really common.) From my experience with several software metrics, Function Point is really not a lightweight metric. If the hour/FP thing fluctuates so much, then what's the point, maybe I could have gone with User Story Points which is a lot faster to get and arguably almost as uncertain. What would be the FP experts' answers to this?

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  • WPF performance for large number of elements on the screen

    - by Mark
    Im currently trying to create a Scene in WPF where I have around 250 controls on my screen and the user can Pan and Zoom in and out of these controls using the mouse. I have run the WPF Performance Suite tools on the application when there are a large number of these controls on the screen (i.e. when the user has zoomed right out) the FPS drops down to around 15 which is not very good. Here is the basic outline of the XAML: <Window> <Window.Resources> <ControlTemplate x:Key="LandTemplate" TargetType="{x:Type local:LandControl}"> <Canvas> <Path Fill="White" Stretch="Fill" Stroke="Black" StrokeThickness="1" Width="55.5" Height="74.687" Data="M0.5,0.5 L55,0.5 L55,74.187 L0.5,74.187 z"/> <Canvas x:Name="DetailLevelCanvas" Width="24.5" Height="21" Canvas.Left="15.306" Canvas.Top="23.972"> <TextBlock Width="21" Height="14" Text="712" TextWrapping="Wrap" Foreground="Black"/> <TextBlock Width="17.5" Height="7" Canvas.Left="7" Canvas.Top="14" Text="614m2" TextWrapping="Wrap" FontSize="5.333" Foreground="Black"/> </Canvas> </Canvas> </ControlTemplate> </Window.Resources> ... <local:LandControl Width="55.5" Height="74.552" Canvas.Top="xxx" Template=" {StaticResource LandTemplate}" RenderTransformOrigin="0.5,0.5" Canvas.Left="xxx"> <local:LandControl Width="55.5" Height="74.552" Canvas.Top="xxx" Template=" {StaticResource LandTemplate}" RenderTransformOrigin="0.5,0.5" Canvas.Left="xxx"> <local:LandControl Width="55.5" Height="74.552" Canvas.Top="xxx" Template=" {StaticResource LandTemplate}" RenderTransformOrigin="0.5,0.5" Canvas.Left="xxx"> <local:LandControl Width="55.5" Height="74.552" Canvas.Top="xxx" Template=" {StaticResource LandTemplate}" RenderTransformOrigin="0.5,0.5" Canvas.Left="xxx"> ... and so on... </Window> Ive tried to minimise the details in the control template and I even did a massive find and replace of the controls to just put their raw elements inline instead of using a template, but with no noticeable performance improvements. I have seen other SO questions about this and people say to do custom drawing, but I dont really see how that make sense when you have to zoom and pan like I do. If anyone can help out here, that would be great! Mark

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  • Collision point of 2 curves in a 3d-room

    - by Frank
    Hello, i am programming a small game for quite some time. We started coding a small FPS-Shooter inside of a project at school to get a bit experience using directX. I dont know why, but i couldnt stop the project and started programming at home aswell. At the moment i am trying to create some small AI. Of cause thats definatlly not easy, but thats my personal goal anyways. The topic could prolly fill multiple books hehe. I've got the walking part of my bots done so far. They walk along a scriped path. I am not working on the "aiming" of the bots. While programming that i hit on some math problem i couldnt solve yet. I hope of your input on this to help me get further. Concepts, ideas and everything else are highly appreciated. Problem: Calculate the position (D3DXVECTOR3) where the curve of the projectile (depends on gravity, speed), hit the curved of the enemys walking path (depends on speed). We assume that the enemy walks in a constant line. Known variables: float projectilSpeed = 2000 m/s //speed of the projectile per second float gravitation = 9.81 m/s^2 //of cause the gravity lol D3DXVECTOR3 targetPosition //position of the target stored in a vector (x,y,z) D3DXVECTOR3 projectilePosition //position of the projectile D3DXVECTOR3 targetSpeed //stores the change of the targets position in the last second Variabledefinition ProjectilePosition at time of collision = ProjectilePos_t TargetPosition at time of collision = TargetPos_t ProjectilePosition at time 0, now = ProjectilePos_0 TargetPosition at time 0, now = TargetPos_0 Time to impact = t Aim-angle = theta My try: Found a formular to calculate "drop" (Drop of the projectile based on the gravity) on Wikipedia: float drop = 0.5f * gravity * t * t The speed of the projectile has a horizontal and a vertical part.. Found a formular for that on wikipedia aswell: ProjectilVelocity.x = projectilSpeed * cos(theta) ProjectilVelocity.y = projectilSpeed * sin(theta) So i would assume this is true for the projectile curve: ProjectilePos_t.x = ProjectilePos_0.x + ProjectileSpeed * t ProjectilePos_t.y = ProjectilePos_0.y + ProjectileSpeed * t + 0.5f * gravity * t * t ProjectilePos_t.z = ProjectilePos_0.z + ProjectileSpeed * t The target walk with a constant speed, so we can determine his curve by this: TargetPos_t = TargetPos_0 + TargetSpeed * D3DXVECTOR3(t, t, t) Now i dont know how to continue. I have to solve it somehow to get a hold on the time to impact somehow. As a basic formular i could use: float time = distanz / projectileSpeed But that wouldnt be truly correct as it would assume a linear "Trajectory". We just find this behaivor when using a rocket. I hope i was able to explain the problem as much as possible. If there are questions left, feel free to ask me! Greets from germany, Frank

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  • Function Point Analysis -- a seriously overestimating technique?

    - by kizzx2
    I know questions about FPA has been asked numerous times before, but this time I'm taking a more analytical angle at it, backed up with data. 1. First, some data This question is based on a tutorial. He had a "Sample Count" section where he demonstrated it step by step. You can see some screenshots of his sample application here. In the end, he calculated the unadjusted FP to be 99. There is another article on InformIT with industry data on typical hour/FP. It ranges from 2 hours/FP to 27.4 hours/FP. Let's try to stick with 2 for the moment (since SO readers are probably the more efficient crowd :p). 2. Reality check!? Now just check out the screenshots again. Do a little math here 99 * 2 = 198 hours 198 hours / 40 hours per week = 5 weeks Seriously? That sample application is going to take 5 weeks to implement? Is it just my feeling that it wouldn't take any decent programmer longer than one week (I"m not even saying weekend) to have it completed? Now let's try estimating the cost of the project. We'll use New York's minimum wage at the moment (Wikipedia), which is $7.25 198 * 7.25 = $1435.5 From what I could see from the screenshots, this application is a small excel-improvement app. I could have bought MS Office Pro for 200 bucks which gives me greater interoperability (.xls files) and flexibility (spreadsheets). (For the record, that same Web site has another article discussing productivity. It seems like they typically use 4.2 hours/FP, which gives us even more shocking stats: 99 * 4.2 = 415 hours = 10 weeks = almost 3 whopping months! 415 hours * $7.25 = $3000 zomg (That's even assuming that all our poor coders get the minimum wage!) 3. Am I missing something here? Right now, I could come up with several possible explanation: FPA is really only suited for bigger projects (1000+ FPs) so it becomes extremely inaccurate at smaller scale. The hours/FP metric fluctuates abruptly from team to team, project to project. For a small project like this, we could have used something like 0.5 hour/FP or something. (Now this kind of makes the whole estimation thing pointless, unless my firm does the same type of projects for several years with the same team, not really common.) From my experience with several software metrics, Function Point is really not a lightweight metric. If the hour/FP thing fluctuates so much, then what's the point, maybe I could have gone with User Story Points which is a lot faster to get and arguably almost as uncertain. What would be the FP experts' answers to this?

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  • JFrame does not refresh after deleting an image

    - by dajackal
    Hi! I'm working for the first time with images in a JFrame, and I have some problems. I succeeded in putting an image on my JFrame, and now i want after 2 seconds to remove my image from the JFrame. But after 2 seconds, the image does not disappear, unless I resize the frame or i minimize and after that maximize the frame. Help me if you can. Thanks. Here is the code: File f = new File("2.jpg"); System.out.println("Picture " + f.getAbsolutePath()); BufferedImage image = ImageIO.read(f); MyBufferedImage img = new MyBufferedImage(image); img.resize(400, 300); img.setSize(400, 300); img.setLocation(50, 50); getContentPane().add(img); this.setSize(600, 400); this.setLocationRelativeTo(null); this.setVisible(true); Thread.sleep(2000); System.out.println("2 seconds over"); getContentPane().remove(img); Here is the MyBufferedImage class: public class MyBufferedImage extends JComponent{ private BufferedImage image; private int nPaint; private int avgTime; private long previousSecondsTime; public MyBufferedImage(BufferedImage b) { super(); this.image = b; this.nPaint = 0; this.avgTime = 0; this.previousSecondsTime = System.currentTimeMillis(); } @Override public void paintComponent(Graphics g) { Graphics2D g2D = (Graphics2D) g; g2D.setColor(Color.BLACK); g2D.fillRect(0, 0, this.getWidth(), this.getHeight()); long currentTimeA = System.currentTimeMillis(); //g2D.drawImage(this.image, 320, 0, 0, 240, 0, 0, 640, 480, null); g2D.drawImage(image, 0,0, null); long currentTimeB = System.currentTimeMillis(); this.avgTime += currentTimeB - currentTimeA; this.nPaint++; if (currentTimeB - this.previousSecondsTime > 1000) { System.out.format("Drawn FPS: %d\n", nPaint++); System.out.format("Average time of drawings in the last sec.: %.1f ms\n", (double) this.avgTime / this.nPaint++); this.previousSecondsTime = currentTimeB; this.avgTime = 0; this.nPaint = 0; } } }

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  • Thread won't stop when I want it to? (Java)

    - by Stuart
    I have a thread in my screen recording application that won't cooperate: package recorder; import java.awt.AWTException; import java.awt.Insets; import java.io.IOException; import javax.swing.JFrame; public class RepeatThread extends Thread { boolean stop; public volatile Thread recordingThread; JFrame frame; int count = 0; RepeatThread( JFrame myFrame ) { stop = false; frame = myFrame; } public void run() { while( stop == false ) { int loopDelay = 33; // 33 is approx. 1000/30, or 30 fps long loopStartTime = System.currentTimeMillis(); Insets insets = frame.getInsets(); // Get the shape we're recording try { ScreenRecorder.capture( frame.getX() + insets.left, frame.getY() + insets.top, frame.getWidth() - ( insets.left + insets.right ), frame.getHeight() - ( insets.top + insets.bottom ) ); } catch( AWTException e1 ) { // TODO Auto-generated catch block e1.printStackTrace(); } catch( IOException e1 ) { // TODO Auto-generated catch block e1.printStackTrace(); } // Add another picture long loopEndTime = System.currentTimeMillis(); int loopTime = (int )( loopEndTime - loopStartTime ); if( loopTime < loopDelay ) { try { sleep( loopDelay - loopTime ); // If we have extra time, // sleep } catch( Exception e ) { } // If something interrupts it, I don't give a crap; just // ignore it } } } public void endThread() { stop = true; count = 0; ScreenRecorder.reset(); // Once I get this annoying thread to work, I have to make the pictures // into a video here! } } It's been bugging me for ages. It periodically takes screenshots to the specified area. When you start recording, it hides (decativates) the window. On a Mac, when you give an application focus, any hidden windows will activate. In my class WListener (which I have confirmed to work), I have: public void windowActivated(WindowEvent e) { if(ScreenRecorder.recordingThread != null) { ScreenRecorder.recordingThread.endThread(); } } So what SHOULD happen is, the screenshot-taking thread stops when he clicks on the application. However, I must be brutally screwing something up, because when the thread is running, it won't even let the window reappear. This is my first thread, so I expected a weird problem like this. Do you know what's wrong?

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  • FFmpeg extract clip - stream frame rate differs from container frame rate (x264, aac)

    - by fideli
    Summary H.264 video seems to have a really high frame rate that requires a scaling factor to the applied to the duration of video that I'm trying to extract (900x lower). Body I'm trying to extract a clip from a movie that I have in MP4 format (created using Handbrake). After trying mencoder and VLC, I decided to give FFmpeg a shot since it was the least troublesome when it came to copying the codecs. That is, compared to mencoder and VLC, the resulting file was still playable in QuickTime (I know about Perian, etc, I'm just trying to learn how all this works). Anyway, my command was as follows: ffmpeg -ss 01:15:51 -t 00:05:59 -i outofsight.mp4 \ -acodec copy -vcodec copy clip.mp4 During the copy, The following comes up: Seems stream 0 codec frame rate differs from container frame rate: 45000.00 (45000/1) -> 25.00 (25/1) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from outofsight.mp4': Duration: 01:57:42.10, start: 0.000000, bitrate: 830 kb/s Stream #0.0(und): Video: h264, yuv420p, 720x384, 25 tbr, 22500 tbn, 45k tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16 Output #0, mp4, to 'out.mp4': Stream #0.0(und): Video: libx264, yuv420p, 720x384, q=2-31, 90k tbn, 22500 tbc Stream #0.1(eng): Audio: libfaac, 48000 Hz, stereo, s16 Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 2591 fps=2349 q=-1.0 size= 8144kB time=101.60 bitrate= 656.7kbits/s … Instead of a 5:59 duration clip, I get the entire rest of the movie. So, to test this, I ran the ffmpeg command with -t 00:00:01. What I got was exactly a 15:00 minute clip. So I did some black box engineering and decided to scale my -t option by calculating what value to enter given that 1 second was interpreted as 900 s. For my desired 359 s clip, I calculated 0.399 s and so my ffmpeg command became: ffmpeg -ss 01:15.51 -t 00:00:00.399 -i outofsight.mp4 \ -acodec copy -vcodec copy clip.mp4 This works, but I have no idea why the duration is scaled by 900. Investigating further, each ffmpeg run has the line: Seems stream 0 codec frame rate differs from container frame rate: 45000.00 (45000/1) -> 25.00 (25/1) 45000/25 = 1800. Must be a relation somewhere. Somehow, the obscenely high frame rate is causing issues with the timing. How is that frame rate so high? The best part about this is that the resulting clip.mp4 has the exact same feature (due to the copied video codec), and taking further clips from this needs the same scaling for the -t duration option. Therefore, I've made it available for anyone willing to check this out. Appendix The preamble for ffmpeg on my system (built using MacPorts ffmpeg port): FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --prefix=/opt/local --disable-vhook --enable-gpl --enable-postproc --enable-swscale --enable-avfilter --enable-avfilter-lavf --enable-libmp3lame --enable-libvorbis --enable-libtheora --enable-libdirac --enable-libschroedinger --enable-libfaac --enable-libfaad --enable-libxvid --enable-libx264 --mandir=/opt/local/share/man --enable-shared --enable-pthreads --cc=/usr/bin/gcc-4.2 --arch=x86_64 libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 1. 4. 0 / 1. 4. 0 libswscale 1. 7. 1 / 1. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jan 4 2010 21:51:51, gcc: 4.2.1 (Apple Inc. build 5646) (dot 1)

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  • FFmpeg extract clip - stream frame rate differs from container frame rate (x264, aac)

    - by fideli
    Summary H.264 video seems to have a really high frame rate that requires a scaling factor to the applied to the duration of video that I'm trying to extract (900x lower). Body I'm trying to extract a clip from a movie that I have in MP4 format (created using Handbrake). After trying mencoder and VLC, I decided to give FFmpeg a shot since it was the least troublesome when it came to copying the codecs. That is, compared to mencoder and VLC, the resulting file was still playable in QuickTime (I know about Perian, etc, I'm just trying to learn how all this works). Anyway, my command was as follows: ffmpeg -ss 01:15:51 -t 00:05:59 -i outofsight.mp4 \ -acodec copy -vcodec copy clip.mp4 During the copy, The following comes up: Seems stream 0 codec frame rate differs from container frame rate: 45000.00 (45000/1) -> 25.00 (25/1) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from outofsight.mp4': Duration: 01:57:42.10, start: 0.000000, bitrate: 830 kb/s Stream #0.0(und): Video: h264, yuv420p, 720x384, 25 tbr, 22500 tbn, 45k tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16 Output #0, mp4, to 'out.mp4': Stream #0.0(und): Video: libx264, yuv420p, 720x384, q=2-31, 90k tbn, 22500 tbc Stream #0.1(eng): Audio: libfaac, 48000 Hz, stereo, s16 Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 2591 fps=2349 q=-1.0 size= 8144kB time=101.60 bitrate= 656.7kbits/s … Instead of a 5:59 duration clip, I get the entire rest of the movie. So, to test this, I ran the ffmpeg command with -t 00:00:01. What I got was exactly a 15:00 minute clip. So I did some black box engineering and decided to scale my -t option by calculating what value to enter given that 1 second was interpreted as 900 s. For my desired 359 s clip, I calculated 0.399 s and so my ffmpeg command became: ffmpeg -ss 01:15.51 -t 00:00:00.399 -i outofsight.mp4 \ -acodec copy -vcodec copy clip.mp4 This works, but I have no idea why the duration is scaled by 900. Investigating further, each ffmpeg run has the line: Seems stream 0 codec frame rate differs from container frame rate: 45000.00 (45000/1) -> 25.00 (25/1) 45000/25 = 1800. Must be a relation somewhere. Somehow, the obscenely high frame rate is causing issues with the timing. How is that frame rate so high? The best part about this is that the resulting clip.mp4 has the exact same feature (due to the copied video codec), and taking further clips from this needs the same scaling for the -t duration option. Therefore, I've made it available for anyone willing to check this out. Appendix The preamble for ffmpeg on my system (built using MacPorts ffmpeg port): FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --prefix=/opt/local --disable-vhook --enable-gpl --enable-postproc --enable-swscale --enable-avfilter --enable-avfilter-lavf --enable-libmp3lame --enable-libvorbis --enable-libtheora --enable-libdirac --enable-libschroedinger --enable-libfaac --enable-libfaad --enable-libxvid --enable-libx264 --mandir=/opt/local/share/man --enable-shared --enable-pthreads --cc=/usr/bin/gcc-4.2 --arch=x86_64 libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 1. 4. 0 / 1. 4. 0 libswscale 1. 7. 1 / 1. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jan 4 2010 21:51:51, gcc: 4.2.1 (Apple Inc. build 5646) (dot 1) EDIT Not sure whether it was a bug or not, but it seems to be fixed now in my current version of ffmpeg, at least for this video (version 0.6.1 from MacPorts).

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  • Why do GPUs overheat?

    - by JAD
    About a year ago, I added a 9800GT (1 GB version) and a Corsair CX500 PSU to an HP M8000N computer. A few weeks ago, the HDD overheated and I decided to transfer the GPU & PSU to a new build, which consists of: i3 @ 3.3Ghz Gigabyte H61 Micro ATX Mobo 4GB RAM 500GB WD HDD DVD RW Drive Cooler Master Elite 430 Tower Once I had Win7 up and running, I installed all the essential drivers that came with the Gigabyte Mobo CD. However, whenever I tried installing the Graphics Media Accelerator driver, the computer would crash and enter an endless boot sequence on the next startup. I skipped installing this driver and installed the CD driver for the 9800GT, which by now is a year old. Everything was working fine, WEI rated my GPU at 6.6 graphics & aero performance. However, after updating my Nvidia drivers to the latest, the WEI dropped my rating to 3.3 for Aero, and 4.7 for graphics performance. Just to make sure that everything was ok, I ran Bad Company 2 on medium settings. The first few minutes ran just fine at a smooth framerate, so I dismissed this as Windows being Windows. About 6 hours later, I ran BC2 again. This time I averaged anywhere from 2-5 FPS. I checked the GPU temperature through GPU-Z, and it came back as 120C. The problem with this, is that the computer was on for six hours up to that point. Wouldn't the card have experienced a reactor core meltdown a lot sooner than that? Granted, the computer was "sleeping" some of the time, but still... The next day I took out a temperature gun and ran some tests. I would point the laser at a very specific area on the reverse side of the card (not the fan or "front"), and compare the temp reading with GPU-Z. After leaving the system on idle on idle for a few minutes, I ran BC2 twice. Here are the results: GPU-Z Reading / Temp Gun Reading / Time Null / 22.3°C / Comp is Off 53°C / 33.5°C / 1:49 78°C / 46°C / 1:53 - (First BC2 run; good framerate) 102°C / 64.6°C / 2:01 - (System is again on idle) 113°C / 64.8°C / 2:10 119°C / 71.8°C / 2:17 - (Second BC2 run; poor framerate) I should also mention that I also took a temp recording of another part of the GPU from 2:01-2:17. The temp in this area jumped from 75°C to 82.9°C in that time frame. This pretty much confirms that GPU-Z is reporting the temperature accurately, and the card is overheating. But I'd like to know why; the cars is doing nothing and still the temperature climbs at a steady rate. I thoroughly cleaned the GPU and PSU when I salvaged them from the old HP M8000N computer with a can of compressed air, dust cant be the issue. Similarly, the rest of the computer is brand new. I installed various Nvidia drivers, but no luck. It seems strange to me that a year-old card is suddenly failing on me; aren't they supposed to last at least two years? Could this be a driver issue? Is the motherboard faulty? Could the PSU be overfeeding the card on voltage? Neither case seems likely, as the CPU, RAM and otherwise the rest of the comp has worked flawlessly and has stayed well within respectable temp ranges (the i3 lingers around 50C, the HDD stays at 30C, so does the PSU). How can I pinpoint the issue?

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  • Command-line video editing in Linux (cut, join and preview)

    - by sdaau
    I have rather simple editing needs - I need to cut up some videos, maybe insert some PNGs in between them, and join these videos (don't need transitions, effects, etc.). Basically, pitivi would do what I want - except, I use 640x480 30 fps AVI's from a camera, and as soon as I put in over a couple of minutes of that kind of material, pitivi starts freezing on preview, and thus becomes unusable. So, I started looking for a command line tool for Linux; I guess only ffmpeg (command line - Using ffmpeg to cut up video - Super User) and mplayer (Sam - Edit video file with mencoder under linux) are so far candidates, but I cannot find examples of the use I have in mind.   Basically, I'd imagine there's an encoder and player tools (like ffmpeg vs ffplay; or mencoder vs mplayer) - such that, to begin with, the edit sequence could be specified directly on the command line, preferably with frame resolution - a pseudocode would look like: videnctool -compose --file=vid1.avi --start=00:00:30:12 --end=00:01:45:00 --file=vid2.avi --start=00:05:00:00 --end=00:07:12:25 --file=mypicture.png --duration=00:00:02:00 --file=vid3.avi --start=00:02:00:00 --end=00:02:45:10 --output=editedvid.avi ... or, it could have a "playlist" text file, like: vid1.avi 00:00:30:12 00:01:45:00 vid2.avi 00:05:00:00 00:07:12:25 mypicture.png - 00:00:02:00 vid3.avi 00:02:00:00 00:02:45:10 ... so it could be called with videnctool -compose --playlist=playlist.txt --output=editedvid.avi The idea here would be that all of the videos are in the same format - allowing the tool to avoid transcoding, and just do a "raw copy" instead (as in mencoder's copy codec: "-oac copy -ovc copy") - or in lack of that, uncompressed audio/video would be OK (although it would eat a bit of space). In the case of the still image, the tool would use the encoding set by the video files.   The thing is, I can so far see that mencoder and ffmpeg can operate on individual files; e.g. cut a single section from a single file, or join files (mencoder also has Edit Decision Lists (EDL), which can be used to do frame-exact cutting - so you can define multiple cut regions, but it's again attributed to a single file). Which implies I have to work on cutting pieces first from individual files first (each of which would demand own temporary file on disk), and then joining them in a final video file. I would then imagine, that there is a corresponding player tool, which can read the same command line option format / playlist file as the encoding tool - except it will not generate an output file, but instead play the video; e.g. in pseudocode: vidplaytool --playlist=playlist.txt --start=00:01:14 --end=00:03:13 ... and, given there's enough memory, it would generate a low-res video preview in RAM, and play it back in a window, while offering some limited interaction ( like mplayer's keyboard shortcuts for play, pause, rewind, step frame). Of course, I'd imagine the start and end times to refer to the entire playlist, and include any file that may end up in that region in the playlist. Thus, the end result of all this would be: command line operation; no temporary files while doing the editing - and also no temporary files (nor transcoding) when rendering final output... which I myself think would be nice. So, while I think that all of the above may be a bit of a stretch - does there exist anything that would approximate the workflow described above?

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  • Motion - can't get streaming working from a webcam

    - by Emmanuel Brunet
    I'm trying to record a video stream from my Tenvis IP camera with motion 3.2.12 on Debian 7.5. I used the standard debian package with sudo apt-get install motion Assume my DNS IP cam is webcam, user : admin, password : password /etc/motion/motion.conf Bellow are my configuration file settings : netcam_url http://webcam/videostream.cgi netcam_userpass admin:password target_dir /media/videos/log/motion # The mini-http server listens to this port for requests (default: 0 = disabled) webcam_port 1234 ffmpeg_cap_new on ffmpeg_video_codec mpeg4 output_motion off snapshot_interval 0 # Quality of the jpeg (in percent) images produced (default: 50) webcam_quality 50 # Output frames at 1 fps when no motion is detected and increase to the # rate given by webcam_maxrate when motion is detected (default: off) webcam_motion on # Maximum framerate for webcam streams (default: 1) webcam_maxrate 15 # Restrict webcam connections to localhost only (default: on) webcam_localhost on # Limits the number of images per connection (default: 0 = unlimited) # Number can be defined by multiplying actual webcam rate by desired number of seconds # Actual webcam rate is the smallest of the numbers framerate and webcam_maxrate webcam_limit 0 control_port 8080 control_authentication admin:password Issue #1 when I try display http:/localhost:1234 the browser looks frozen, no HTTP 404 received but it stills waiting for data it seems .. Issue #2 in the output directory motion writes a lot of jpeg snapshots althought I just want to have several video sequenced files. Log I run motion in interactive mode in a terminal, here is the ouput root@mercure:/etc/motion# motion -c motion-1.0.conf [0] Processing thread 0 - config file motion-1.0.conf [0] Motion 3.2.12 Started [0] ffmpeg LIBAVCODEC_BUILD 3482368 LIBAVFORMAT_BUILD 3478785 [0] Thread 1 is from motion-1.0.conf [0] motion-httpd/3.2.12 running, accepting connections [0] motion-httpd: waiting for data on port TCP 8080 [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 [1] avcodec_open - could not open codec: Operation now in progress [1] ffopen_open error creating (new) file [~/tmp/motion/01-20140603165303.avi]: Operation now in progress [1] File of type 1 saved to: ~/tmp/motion/01-20140603165303-01.jpg [1] Thread exiting [1] Calling vid_close() from motion_cleanup [1] vid_close: calling netcam_cleanup [1] netcam camera handler: finish set, exiting [0] Motion thread 1 restart [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 [1] avcodec_open - could not open codec: Resource temporarily unavailable [1] ffopen_open error creating (new) file [~/tmp/motion/01-20140603165329.avi]: Resource temporarily unavailable [1] File of type 1 saved to: ~/tmp/motion/01-20140603165329-00.jpg [1] Thread exiting [1] Calling vid_close() from motion_cleanup [1] vid_close: calling netcam_cleanup [1] netcam camera handler: finish set, exiting [0] Motion thread 1 restart [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 [1] avcodec_open - could not open codec: Connection reset by peer [1] ffopen_open error creating (new) file [~/tmp/motion/01-20140603165355.avi]: Connection reset by peer [1] File of type 1 saved to: ~/tmp/motion/01-20140603165355-06.jpg [1] Thread exiting [1] Calling vid_close() from motion_cleanup [1] vid_close: calling netcam_cleanup [0] httpd - Finishing [0] httpd Closing [0] httpd thread exit [1] netcam camera handler: finish set, exiting [0] Motion thread 1 restart [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 It doesn't find the codec ... avcodec_open - could not open codec: Operation now in progress I've changed fmpeg_video_codec from mpeg4 to swf the result is the same. When using flv format motion writes a lot of .jpg image but I can't see anything at http://localhost:1234 [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-00.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-01.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-02.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-03.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-04.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-05.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-06.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171036-00.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171036-01.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171036-02.jpg Any idea just to get the video stream recoded on my local disk ?

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • A* PathFinding Poor Performance

    - by RedShft
    After debugging for a few hours, the algorithm seems to be working. Right now to check if it works i'm checking the end node position to the currentNode position when the while loop quits. So far the values look correct. The problem is, the farther I get from the NPC, who is current stationary, the worse the performance gets. It gets to a point where the game is unplayable less than 10 fps. My current PathGraph is 2500 nodes, which I believe is pretty small, right? Any ideas on how to improve performance? struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } class AStar { private: SList!Node openList; SList!Node closedList; //Node*[4] connections; //The connections of the current node; Node currentNode; //The current node being processed Node[] Path; //The path found; const int connectionCost = 10; Node start, end; ////////////////////////////////////////////////////////// void AddToList(ref SList!Node list, ref Node node ) { list.insert( node ); } void RemoveFrom(ref SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) { auto a = find( list[] , elem ); list.linearRemove( take(a, 1 ) ); } } } bool IsInList( SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) return true; } return false; } void ClearList( SList!Node list ) { list.clear; } void SetParentNode( ref Node parent, ref Node child ) { child.parent = &parent; } void SetStartAndEndNode( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { int startXIndex, startYIndex; int endXIndex, endYIndex; startXIndex = cast(int)( vStart.x / 32 ); startYIndex = cast(int)( vStart.y / 32 ); endXIndex = cast(int)( vEnd.x / 32 ); endYIndex = cast(int)( vEnd.y / 32 ); foreach( node; PathGraph ) { if( node.xIndex == startXIndex && node.yIndex == startYIndex ) { start = node; } if( node.xIndex == endXIndex && node.yIndex == endYIndex ) { end = node; } } } void SetStartScores( ref Node start ) { start.gScore = 0; start.hScore = CalculateHScore( start, end ); start.fScore = CalculateFScore( start ); } Node GetLowestFScore() { Node lowest; lowest.fScore = 10000; foreach( elem; openList ) { if( elem.fScore < lowest.fScore ) lowest = elem; } return lowest; } //This function current sets the program into an infinite loop //I still need to debug to figure out why the parent nodes aren't correct void GeneratePath() { while( currentNode.position != start.position ) { Path ~= currentNode; currentNode = *currentNode.parent; } } void ReversePath() { Node[] temp; for(int i = Path.length - 1; i >= 0; i-- ) { temp ~= Path[i]; } Path = temp.dup; } public: //@FIXME It seems to find the path, but now performance is terrible void FindPath( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { openList.clear; closedList.clear; SetStartAndEndNode( vStart, vEnd, PathGraph ); SetStartScores( start ); AddToList( openList, start ); while( currentNode.position != end.position ) { currentNode = GetLowestFScore(); if( currentNode.position == end.position ) break; else { RemoveFrom( openList, currentNode ); AddToList( closedList, currentNode ); for( int i = 0; i < currentNode.connections.length; i++ ) { if( currentNode.connections[i] is null ) continue; else { if( IsInList( closedList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else if( IsInList( openList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; AddToList( openList, *currentNode.connections[i] ); } } } } } writeln( "Current Node Position: ", currentNode.position ); writeln( "End Node Position: ", end.position ); if( currentNode.position == end.position ) { writeln( "Current Node Parent: ", currentNode.parent ); //GeneratePath(); //ReversePath(); } } Node[] GetPath() { return Path; } } This is my first attempt at A* so any help would be greatly appreciated.

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  • Windows Azure Root CAs and SSL Client Certificates

    - by Your DisplayName here!
    I ran into some problems while trying to make SSL client certificates work for StarterSTS 1.5. In theory you have to do two things (via startup tasks): Unlock the SSL section in IIS Install all the root certificates for the client certs you want to accept I did that. But it still does not work. While inspecting the event log, I stumbled over an schannel error message that I’ve never seen before: “When asking for client authentication, this server sends a list of trusted certificate authorities to the client. The client uses this list to choose a client certificate that is trusted by the server. Currently, this server trusts so many certificate authorities that the list has grown too long. This list has thus been truncated. The administrator of this machine should review the certificate authorities trusted for client authentication and remove those that do not really need to be trusted.” WTF? And indeed standard Azure (web role) VMs trust 275 root CAs (see attached list). Including kinda obscure ones. I don’t really know why MS made this design decision. It seems just wrong (including breaking the SSL client cert functionality). Deleting like 60% of them made SSL client certs from my CA work. So I guess I now have to find an automated way to attach CTLs to my site…joy. Exported list of trusted CA (as of 30th Dec 2010) AC Raíz Certicámara S.A. (4/2/2030 9:42:02 PM) AC RAIZ FNMT-RCM (1/1/2030 12:00:00 AM) A-CERT ADVANCED (10/23/2011 2:14:14 PM) Actalis Authentication CA G1 (6/25/2022 2:06:00 PM) Agence Nationale de Certification Electronique (8/12/2037 9:03:17 AM) Agence Nationale de Certification Electronique (8/12/2037 9:58:14 AM) Agencia Catalana de Certificacio (NIF Q-0801176-I) (1/7/2031 10:59:59 PM) America Online Root Certification Authority 1 (11/19/2037 8:43:00 PM) America Online Root Certification Authority 2 (9/29/2037 2:08:00 PM) ANCERT Certificados CGN (2/11/2024 5:27:12 PM) ANCERT Certificados Notariales (2/11/2024 3:58:26 PM) ANCERT Corporaciones de Derecho Publico (2/11/2024 5:22:45 PM) A-Trust-nQual-01 (11/30/2014 11:00:00 PM) A-Trust-nQual-03 (8/17/2015 10:00:00 PM) A-Trust-Qual-01 (11/30/2014 11:00:00 PM) A-Trust-Qual-02 (12/2/2014 11:00:00 PM) A-Trust-Qual-03a (4/24/2018 10:00:00 PM) Austria Telekom-Control Kommission (9/24/2005 12:40:00 PM) Austrian Society for Data Protection (2/12/2009 11:30:30 AM) Austrian Society for Data Protection GLOBALTRUST Certification Service (9/18/2036 2:12:35 PM) Autoridad Certificadora Raiz de la Secretaria de Economia (5/9/2025 12:00:00 AM) Autoridad de Certificacion de la Abogacia (6/13/2030 10:00:00 PM) Autoridad de Certificacion Firmaprofesional CIF A62634068 (10/24/2013 10:00:00 PM) Autoridade Certificadora Raiz Brasileira (11/30/2011 11:59:00 PM) Baltimore CyberTrust Root (5/12/2025 11:59:00 PM) BIT AdminCA-CD-T01 (1/25/2016 12:36:19 PM) BIT Admin-Root-CA (11/10/2021 7:51:07 AM) Buypass Class 2 CA 1 (10/13/2016 10:25:09 AM) Buypass Class 3 CA 1 (5/9/2015 2:13:03 PM) CA Disig (3/22/2016 1:39:34 AM) CertEurope (3/27/2037 11:00:00 PM) CERTICAMARA S.A. (2/23/2015 5:10:37 PM) Certicámara S.A. (5/23/2011 10:00:00 PM) Certigna (6/29/2027 3:13:05 PM) Certipost E-Trust Primary Normalised CA (7/26/2020 10:00:00 AM) Certipost E-Trust Primary Qualified CA (7/26/2020 10:00:00 AM) Certipost E-Trust Primary TOP Root CA (7/26/2025 10:00:00 AM) Certisign Autoridade Certificadora AC1S (6/27/2018 12:00:00 AM) Certisign Autoridade Certificadora AC2 (6/27/2018 12:00:00 AM) Certisign Autoridade Certificadora AC3S (7/9/2018 8:56:32 PM) Certisign Autoridade Certificadora AC4 (6/27/2018 12:00:00 AM) CertPlus Class 1 Primary CA (7/6/2020 11:59:59 PM) CertPlus Class 2 Primary CA (7/6/2019 11:59:59 PM) CertPlus Class 3 Primary CA (7/6/2019 11:59:59 PM) CertPlus Class 3P Primary CA (7/6/2019 11:59:59 PM) CertPlus Class 3TS Primary CA (7/6/2019 11:59:59 PM) CertRSA01 (3/3/2010 2:59:59 PM) certSIGN Root CA (7/4/2031 5:20:04 PM) Certum (6/11/2027 10:46:39 AM) Certum Trusted Network CA (12/31/2029 12:07:37 PM) Chambers of Commerce Root - 2008 (7/31/2038 12:29:50 PM) Chambersign Chambers of Commerce Root (9/30/2037 4:13:44 PM) Chambersign Global Root (9/30/2037 4:14:18 PM) Chambersign Public Notary Root (9/30/2037 4:14:49 PM) Chunghwa Telecom Co. Ltd. (12/20/2034 2:31:27 AM) Cisco Systems (5/14/2029 8:25:42 PM) CNNIC Root (4/16/2027 7:09:14 AM) Common Policy (10/15/2027 4:08:00 PM) COMODO (12/31/2028 11:59:59 PM) COMODO (1/18/2038 11:59:59 PM) COMODO (12/31/2029 11:59:59 PM) ComSign Advanced Security CA (3/24/2029 9:55:55 PM) ComSign CA (3/19/2029 3:02:18 PM) ComSign Secured CA (3/16/2029 3:04:56 PM) Correo Uruguayo - Root CA (12/31/2030 2:59:59 AM) Cybertrust Global Root (12/15/2021 8:00:00 AM) DanID (2/11/2037 9:09:30 AM) DanID (4/5/2021 5:03:17 PM) Deutsche Telekom Root CA 2 (7/9/2019 11:59:00 PM) DigiCert (11/10/2031 12:00:00 AM) DigiCert (11/10/2031 12:00:00 AM) DigiCert (11/10/2031 12:00:00 AM) DigiNotar Root CA (3/31/2025 6:19:21 PM) DIRECCION GENERAL DE LA POLICIA (2/8/2036 10:59:59 PM) DST (ABA.ECOM) CA (7/9/2009 5:33:53 PM) DST (ANX Network) CA (12/9/2018 4:16:48 PM) DST (Baltimore EZ) CA (7/3/2009 7:56:53 PM) DST (National Retail Federation) RootCA (12/8/2008 4:14:16 PM) DST (United Parcel Service) RootCA (12/7/2008 12:25:46 AM) DST ACES CA X6 (11/20/2017 9:19:58 PM) DST Root CA X3 (9/30/2021 2:01:15 PM) DST RootCA X1 (11/28/2008 6:18:55 PM) DST RootCA X2 (11/27/2008 10:46:16 PM) DSTCA E1 (12/10/2018 6:40:23 PM) DSTCA E2 (12/9/2018 7:47:26 PM) DST-Entrust GTI CA (12/9/2018 12:32:24 AM) D-TRUST GmbH (5/16/2022 5:20:47 AM) D-TRUST GmbH (6/8/2012 11:47:46 AM) D-TRUST GmbH (5/16/2022 5:20:47 AM) EBG Elektronik Sertifika Hizmet Saglayicisi (8/14/2016 12:31:09 AM) E-Certchile (9/5/2028 7:39:41 PM) Echoworx Root CA2 (10/7/2030 10:49:13 AM) ECRaizEstado (6/23/2030 1:41:27 PM) EDICOM (4/13/2028 4:24:22 PM) E-GÜVEN Elektronik Sertifika Hizmet Saglayicisi (1/4/2017 11:32:48 AM) E-ME SSI (RCA) (5/19/2027 8:48:15 AM) Entrust (11/27/2026 8:53:42 PM) Entrust (5/25/2019 4:39:40 PM) Entrust.net (12/7/2030 5:55:54 PM) Equifax Secure eBusiness CA-1 (6/21/2020 4:00:00 AM) Equifax Secure eBusiness CA-2 (6/23/2019 12:14:45 PM) Equifax Secure Global eBusiness CA-1 (6/21/2020 4:00:00 AM) eSign Australia: eSign Imperito Primary Root CA (5/23/2012 11:59:59 PM) eSign Australia: Gatekeeper Root CA (5/23/2014 11:59:59 PM) eSign Australia: Primary Utility Root CA (5/23/2012 11:59:59 PM) Fabrica Nacional de Moneda y Timbre (3/18/2019 3:26:19 PM) GeoTrust (8/22/2018 4:41:51 PM) GeoTrust (7/16/2036 11:59:59 PM) GeoTrust Global CA (5/21/2022 4:00:00 AM) GeoTrust Global CA 2 (3/4/2019 5:00:00 AM) GeoTrust Primary Certification Authority - G2 (1/18/2038 11:59:59 PM) GeoTrust Primary Certification Authority - G3 (12/1/2037 11:59:59 PM) GeoTrust Universal CA (3/4/2029 5:00:00 AM) GeoTrust Universal CA 2 (3/4/2029 5:00:00 AM) Global Chambersign Root - 2008 (7/31/2038 12:31:40 PM) GlobalSign (1/28/2028 12:00:00 PM) GlobalSign (12/15/2021 8:00:00 AM) Go Daddy Class 2 Certification Authority (6/29/2034 5:06:20 PM) GTE CyberTrust Global Root (8/13/2018 11:59:00 PM) GTE CyberTrust Root (4/3/2004 11:59:00 PM) GTE CyberTrust Root (2/23/2006 11:59:00 PM) Halcom CA FO (6/5/2020 10:33:31 AM) Halcom CA PO 2 (2/7/2019 6:33:31 PM) Hongkong Post Root CA (1/16/2010 11:59:00 PM) Hongkong Post Root CA 1 (5/15/2023 4:52:29 AM) I.CA První certifikacní autorita a.s. (4/1/2018 12:00:00 AM) I.CA První certifikacní autorita a.s. (4/1/2018 12:00:00 AM) InfoNotary (3/6/2026 5:33:05 PM) IPS SERVIDORES (12/29/2009 11:21:07 PM) IZENPE S.A. (1/30/2018 11:00:00 PM) Izenpe.com (12/13/2037 8:27:25 AM) Japan Certification Services, Inc. SecureSign RootCA1 (9/15/2020 2:59:59 PM) Japan Certification Services, Inc. SecureSign RootCA11 (4/8/2029 4:56:47 AM) Japan Certification Services, Inc. SecureSign RootCA2 (9/15/2020 2:59:59 PM) Japan Certification Services, Inc. SecureSign RootCA3 (9/15/2020 2:59:59 PM) Japan Local Government PKI Application CA (3/31/2016 2:59:59 PM) Japanese Government ApplicationCA (12/12/2017 3:00:00 PM) Juur-SK AS Sertifitseerimiskeskus (8/26/2016 2:23:01 PM) KamuSM (8/21/2017 11:37:07 AM) KISA RootCA 1 (8/24/2025 8:05:46 AM) KISA RootCA 3 (11/19/2014 6:39:51 AM) Macao Post eSignTrust (1/29/2013 11:59:59 PM) MicroSec e-Szigno Root CA (4/6/2017 12:28:44 PM) Microsoft Authenticode(tm) Root (12/31/1999 11:59:59 PM) Microsoft Root Authority (12/31/2020 7:00:00 AM) Microsoft Root Certificate Authority (5/9/2021 11:28:13 PM) Microsoft Timestamp Root (12/30/1999 11:59:59 PM) MOGAHA Govt of Korea (4/21/2012 9:07:23 AM) MOGAHA Govt of Korea GPKI (3/15/2017 6:00:04 AM) NetLock Arany (Class Gold) Fotanúsítvány (12/6/2028 3:08:21 PM) NetLock Expressz (Class C) Tanusitvanykiado (2/20/2019 2:08:11 PM) NetLock Kozjegyzoi (Class A) Tanusitvanykiado (2/19/2019 11:14:47 PM) NetLock Minositett Kozjegyzoi (Class QA) Tanusitvanykiado (12/15/2022 1:47:11 AM) NetLock Platina (Class Platinum) Fotanúsítvány (12/6/2028 3:12:44 PM) NetLock Uzleti (Class B) Tanusitvanykiado (2/20/2019 2:10:22 PM) Netrust CA1 (3/30/2021 2:57:45 AM) Network Solutions (12/31/2029 11:59:59 PM) NLB Nova Ljubljanska Banka d.d. Ljubljana (5/15/2023 12:22:45 PM) OISTE WISeKey Global Root GA CA (12/11/2037 4:09:51 PM) Post.Trust Root CA (7/5/2022 9:12:33 AM) Post.Trust Root CA (8/20/2010 1:56:21 PM) Posta CA Root (10/20/2028 12:52:08 PM) POSTarCA (2/7/2023 11:06:58 AM) QuoVadis Root CA 2 (11/24/2031 6:23:33 PM) QuoVadis Root CA 3 (11/24/2031 7:06:44 PM) QuoVadis Root Certification Authority (3/17/2021 6:33:33 PM) Root CA Generalitat Valenciana (7/1/2021 3:22:47 PM) RSA Security 2048 V3 (2/22/2026 8:39:23 PM) SECOM Trust Systems CO LTD (6/6/2037 2:12:32 AM) SECOM Trust Systems CO LTD (6/25/2019 10:23:48 PM) SECOM Trust Systems CO LTD (9/30/2023 4:20:49 AM) Secretaria de Economia Mexico (5/8/2025 12:00:00 AM) Secrétariat Général de la Défense Nationale (10/17/2020 2:29:22 PM) SecureNet CA Class B (10/16/2009 9:59:00 AM) Serasa Certificate Authority I (11/21/2024 2:12:45 PM) Serasa Certificate Authority II (11/21/2024 12:44:48 PM) Serasa Certificate Authority III (11/21/2024 1:24:14 PM) SERVICIOS DE CERTIFICACION - A.N.C. (3/9/2009 9:08:07 PM) Sigen-CA (6/29/2021 9:57:46 PM) Sigov-CA (1/10/2021 2:22:52 PM) Skaitmeninio sertifikavimo centras (12/28/2026 12:05:04 PM) Skaitmeninio sertifikavimo centras (12/25/2026 12:08:26 PM) Skaitmeninio sertifikavimo centras (12/22/2026 12:11:30 PM) Sonera Class1 CA (4/6/2021 10:49:13 AM) Sonera Class2 CA (4/6/2021 7:29:40 AM) Spanish Property & Commerce Registry CA (4/27/2012 9:39:50 AM) Staat der Nederlanden Root CA (12/16/2015 9:15:38 AM) Staat der Nederlanden Root CA - G2 (3/25/2020 11:03:10 AM) Starfield Class 2 Certification Authority (6/29/2034 5:39:16 PM) Starfield Technologies (6/26/2019 12:19:54 AM) Starfield Technologies Inc. (12/31/2029 11:59:59 PM) StartCom Certification Authority (9/17/2036 7:46:36 PM) S-TRUST Authentication and Encryption Root CA 2005:PN (6/21/2030 11:59:59 PM) Swisscom Root CA 1 (8/18/2025 10:06:20 PM) SwissSign (10/25/2036 8:30:35 AM) SwissSign Platinum G2 Root CA (10/25/2036 8:36:00 AM) SwissSign Silver G2 Root CA (10/25/2036 8:32:46 AM) TC TrustCenter Class 1 CA (1/1/2011 11:59:59 AM) TC TrustCenter Class 2 CA (1/1/2011 11:59:59 AM) TC TrustCenter Class 2 CA II (12/31/2025 10:59:59 PM) TC TrustCenter Class 3 CA (1/1/2011 11:59:59 AM) TC TrustCenter Class 3 CA II (12/31/2025 10:59:59 PM) TC TrustCenter Class 4 CA (1/1/2011 11:59:59 AM) TC TrustCenter Class 4 CA II (12/31/2025 10:59:59 PM) TC TrustCenter Time Stamping CA (1/1/2011 11:59:59 AM) TC TrustCenter Universal CA I (12/31/2025 10:59:59 PM) TC TrustCenter Universal CA II (12/31/2030 10:59:59 PM) thawte (12/31/2020 11:59:59 PM) thawte (7/16/2036 11:59:59 PM) thawte (12/31/2020 11:59:59 PM) thawte (12/31/2020 11:59:59 PM) thawte (12/31/2020 11:59:59 PM) thawte (12/31/2020 11:59:59 PM) thawte (12/31/2020 11:59:59 PM) thawte Primary Root CA - G2 (1/18/2038 11:59:59 PM) thawte Primary Root CA - G3 (12/1/2037 11:59:59 PM) Thawte Timestamping CA (12/31/2020 11:59:59 PM) Trustis EVS Root CA (1/9/2027 11:56:00 AM) Trustis FPS Root CA (1/21/2024 11:36:54 AM) Trustwave (1/1/2035 5:37:19 AM) Trustwave (12/31/2029 7:40:55 PM) Trustwave (12/31/2029 7:52:06 PM) TURKTRUST Elektronik Islem Hizmetleri (9/16/2015 12:13:05 PM) TURKTRUST Elektronik Islem Hizmetleri (3/22/2015 10:04:51 AM) TURKTRUST Elektronik Sertifika Hizmet Saglayicisi (9/16/2015 10:07:57 AM) TURKTRUST Elektronik Sertifika Hizmet Saglayicisi (3/22/2015 10:27:17 AM) TÜRKTRUST Elektronik Sertifika Hizmet Saglayicisi (12/22/2017 6:37:19 PM) TW Government Root Certification Authority (12/5/2032 1:23:33 PM) TWCA Root Certification Authority 1 (12/31/2030 3:59:59 PM) TWCA Root Certification Authority 2 (12/31/2030 3:59:59 PM) U.S. Government FBCA (10/6/2010 6:53:56 PM) UCA Global Root (12/31/2037 12:00:00 AM) UCA Root (12/31/2029 12:00:00 AM) USERTrust (7/9/2019 6:40:36 PM) USERTrust (7/9/2019 5:36:58 PM) USERTrust (6/24/2019 7:06:30 PM) USERTrust (7/9/2019 6:19:22 PM) USERTrust (5/30/2020 10:48:38 AM) UTN - USERFirst-Network Applications (7/9/2019 6:57:49 PM) ValiCert Class 3 Policy Validation Authority (6/26/2019 12:22:33 AM) VAS Latvijas Pasts SSI(RCA) (9/13/2024 9:27:57 AM) VeriSign (5/18/2018 11:59:59 PM) VeriSign (7/16/2036 11:59:59 PM) VeriSign (8/1/2028 11:59:59 PM) VeriSign (12/31/1999 9:37:48 AM) VeriSign (1/7/2004 11:59:59 PM) VeriSign (5/18/2018 11:59:59 PM) VeriSign (1/7/2004 11:59:59 PM) VeriSign (8/1/2028 11:59:59 PM) VeriSign (8/1/2028 11:59:59 PM) VeriSign (1/7/2020 11:59:59 PM) VeriSign (12/31/1999 9:35:58 AM) VeriSign (8/1/2028 11:59:59 PM) VeriSign (7/16/2036 11:59:59 PM) VeriSign (1/7/2004 11:59:59 PM) VeriSign (7/16/2036 11:59:59 PM) VeriSign (1/7/2010 11:59:59 PM) VeriSign (5/18/2018 11:59:59 PM) VeriSign (8/1/2028 11:59:59 PM) VeriSign (1/7/2004 11:59:59 PM) VeriSign (7/16/2036 11:59:59 PM) VeriSign (7/16/2036 11:59:59 PM) VeriSign (8/1/2028 11:59:59 PM) VeriSign (5/18/2018 11:59:59 PM) VeriSign Class 3 Public Primary CA (8/1/2028 11:59:59 PM) VeriSign Class 3 Public Primary Certification Authority - G4 (1/18/2038 11:59:59 PM) VeriSign Time Stamping CA (1/7/2004 11:59:59 PM) VeriSign Universal Root Certification Authority (12/1/2037 11:59:59 PM) Visa eCommerce Root (6/24/2022 12:16:12 AM) Visa Information Delivery Root CA (6/29/2025 5:42:42 PM) VRK Gov. Root CA (12/18/2023 1:51:08 PM) Wells Fargo Root Certificate Authority (1/14/2021 4:41:28 PM) WellsSecure Public Certificate Authority (12/14/2022 12:07:54 AM) Xcert EZ by DST (7/11/2009 4:14:18 PM)

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  • CodePlex Daily Summary for Wednesday, June 01, 2011

    CodePlex Daily Summary for Wednesday, June 01, 2011Popular ReleasesVidCoder: 0.9.1: Added color coding to the Log window. Errors are highlighted in red, HandBrake logs are in black and VidCoder logs are in dark blue. Moved enqueue button to the right with the other control buttons. Added logic to report failures when errors are logged during the encode or when the encode finishes prematurely. Added Copy button to Log window. Adjusted audio track selection box to always show the full track name. Changed encode job progress bar to also be colored yellow when the enco...Terraria Map Generator: TerrariaMapTool 1.0.0.3 Beta: 1) Catch all exception from the gui app. 2) Fixed the use of the graphics device to really use reach.AutoLoL: AutoLoL v2.0.1: - Fixed a small bug in Auto Login - Fixed the updaterEPPlus-Create advanced Excel 2007 spreadsheets on the server: EPPlus 2.9.0.1: EPPlus-Create advanced Excel 2007 spreadsheets on the server This version has been updated to .Net Framework 3.5 New Features Data Validation. PivotTables (Basic functionalliy...) Support for worksheet data sources. Column, Row, Page and Data fields. Date and Numeric grouping Build in styles. ...and more And some minor new features... Ranges Text-Property|Get the formated value AutofitColumns-method to set the column width from the content of the range LoadFromCollection-metho...jQuery ASP.Net MVC Controls: Version 1.4.0.0: Version 1.4.0.0 contains the following additions: Upgraded to MVC 3.0 Upgraded to jQuery 1.6.1 (Though the project supports all jQuery version from 1.4.x onwards) Upgraded to jqGrid 3.8 Better Razor View-Engine support Better Pager support, includes support for custom pagers Added jqGrid toolbar buttons support Search module refactored, with full suport for multiple filters and ordering And Code cleanup, bug-fixes and better controller configuration support.Restbucks on .Net: RestBucks Alpha 1: This is the first release of the application.Nearforums - ASP.NET MVC forum engine: Nearforums v6.0: Version 6.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: Authentication using Membership Provider for SQL Server and MySql Spam prevention: Flood Control Moderation: Flag messages Content management: Pages: Create pages (about us/contact/texts) through web administration Allow nearforums to run as an IIS subapp Migrated Facebook Connect to OAuth 2.0 Visit the project Roadmap for more details.NetOffice - The easiest way to use Office in .NET: NetOffice Release 0.8b: Changes: - fix critical issue 15922(AccessViolationException) once and for all update is strongly recommended Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:..............................................................COM Proxy Management, Events, etc. - Examples in C# and VB.Net:............................................................Excel, Word, Outlook, PowerPoint, Access - COMAddin Examples in C# and VB....Facebook Graph Toolkit: Facebook Graph Toolkit 1.5.4186: Updates the API in response to Facebook's recent change of policy: All Graph Api accessing feeds or posts must provide a AccessToken.SharePoint Farm Poster: SharePoint Farm Poster: SharePoint Farm Poster is generated by a PowerShell Script. Run this script under the Farm Admin Account. After downloading, unblock the file in the Property Window. Current version is beta : v0.3.4Serviio for Windows Home Server: Beta Release 0.5.2.0: Ready for widespread beta. Synchronized build number to Serviio version to avoid confusion.AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta4: ??AcDown?????????????,??????????????,????、????。?????Acfun????? ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??v3.0 Beta4 2011-5-31?? ???Bilibili.us????? ???? ?? ???"????" ???Bilibili.us??? ??????? ?? ??????? ?? ???????? ?? ?? ???Bilibili.us?????(??????????????????) ??????(6.cn)?????(????) ?? ?????Acfun?????????? ?????????????? ???QQ???????? ????????????Discussion...EnhSim: EnhSim 2.4.5 ALPHA: 2.4.5 ALPHAThis release supports WoW patch 4.1 at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Added in the T12 s...TerrariViewer: TerrariViewer v2.4.1: Added Piggy Bank editor and fixed some minor bugs.Kooboo CMS: Kooboo CMS 3.02: What is new in kooboo cms 3.02 The most important updates of this version is the Kooboo site builder, an unique and creative web design tool, design an professional website and export to Kooboo CMS. See: http://www.sitekin.com Add Version contorl on View, Layout and other elements. Add user CMS language selection, user can select a language to use on their CMS backend. Add User profile provider, you can use now stop website user information on a SQL database. Previously it stored on XML...mojoPortal: 2.3.6.6: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2366-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0 The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code. To download the source code see the Source Code Tab I recommend getting the latest source code using TortoiseHG, you can get the source code corresponding to this release here.Terraria World Creator: Terraria World Creator: Version 1.01 Fixed a bug that would cause the application to crash. Re-named the Application.Microsoft All-In-One Code Framework - a centralized code sample library: All-In-One Code Framework 2011-05-26: Alternatively, you can install Sample Browser or Sample Browser VS extension, and download the code samples from Sample Browser. Improved and Newly Added Examples:For an up-to-date code sample index, please refer to All-In-One Code Framework Sample Catalog. NEW Samples for Dynamics Sample Description Owner CSDynamicsNAVWebServices The code sample shows syntax for calling Dynamics NAV Web Services. Lars Lohndorf-Larsen NEW Samples for WPF Sample Description Owner CSWPFDataGridCustomS...Terraria World Viewer: Version 1.1: Update May 26th Added Chest Filtering, this allows chests only containing certain items to have their symbol drawn. (Its under advanced settings tab) GUI elements (checkboxes/etc) are persistant between uses of the application Beta Worlds (i.e. Release #38) will work properly Symbols can be enabled or disabled on a per symbol basis Chest Information tab which is just a dump of the current chest information Meterorite is now visible as a bright magenta pink Application defaults to ...MVC Controls Toolkit: Mvc Controls Toolkit 1.1 RC: *Added: Compatibility with jQuery 1.6.1 Rendering of enumerables with images and/or customizable strings improved the client side tempate engine added new parameters to the template definition binding all new knockout bindings helpers have been fully implemented added a new overload for defining the client-side ViewModel The SetTme method has the option to store the theme in a permanent cookie If no CSS class is provided for the watermark of a TypedTextBox the watermark class of the current t...New ProjectsAlumnus SI Machung: ExSis Alumnus Website makes it easier for Alumni of Ma Chung University, that located at Malang, East Java, Indonesia. You'll no longer have to find your friend that separated in so many years. It's developed in Microsoft Visual Studio 2010. Check our website at kriswanto90.charlezzzz.comb9b18a35-a80a-440c-bb8c-195be0225cfa: b9b18a35-a80a-440c-bb8c-195be0225cfaCustomer Care Portal - SharePoint 2010 for Internet Sites: The Customer Care Portal demonstrates cooperation of Microsoft SharePoint 2010 with several technologies, such as: • Silverlight • Windows Server AppFabric • Business Data Connectivity • Microsoft InfoPath 2010 DBServer Folder Browser: DBServer Folder Browser It's developed in C#Dual Development: A place for colloboration.EVMDOCS ASP.NET: EVMDOCS project for ECM.VSTU.RU FCNS.Money: FCNS.Money?????????????。???,?????????????,??????????????。???????????????? ??,?FCNS.Money??????????????,???????????,????????????????,??????????,???? ???????????。HDBMS: Attempt to implement a hierarchical database that can participate in a distributed 2PCHRO: 3D FPS in a secret underwater soviet bunkerIstream: Istream is a new web browser for windows computers. We have designed the browser so you have everything right at your fingertips. Download it today and discover a new browsing experience, we have a range of features avaialble just now and its only the first release. istream.imLaptop Battery Usage Pattern: Figures out battery discharge and recharge pattern. Suggests estimated discharge time and recharge time based on past history. Also alerts when it detects considerable degradation of battery life. Mediawiki tools for Office: The current version installs an Outlook 2007 plugin. This plugin adds a send to wiki command to the outlook context menu. The functionality is very similar to the behavior of the One Note plugin which is installed in office 2007. PW API Library: The PW API Library provides a .NET interface to the ProgrammableWeb's API library. This is a personal project built using the ProgrammableWeb internal API and is not provided by the ProgrammableWeb team. It's developed in C# using .NET 4.0 framework.Restbucks on .Net: Implementation of the RestBucks example; from the book "Rest on Practice" on the .Net plattaform.SharePoint Farm Poster: View the entire SharePoint Farm configuration as a single HTML Poster.Simple Silverlight Bounce Effect: Simple bounce effect in Silverlight. A demo of this project can be seen at http://www.voltar.ch/en/results/technologieSistema Gestor Escolar: Aquesta aplicacio permet gestionar activitats pròpies d'una escolaSmart WCF Client Wrapper: This is a smart WCF client wrapper that keeps your code clean, and hides common beginner mistakes from the end user. This code handles - EventHandler Cleanup - Exception Managment - Reliable and efficient reuse of the proxy - Cleanup of the proxy - Clean "using(...)" methodSSIS Extensions - SFTP Task, PGP Task, Zip Task: A set of custom tasks to extend SSIS. Includes a SFTP task, PGP encryption task and zip/unzip task.TFS On The Road: TFS On The Road is a TFS client for Windows Phone 7. With it you can have a good view from your TFS even if you are "on the road". It allows you to access projects, work items(including attachments), changesets, builds, branches, and work item queries.Todo.txt .NET: .NET version of Todo.txt. The project goals are a Windows application as well as a PowerShell commands.

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  • How does one get rid of fishy behavior in Windows?

    - by Tom Wijsman
    After I had boot my computer this morning there suddenly flooded water from the top of the screen, after which some fishes dropped into it. Now I can barely see what I am doing because the water distorts the view. Sometimes the fish follow the cursor so I need to move it away or wait for the fish to mind their own business. This makes it very annoying to use my system. What have I tried? Reboot the system. This caused the water to deplete from the desktop. Upon reboot, the screen was refilled with water and fishes. Attach another monitor. Same problem, fills that monitor as well and gives me extra fish. Clicking the fish. Makes them turn direction. Right clicking the fish. Changes color of the fish, not really useful. I'm locked out of changing the background or screen saver settings. Hence, I had to post the lady below... Safe mode doesn't save me from the fishes. It does give me another background there, but I can't screenshot easily. Other user accounts experience this as well. The Guest account seems to experience more fish than the other accounts. Using HijackThis, OTL Timekeeper List, Syninternal Autoruns, RootKitRevealer, ShellExView and similar tools I can't seem to find any entries that could be it, the Sysinternals tools show everything as verified. I'm suspecting this to be a driver problem. Randomly removing drivers doesn't seem to alleviate the problem. When removing the Graphics Drivers, it makes my screen black. While that could be considered the solution, it's not what I want. Changing the time / date settings does also not seem to affect the fishes. Changing the time a few years in the future, I would have expected the fishes to be dead. But, the same fishes are still there... They simply won't die! Tried to get used to them. They are really bothering me, looks like they require food. I don't know how to give them food, but apparently they get it elsewhere during reboot... Tried to disable my mouse pointer and use the keyboard. This works, they now swim around more randomly. They do put their attention to huge changes on the screen, so I need to type slow. Or otherwise I can't see what I'm tying exactly. Hold my laptop upside down. This seems to affect the water and fishes, but the water stays in the screen. They seem super resistant against water sickness and confusion though... What does the problem look like? What do I need? A way to get rid of these fishes on my screen forever, they are really annoying me a lot and I'm about to crack the screen to see if that makes them escape. Do you have any idea why this problem is occurring? What are my considerations? Buying an USB fish tank could make the fish leave the screen, I am uncertain though whether the fish could leave the screen through the USB cable. Using the FISh (programming language) which seems to provide EXPRESSIVE POWER and EFFICIENT EXECUTION, I can however not find any examples on how to remove fish. What are my Specifications? I'm using a Sony Vaio Fishy laptop. Sony VAIO VGN-Fishy, VAIO. Processor: 1337 MHz, Intel Core 2 Duo, T5432, 1 MB, Intel PM965 Express, 667 MHz. Memory: 1024 MB, DDR2-SDRAM, 667 MHz, 2 x 1024 MB, 4 GB. Disk Drive: 50 GB, Serial ATA, 5400 RPM. Storage Media: Memory Stick™, Memory Stick PRO™. Display: 15.4 ", 1280 x 800 pixels, LCD. Video: GeForce 8400M GT, 128 MB. Optical Drive: DVD±R/RW DL, 24 x, 24 x, 24 x, 6 x, 4 x, 6 x, 4 x, 5 x, 5 x, 8 x, 8 x, 8 x, 8 x, 6 x, 6 x, 24 x, 24 x, 24 x, 16 x. Camera: 1.3 MP, 30 fps. Networking: 2.0+EDR. Keyboard: Touchpad, AZERTY. Operating System/Software: Windows Vista Home Premium. Security: Kensington. Weight & Dimensions: 98.8 oz (2800 g), 14 " (355.8 mm), 10 " (254.4 mm), 0.98 " (24.9 mm). Other features: 100 BASE-TX/10 BASE-T, 802.11a/b/g/n/Draft n, V92/V.90, fishes. Plz! Help me...

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  • FFmpeg audio dont work in converted videos

    - by Juddy Swaft
    NOTICE: when i convert videos via terminal and download them from ftp into pc the audio works fine. I use: if($ext == "avi" && $convert_avi == true) { $convert_source = _VIDEOS_DIR_PATH.$new_name; $conv_name = substr(md5($file['name'].rand(1,888)), 2, 10).".mp4"; $converted_file = _VIDEOS_DIR_PATH.$conv_name; $ffmpeg_command = 'ffmpeg -i '.$convert_source.' -acodec libmp3lame -vcodec libx264 -s 1280x720 -ar 44100 -async 44100 -r 29.970 -ac 2 -qscale 5 '.$converted_file; echo exec($ffmpeg_command); $sql = "UPDATE pm_temp SET url = '".$conv_name."' WHERE url = '".$new_name."' LIMIT 1"; $result = @mysql_query($sql); unlink($convert_source); } This code to convert avi to mp4 ffmpeg concole output: root@1tb:~# ffmpeg -i sample.avi -acodec libmp3lame -vcodec libx264 -s 1280x720 -ar 44100 -async 44100 -r 29.970 -ac 2 -qscale 5 goodsample.mp4 ffmpeg version 0.7.15, Copyright (c) 2000-2013 the FFmpeg developers built on Feb 22 2013 07:18:58 with gcc 4.4.5 configuration: --enable-libdc1394 --prefix=/usr --extra-cflags='-Wall -g ' --cc='ccache cc' --enable-shared --enable-libmp3lame --enable-gpl --enable-libvorbis --enable-pthreads --enable-libfaac --enable-libxvid --enable-postproc --enable-x11grab --enable-libgsm --enable-libtheora --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-libx264 --enable-libspeex --enable-nonfree --disable-stripping --enable-avfilter --enable-libdirac --disable-decoder=libdirac --enable-libfreetype --enable-libschroedinger --disable-encoder=libschroedinger - s libavutil 50. 43. 0 / 50. 43. 0 libavcodec 52.123. 0 / 52.123. 0 libavformat 52.111. 0 / 52.111. 0 libavdevice 52. 5. 0 / 52. 5. 0 libavfilter 1. 80. 0 / 1. 80. 0 libswscale 0. 14. 1 / 0. 14. 1 libpostproc 51. 2. 0 / 51. 2. 0 [mp3 @ 0x191d4100] Header missing [mpeg4 @ 0x191d1dc0] Invalid and inefficient vfw-avi packed B frames detected Input #0, avi, from 'sample.avi': Metadata: encoder : VirtualDubMod 1.5.10.2 (build 2540/release) Duration: 00:01:01.81, start: 0.000000, bitrate: 1194 kb/s Stream #0.0: Video: mpeg4, yuv420p, 640x352 [PAR 1:1 DAR 20:11], 23.98 tbr, Stream #0.1: Audio: mp3, 48000 Hz, stereo, s16, 128 kb/s [buffer @ 0x191d1c80] w:640 h:352 pixfmt:yuv420p tb:1/1000000 sar:1/1 sws_param: [scale @ 0x191d6880] w:640 h:352 fmt:yuv420p -> w:1280 h:720 fmt:yuv420p flags:0 [libx264 @ 0x191ce5a0] Default settings detected, using medium profile [libx264 @ 0x191ce5a0] using SAR=45/44 [libx264 @ 0x191ce5a0] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle S [libx264 @ 0x191ce5a0] profile High, level 3.1 [libx264 @ 0x191ce5a0] 264 - core 118 - H.264/MPEG-4 AVC codec - Copyleft 2003-2 6 chroma_me=1 trellis=1 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_off 1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_l Output #0, mp4, to 'goodsample.mp4': Metadata: encoder : Lavf52.111.0 Stream #0.0: Video: libx264, yuv420p, 1280x720 [PAR 45:44 DAR 20:11], q=2-31 Stream #0.1: Audio: libmp3lame, 44100 Hz, stereo, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop, [?] for help [mp3 @ 0x191d4100] Header missing Error while decoding stream #0.1 [mpeg4 @ 0x191d1dc0] Invalid and inefficient vfw-avi packed B frames detected [mp3 @ 0x191d4100] incomplete frame 9467kB time=00:01:00.32 bitrate=1285.5kbits/ Error while decoding stream #0.1 frame= 1852 fps= 20 q=29.0 Lsize= 9652kB time=00:01:01.72 bitrate=1280.9kbits video:9121kB audio:483kB global headers:0kB muxing overhead 0.499688% frame I:11 Avg QP:16.78 size: 51456 [libx264 @ 0x191ce5a0] frame P:784 Avg QP:20.81 size: 8954 [libx264 @ 0x191ce5a0] frame B:1057 Avg QP:26.06 size: 1659 [libx264 @ 0x191ce5a0] consecutive B-frames: 22.0% 3.1% 7.5% 67.4% [libx264 @ 0x191ce5a0] mb I I16..4: 31.1% 59.8% 9.1% [libx264 @ 0x191ce5a0] mb P I16..4: 1.8% 2.6% 0.2% P16..4: 24.3% 7.0% 4.0 [libx264 @ 0x191ce5a0] mb B I16..4: 0.1% 0.1% 0.0% B16..8: 22.7% 0.8% 0.2 [libx264 @ 0x191ce5a0] 8x8 transform intra:57.0% inter:72.6% [libx264 @ 0x191ce5a0] coded y,uvDC,uvAC intra: 44.4% 33.3% 10.3% inter: 7.6% 5. [libx264 @ 0x191ce5a0] i16 v,h,dc,p: 68% 14% 8% 10% [libx264 @ 0x191ce5a0] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 21% 14% 27% 5% 7% 7% 6 [libx264 @ 0x191ce5a0] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 28% 14% 14% 6% 10% 9% 7 [libx264 @ 0x191ce5a0] i8c dc,h,v,p: 67% 13% 17% 3% [libx264 @ 0x191ce5a0] Weighted P-Frames: Y:1.9% UV:0.4% [libx264 @ 0x191ce5a0] ref P L0: 62.2% 12.8% 10.3% 14.5% 0.2% [libx264 @ 0x191ce5a0] ref B L0: 88.1% 5.5% 6.4% [libx264 @ 0x191ce5a0] ref B L1: 95.7% 4.3% [libx264 @ 0x191ce5a0] kb/s:1209.03 I know there is couple errors tough, but i dont know hot to fix it. Also i would be very thankfull if someone can help reduce video size but is not main problem video weights as original avi but sill.

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  • CodePlex Daily Summary for Tuesday, November 05, 2013

    CodePlex Daily Summary for Tuesday, November 05, 2013Popular ReleasesSocial Network Importer for NodeXL: SocialNetImporter(v.1.9.1): This new version includes: - Include me option is back - Fixed the login bug reported latelyCaptcha MVC: Captcha MVC 2.5: v 2.5: Added support for MVC 5. The DefaultCaptchaManager is no longer throws an error if the captcha values was entered incorrectly. Minor changes. v 2.4.1: Fixed issues with deleting incorrect values of the captcha token in the SessionStorageProvider. This could lead to a situation when the captcha was not working with the SessionStorageProvider. Minor changes. v 2.4: Changed the IIntelligencePolicy interface, added ICaptchaManager as parameter for all methods. Improved font size ...DNN Blog: 06.00.01: 06.00.01 ReleaseThis is the first bugfix release of the new v6 blog module. These are the changes: Added some robustness in v5-v6 scripts to cater for some rare upgrade scenarios Changed the name of the module definition to avoid clash with Evoq Social Addition of sitemap providerStock Track: Version 1.2 Stable: Overhaul and re-think of the user interface in normal mode. Added stock history view in normal mode. Allows user to enter orders in normal mode. Allow advanced user to run database queries within the program. Improved sales statistics feature, able to calculate against a single category. Updated database script file. Now compatible with lower version of SQL Server.VG-Ripper & PG-Ripper: VG-Ripper 2.9.50: changes NEW: Added Support for "ImageHostHQ.com" links NEW: Added Support for "ImgMoney.net" links NEW: Added Support for "ImgSavy.com" links NEW: Added Support for "PixTreat.com" links Bug fixesVidCoder: 1.5.11 Beta: Added Encode Details window. Exposes elapsed time, ETA, current and average FPS, running file size, current pass and pass progress. Open it by going to Windows -> Encode Details while an encode is running. Subtitle dialog now disables the "Burn In" checkbox when it's either unavailable or it's the only option. It also disables the "Forced Only" when the subtitle type doesn't support the "Forced" flag. Updated HandBrake core to SVN 5872. Fixed crash in the preview window when a source fil...Wsus Package Publisher: Release v1.3.1311.02: Add three new Actions in Custom Updates : Work with Files (Copy, Delete, Rename), Work with Folders (Add, Delete, Rename) and Work with Registry Keys (Add, Delete, Rename). Fix a bug, where after resigning an update, the display is not refresh. Modify the way WPP sort rows in 'Updates Detail Viewer' and 'Computer List Viewer' so that dates are correctly sorted. Add a Tab in the settings form to set Proxy settings when WPP needs to go on Internet. Fix a bug where 'Manage Catalogs Subsc...uComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New DataTypesImage Point XML DropDownList XPath Templatable List New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 14873 14833 14864 14855 / 14860 14816 14823 Drag & Drop support for rows Su...SharePoint 2013 Global Metadata Navigation: SP 2013 Metadata Navigation Sandbox Solution: SharePoint 2013 Global Metadata Navigation sandbox solution version 1.0. Upload to your site collection solution store and activate. See the Documentation tab for detailed instructions.SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.1: New FeaturesAdded option Limit to current basket subtotal to HadSpentAmount discount rule Items in product lists can be labelled as NEW for a configurable period of time Product templates can optionally display a discount sign when discounts were applied Added the ability to set multiple favicons depending on stores and/or themes Plugin management: multiple plugins can now be (un)installed in one go Added a field for the HTML body id to store entity (Developer) New property 'Extra...CodeGen Code Generator: CodeGen 4.3.2: Changes in this release include: Removed old tag tokens from several example templates. Fixed a bug which was causing the default author and company names not to be picked up from the registry under .NET. Added several additional tag loop expressions: <IF FIRST_TAG>, <IF LAST_TAG>, <IF MULTIPLE_TAGS> and<IF SINGLE_TAG>. Upgraded to Synergy/DE 10.1.1b, Visual Studio 2013 and Installshield Limited Edition 2013.SQL Power Doc: Version 1.0.2.2 BETA 1: Fixes for issues introduced with PowerShell 4.0 with serialization/deserialization. Fixed an issue with the max length of an Excel cell being exceeded by AD groups with a large number of members.Community Forums NNTP bridge: Community Forums NNTP Bridge V54 (LiveConnect): This is the first release which can be used with the new LiveConnect authentication. Fixes the problem that the authentication will not work after 1 hour. Also a logfile will now be stored in "%AppData%\Community\CommunityForumsNNTPServer". If you have any problems please feel free to sent me the file "LogFile.txt".AutoAudit: AutoAudit 3.20f: Here is a high level list of the things I have changed between AutoAudit 2.00h and 3.20f ... Note: 3.20f corrects a minor bug found in 3.20e in the _RowHistory UDF when using column names with spaces. 1. AutoAudit has been tested on SQL Server 2005, 2008, 2008R2 and 2012. 2. Added the capability for AutoAudit to handle primary keys with up to 5 columns. 3. Added the capability for AutoAudit to save changes for a subset of the columns in a table. 4. Normalized the Audit table and created...Aricie - Friendlier Url Provider: Aricie - Friendlier Url Provider Version 2.5.3: This is mainly a maintenance release to stabilize the new Url Group paradigm. As usual, don't forget to install the Aricie - Shared extension first Highlights Fixed: UI bugs Min Requirements: .Net 3.5+ DotNetNuke 4.8.1+ Aricie - Shared 1.7.7+Aricie Shared: Aricie.Shared Version 1.7.7: This is mainly a maintenance version. Fixes in Property Editor: list import/export Min Requirements: DotNetNuke 4.8.1+ .Net 3.5+WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)Community TFS Build Extensions: October 2013: The October 2013 release contains Scripts - a new addition to our delivery. These are a growing library of PowerShell scripts to use with VS2013. See our documentation for more on scripting. VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 Community TFS Build Manager VS2013 The Community TFS Build Managers for VS2010, 2012 and 2013 can also be found in the Visual Studio Gallery where upda...SuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.New ProjectsAForge.NET FFmpeg - LGPL Version: AForge.Video.FFMPEG recompiled under LGPLv3 which can be distributed with proprietary projects, without requiring you to release all of your proprietary source.Albatross Shell: Albatross Shell is a WPF based Shell program that can host other WPF application modules.Analysis Services ServerActivity Monitor (ASSAM) 2014: Analysis Services Server Activity Monitor (ASSAM 2014) is an upgraded version of the Analysis Services Activity Monitor 2012.AsuraCode: AsuraCode 0.1Chimera - Automated Testing Suite: Chimera is an automated testing suite, intended to simplify and automate system and tests deployment. Oriented around the MVC architecture, it has web based UI.Create Sitemap for your Website (Sitemap Writer): Sitemap Writer help create sitemap for your website. It recursively look for links on your each page and add up in list to write a site map. DataSync: ????HCS Analyzer: HCS Analyzerk? toán thu? dona: chuong trình k? toán thu? donaLanguage improver: startedOrchard Abstractions: An Orchard module for providing higher-level abstractions to Orchard services.Orchard Abstractions - Examples: Examples for Orchard Abstractions (https://orchardabstractions.codeplex.com/)Role Based Views in Microsoft Dynamics CRM 2011: This tool will allow you to configure visibility and setting the default view of a logged in user based on security roles.SF.DotNet.Utilities: DotNet.UtilitiesShot: A real time C# web application framework designed in the image of ASP.NET.Soccer Managment System: Soccer Management SystemSTAR FOX XNA: Remake of a classic videogame. In this case, that videogame will be Star Fox (1993) for SNES game console.The Dargon Project: DargonTweetFeed: A small widget that enables you to display a twitter search or profile on your Sitecore siteWPF Themes HighRobotics: WPF Themes by High Robotics company????????? ????????: ?????????, ??????????? ?????????? ???????? ????????: ??????????? ????? ????? ??????????, ?????????? ????????? ??????.

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  • CodePlex Daily Summary for Monday, November 04, 2013

    CodePlex Daily Summary for Monday, November 04, 2013Popular ReleasesDNN Blog: 06.00.01: 06.00.01 ReleaseThis is the first bugfix release of the new v6 blog module. These are the changes: Added some robustness in v5-v6 scripts to cater for some rare upgrade scenarios Changed the name of the module definition to avoid clash with Evoq Social Addition of sitemap providerStock Track: Version 1.2 Stable: Overhaul and re-think of the user interface in normal mode. Added stock history view in normal mode. Allows user to enter orders in normal mode. Allow advanced user to run database queries within the program. Improved sales statistics feature, able to calculate against a single category.VG-Ripper & PG-Ripper: VG-Ripper 2.9.50: changes NEW: Added Support for "ImageHostHQ.com" links NEW: Added Support for "ImgMoney.net" links NEW: Added Support for "ImgSavy.com" links NEW: Added Support for "PixTreat.com" links Bug fixesVidCoder: 1.5.11 Beta: Added Encode Details window. Exposes elapsed time, ETA, current and average FPS, running file size, current pass and pass progress. Open it by going to Windows -> Encode Details while an encode is running. Subtitle dialog now disables the "Burn In" checkbox when it's either unavailable or it's the only option. It also disables the "Forced Only" when the subtitle type doesn't support the "Forced" flag. Updated HandBrake core to SVN 5872. Fixed crash in the preview window when a source fil...Wsus Package Publisher: Release v1.3.1311.02: Add three new Actions in Custom Updates : Work with Files (Copy, Delete, Rename), Work with Folders (Add, Delete, Rename) and Work with Registry Keys (Add, Delete, Rename). Fix a bug, where after resigning an update, the display is not refresh. Modify the way WPP sort rows in 'Updates Detail Viewer' and 'Computer List Viewer' so that dates are correctly sorted. Add a Tab in the settings form to set Proxy settings when WPP needs to go on Internet. Fix a bug where 'Manage Catalogs Subsc...uComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New DataTypesImage Point XML DropDownList XPath Templatable List New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 14873 14833 14864 14855 / 14860 14816 14823 Drag & Drop support for rows Su...SharePoint 2013 Global Metadata Navigation: SP 2013 Metadata Navigation Sandbox Solution: SharePoint 2013 Global Metadata Navigation sandbox solution version 1.0. Upload to your site collection solution store and activate. See the Documentation tab for detailed instructions.SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.1: New FeaturesAdded option Limit to current basket subtotal to HadSpentAmount discount rule Items in product lists can be labelled as NEW for a configurable period of time Product templates can optionally display a discount sign when discounts were applied Added the ability to set multiple favicons depending on stores and/or themes Plugin management: multiple plugins can now be (un)installed in one go Added a field for the HTML body id to store entity (Developer) New property 'Extra...CodeGen Code Generator: CodeGen 4.3.2: Changes in this release include: Removed old tag tokens from several example templates. Fixed a bug which was causing the default author and company names not to be picked up from the registry under .NET. Added several additional tag loop expressions: <IF FIRST_TAG>, <IF LAST_TAG>, <IF MULTIPLE_TAGS> and<IF SINGLE_TAG>. Upgraded to Synergy/DE 10.1.1b, Visual Studio 2013 and Installshield Limited Edition 2013.Dynamics CRM 2013 Easy Solution Importer: Dynamics CRM 2013 Easy Solution Importer 1.0.0.0: First Version of Easy Solution Importer contains: - Entity to handle solutions - PBL to deactivate fields in form - Business Process Flow to launch the Solution Import - Plugin to import solutions - ChartSQL Power Doc: Version 1.0.2.2 BETA 1: Fixes for issues introduced with PowerShell 4.0 with serialization/deserialization. Fixed an issue with the max length of an Excel cell being exceeded by AD groups with a large number of members.Community Forums NNTP bridge: Community Forums NNTP Bridge V54 (LiveConnect): This is the first release which can be used with the new LiveConnect authentication. Fixes the problem that the authentication will not work after 1 hour. Also a logfile will now be stored in "%AppData%\Community\CommunityForumsNNTPServer". If you have any problems please feel free to sent me the file "LogFile.txt".AutoAudit: AutoAudit 3.20f: Here is a high level list of the things I have changed between AutoAudit 2.00h and 3.20f ... Note: 3.20f corrects a minor bug found in 3.20e in the _RowHistory UDF when using column names with spaces. 1. AutoAudit has been tested on SQL Server 2005, 2008, 2008R2 and 2012. 2. Added the capability for AutoAudit to handle primary keys with up to 5 columns. 3. Added the capability for AutoAudit to save changes for a subset of the columns in a table. 4. Normalized the Audit table and created...Aricie - Friendlier Url Provider: Aricie - Friendlier Url Provider Version 2.5.3: This is mainly a maintenance release to stabilize the new Url Group paradigm. As usual, don't forget to install the Aricie - Shared extension first Highlights Fixed: UI bugs Min Requirements: .Net 3.5+ DotNetNuke 4.8.1+ Aricie - Shared 1.7.7+Aricie Shared: Aricie.Shared Version 1.7.7: This is mainly a maintenance version. Fixes in Property Editor: list import/export Min Requirements: DotNetNuke 4.8.1+ .Net 3.5+WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)SuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.NAudio: NAudio 1.7: full release notes available at http://mark-dot-net.blogspot.co.uk/2013/10/naudio-17-release-notes.htmlDirectX Tool Kit: October 2013: October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup ...New ProjectsActive Directory User Home Directory and Home Drive Management: The script is great for migrations and overall user management. Questions please send an email to delagardecodeplex@hotmail.com.Computational Mathematics in TSQL: Combinatorial mathematics is easily expressed with computational assistance. The SQL Server engine is the canvas.Demo3: this is a demoEraDeiFessi: Un parser per un certo sito molto pesante e scomodo da navigareFinditbyme Local Search: Multi-lingual search engine that can index entities with multiple attributes.MVC Demo Project - 6: Demo project showing how to use partial views inside an ASP.NET MVC application.OLM to PST Converters: An Ideal Approach for Mac Users: OLM to PST converter helps you to access MAC Outlook emails with Windows platformOpen Source Grow Pack Ship: The Open Source Grow Pack Ship system is for the produce industry. It will allow companies with low funds and infrastructure to operate inside their own budget.Pauli: Pauli is a small .NET based password manager for home use. The Software helps a user to organize passwords, PIN codes, login accounts and notes.Refraction: Member element sorting. Contains reusable Visual Studio Extensibility code in the 'CodeManifold' project.Sensarium Cybernetic Art: Sensarium Cybernetic Art will use Kinect and brainwave technologies to create a true cybernetic art system. SharePoint - Tetris WebPart: Tetris webpart for SharePoint 2013Software Product Licensing: Dot License is very easy for your software product licensing. Product activation based on AES encryption, Processor ID and a single GUID key.VBS Class Framework: The 'VBS Class Framework' is an experimental project whcih aims at delivering 'Visual Basic Script Classes' for some commonly used Objects / Components (COM).VisualME7Logger: Graphical tools for logging real time performance statistics from VW and Audi automobilesVM Role Authoring Tool: VM ROLE Authoring Tool is used to author consistent VM Role gallery workloads for Windows Azure Pack and Windows Azure. wallet: Wallet Windows 8 Store Application: Windows 8 Store Application with XAML and C#Windows Azure Cache Extension Library: Windows Azure Cache Extension LibraryWindows Firewall Notifier: Windows Firewall Notifier (WFN) extends the default Windows embedded firewall behavior, allowing to visualize and handle incoming or outgoing connections.

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  • ffmpeg add two audio streams to video

    - by Tossin Hausen
    I tried this: ffmpeg -i /sdcard/video/transcode/video.avi -map 0:0,0 -i /sdcard/video/transcode/first.mp3 -map 1:0,1 -i /sdcard/video/transcode/second.mp3 -map 2:0,2 -acodec copy -vcodec py /sdcard/video/transcode/Output.avi to add two audio streams to one video file. But ffmpeg says the number of mappings should match the number of output streams. What is wrong here? I'm trying to work with an Android build of FFmepg "ffmpeg for android beta". "Does not work" means that this uncommunicative Android build of FFmpeg just stops without giving any error message. The -codec copy option does not work with this build. Now I tried the same set of files with the FFmpeg called command line tool that comes with Ubuntu 10. Something (can't say where it is from). The -codec copy option does not work with this FFmpeg too. Here the complete output: m30x:~/movie/Film$ ffmpeg -i input.avi -i first.mp3 -i second.mp3 -map 0 -map 1 -map 2 -acodec copy -vcodec copy output.avi FFmpeg version SVN-r0.5.9-4:0.5.9-0ubuntu0.10.04.1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.9-0ubuntu0.10.04.1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jun 12 2012 16:27:34, gcc: 4.4.3 [NULL @ 0x93cfd10]looks like this file was encoded with (divx4/(old)xvid/opendivx) -> forcing low_delay flag Seems stream 0 codec frame rate differs from container frame rate: 30000.00 (30000/1) -> 25.00 (25/1) Input #0, avi, from 'input.avi': Duration: 01:30:33.00, start: 0.000000, bitrate: 901 kb/s Stream #0.0: Video: mpeg4, yuv420p, 576x432, 25 tbr, 25 tbn, 30k tbc Input #1, mp3, from 'first.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #1.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Input #2, mp3, from 'second.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #2.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Number of stream maps must match number of output streams Merging only one audio stream with the video stream works with Ubuntu and Android version of FFmpeg. Here the complete output: ffmpeg -i input.avi -i first.mp3 -map 0 -map 1 -acodec copy -vcodec copy output.avi FFmpeg version SVN-r0.5.9-4:0.5.9-0ubuntu0.10.04.1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.9-0ubuntu0.10.04.1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jun 12 2012 16:27:34, gcc: 4.4.3 [NULL @ 0x9bfad10]looks like this file was encoded with (divx4/(old)xvid/opendivx) -> forcing low_delay flag Seems stream 0 codec frame rate differs from container frame rate: 30000.00 (30000/1) -> 25.00 (25/1) Input #0, avi, from 'input.avi': Duration: 01:30:33.00, start: 0.000000, bitrate: 901 kb/s Stream #0.0: Video: mpeg4, yuv420p, 576x432, 25 tbr, 25 tbn, 30k tbc Input #1, mp3, from 'first.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #1.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Output #0, avi, to 'output.avi': Stream #0.0: Video: mpeg4, yuv420p, 576x432, q=2-31, 90k tbn, 25 tbc Stream #0.1: Audio: libmp3lame, 22050 Hz, stereo, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #1.0 -> #0.1 Press [q] to stop encoding frame= 6157 fps=6156 q=-1.0 size= 31667kB time=246.28 bitrate=1053.3kbits/s Do you have an idea why it does not work with two audio streams? By the way, ffmpeg -i input_with_first_audio_stream.avi -i second.mp3 -acodec copy -vcodec copy output_two_audio_streams.avi -newaudio works with both versions of ffmpeg that I use, but the first audio stream is played too fast (x10 or more), while the second audio stream is played correct. Many thanks in advance and sorry for my unconventional question and outdated versions of ffmpeg. But I am a lamer and it is not so easy for me to compile from the source (especially for the Android version). I will try to compile an up to date version of ffmpeg with Ubuntu, but I don't have much free time.

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • codes to convert from avi to asf

    - by George2
    Hello everyone, No matter what library/SDK to use, I want to convert from avi to asf very quickly (I could even sacrifice some quality of video and audio). I am working on Windows platform (Vista and 2008 Server), better .Net SDK/code, C++ code is also fine. :-) I learned from the below link, that there could be a very quick way to convert from avi to asf to support streaming better, as mentioned "could convert the video from AVI to ASF format using a simple copy (i.e. the content is the same, but container changes).". My question is after some hours of study and trial various SDK/tools, as a newbie, I do not know how to begin with so I am asking for reference sample code to do this task. :-) (as this is a different issue, we decide to start a new topic. :-) ) http://stackoverflow.com/questions/743220/streaming-avi-file-issue thanks in advance, George EDIT 1: I have tried to get the binary of ffmpeg from, http://ffmpeg.arrozcru.org/autobuilds/ffmpeg-latest-mingw32-static.tar.bz2 then run the following command, C:\software\ffmpeg-latest-mingw32-static\bin>ffmpeg.exe -i test.avi -acodec copy -vcodec copy test.asf FFmpeg version SVN-r18506, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --enable-memalign-hack --prefix=/mingw --cross-prefix=i686-ming w32- --cc=ccache-i686-mingw32-gcc --target-os=mingw32 --arch=i686 --cpu=i686 --e nable-avisynth --enable-gpl --enable-zlib --enable-bzlib --enable-libgsm --enabl e-libfaac --enable-pthreads --enable-libvorbis --enable-libmp3lame --enable-libo penjpeg --enable-libtheora --enable-libspeex --enable-libxvid --enable-libfaad - -enable-libschroedinger --enable-libx264 libavutil 50. 3. 0 / 50. 3. 0 libavcodec 52.25. 0 / 52.25. 0 libavformat 52.32. 0 / 52.32. 0 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0. 7. 1 / 0. 7. 1 built on Apr 14 2009 04:04:47, gcc: 4.2.4 Input #0, avi, from 'test.avi': Duration: 00:00:44.86, start: 0.000000, bitrate: 5291 kb/s Stream #0.0: Video: msvideo1, rgb555le, 1280x1024, 5 tbr, 5 tbn, 5 tbc Stream #0.1: Audio: pcm_s16le, 22050 Hz, mono, s16, 352 kb/s Output #0, asf, to 'test.asf': Stream #0.0: Video: CRAM / 0x4D415243, rgb555le, 1280x1024, q=2-31, 1k tbn, 5 tbc Stream #0.1: Audio: pcm_s16le, 22050 Hz, mono, s16, 352 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 224 fps=222 q=-1.0 Lsize= 29426kB time=44.80 bitrate=5380.7kbits/s video:26910kB audio:1932kB global headers:0kB muxing overhead 2.023317% C:\software\ffmpeg-latest-mingw32-static\bin> http://www.microsoft.com/windows/windowsmedia/player/webhelp/default.aspx?&mpver=11.0.6001.7000&id=C00D11B1&contextid=230&originalid=C00D36E6 then have the following error when using Windows Media Player to play it, does anyone have any ideas? http://www.microsoft.com/windows/windowsmedia/player/webhelp/default.aspx?&mpver=11.0.6001.7000&id=C00D11B1&contextid=230&originalid=C00D36E6

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  • How to directly rotate CVImageBuffer image in IOS 4 without converting to UIImage?

    - by Ian Charnas
    I am using OpenCV 2.2 on the iPhone to detect faces. I'm using the IOS 4's AVCaptureSession to get access to the camera stream, as seen in the code that follows. My challenge is that the video frames come in as CVBufferRef (pointers to CVImageBuffer) objects, and they come in oriented as a landscape, 480px wide by 300px high. This is fine if you are holding the phone sideways, but when the phone is held in the upright position I want to rotate these frames 90 degrees clockwise so that OpenCV can find the faces correctly. I could convert the CVBufferRef to a CGImage, then to a UIImage, and then rotate, as this person is doing: Rotate CGImage taken from video frame However that wastes a lot of CPU. I'm looking for a faster way to rotate the images coming in, ideally using the GPU to do this processing if possible. Any ideas? Ian Code Sample: -(void) startCameraCapture { // Start up the face detector faceDetector = [[FaceDetector alloc] initWithCascade:@"haarcascade_frontalface_alt2" withFileExtension:@"xml"]; // Create the AVCapture Session session = [[AVCaptureSession alloc] init]; // create a preview layer to show the output from the camera AVCaptureVideoPreviewLayer *previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:session]; previewLayer.frame = previewView.frame; previewLayer.videoGravity = AVLayerVideoGravityResizeAspectFill; [previewView.layer addSublayer:previewLayer]; // Get the default camera device AVCaptureDevice* camera = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; // Create a AVCaptureInput with the camera device NSError *error=nil; AVCaptureInput* cameraInput = [[AVCaptureDeviceInput alloc] initWithDevice:camera error:&error]; if (cameraInput == nil) { NSLog(@"Error to create camera capture:%@",error); } // Set the output AVCaptureVideoDataOutput* videoOutput = [[AVCaptureVideoDataOutput alloc] init]; videoOutput.alwaysDiscardsLateVideoFrames = YES; // create a queue besides the main thread queue to run the capture on dispatch_queue_t captureQueue = dispatch_queue_create("catpureQueue", NULL); // setup our delegate [videoOutput setSampleBufferDelegate:self queue:captureQueue]; // release the queue. I still don't entirely understand why we're releasing it here, // but the code examples I've found indicate this is the right thing. Hmm... dispatch_release(captureQueue); // configure the pixel format videoOutput.videoSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA], (id)kCVPixelBufferPixelFormatTypeKey, nil]; // and the size of the frames we want // try AVCaptureSessionPresetLow if this is too slow... [session setSessionPreset:AVCaptureSessionPresetMedium]; // If you wish to cap the frame rate to a known value, such as 10 fps, set // minFrameDuration. videoOutput.minFrameDuration = CMTimeMake(1, 10); // Add the input and output [session addInput:cameraInput]; [session addOutput:videoOutput]; // Start the session [session startRunning]; } - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection { // only run if we're not already processing an image if (!faceDetector.imageNeedsProcessing) { // Get CVImage from sample buffer CVImageBufferRef cvImage = CMSampleBufferGetImageBuffer(sampleBuffer); // Send the CVImage to the FaceDetector for later processing [faceDetector setImageFromCVPixelBufferRef:cvImage]; // Trigger the image processing on the main thread [self performSelectorOnMainThread:@selector(processImage) withObject:nil waitUntilDone:NO]; } }

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  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

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