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  • How to bring an application from Sublime Text to a web IDE for sharing?

    - by Kyle Pennell
    I generally work on my projects locally in Sublime Text but sometimes need to share them with others using things like Jsfiddle, codepen, or plunker. This is usually so I can get unstuck. Is there an easier way to share code that doesn't involve purely copy pasting and the hassle of getting all the dependencies right in a new environment? It's taking me hours to get some of my angular apps working in plunker and I'm wondering if there's a better way.

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  • What options are out there for an embeddable WYSIWIG text editor?

    - by Evan Plaice
    I'm thinking something along the lines of TinyMCE Please include a list of features. Examples include: supports text formatting supports links supports images syntax types (markdown/wiki/etc) licensing and/or pricing customizibility plugin support browser compatibility Note: Please limit the answers to one editor per answer to preserve cleanliness Update: Forgot to add browser compatibility to the list

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  • Partial Page Rendering in OAF Page

    - by PRajkumar
    Let us try to implement partial page rendering for a text item. If value of TextItem1 is null then TextItem2 will not be appreared on UI. If value of TextItem1 is not null then TextItem2 will be appreared on UI.   1. Create a New OA Workspace and Empty OA Project File> New > General> Workspace Configured for Oracle Applications File Name -- PPRProj Project Name – PPRDemoProj Default Package -- prajkumar.oracle.apps.fnd.pprdemo   2. Create Application Module AM PPRDemoProj right click > New > ADF Business Components > Application Module Name -- PPRAM Package -- prajkumar.oracle.apps.fnd.pprdemo.server   Check Application Module Class: PPRAMImpl Generate JavaFile(s)   3. Create a PPRVO View Object PPRDemoProj> New > ADF Business Components > View Objects Name – PPRVO Package – prajkumar.oracle.apps.fnd.pprdemo.server   In Attribute Page Click on New button and create transient primary key attribute with the following properties:   Attribute Property Name RowKey Type Number Updateable Always Key Attribute (Checked)   Click New button again and create transient attribute with the following properties:   Attribute Property Name TextItem2Render Type Boolean Updateable Always   Note – No Need to generate any JAVA files for PPRVO   4. Add Your View Object to Root UI Application Module Right click on PPRAM > Edit PPRAM > Data Model > Select PPRVO in Available View Objects list and shuttle to Data Model list   5. Create a OA components Page PPRDemoProj right click > New > OA Components > Page Name – PPRPG Package -- prajkumar.oracle.apps.fnd.pprdemo.webui   6. Modify the Page Layout (Top-level) Region   Attribute Property ID PageLayoutRN Region Style pageLayout Form Property True Auto Footer True Window Title PPR Demo Window Title True Title PPR Demo Page Header AM Definition prajkumar.oracle.apps.fnd.pprdemo.server.PPRAM   7. Create the Second Region (Main Content Region) Right click on PageLayoutRN > New > Region   Attribute Property ID MainRN Region Style messageComponentLayout   8. Create Two Text Items   Create First messageTextItem -- Right click on MainRN > New > messageTextInput   Attribute Property ID TextItem1 Region Style messageTextInput Prompt Text Item1 Length 20 Disable Server Side Validation True Disable Client Side Validation True Action Type firePartialAction Event TextItem1Change Submit True   Note -- Disable Client Side Validation and Event property appears after you set the Action Type property to firePartialAction   Create Second messageTextItem -- Select MainRN right click > New > messageTextInput   Attribute Property ID TextItem2 Region Style messageTextInput Prompt Text Item2 Length 20 Rendered ${oa.PPRVO1.TextItem2Render}   9. Add Following code in PPRAMImpl.java   import oracle.apps.fnd.framework.OARow; import oracle.apps.fnd.framework.OAViewObject; import oracle.apps.fnd.framework.server.OAApplicationModuleImpl; import oracle.apps.fnd.framework.server.OAViewObjectImpl; public void handlePPRAction()  {   Number val = 1;  OAViewObject vo = (OAViewObject)findViewObject("PPRVO1");  if (vo != null)   {    if (vo.getFetchedRowCount() == 0)    {     vo.setMaxFetchSize(0);     vo.executeQuery();     vo.insertRow(vo.createRow());     OARow row = (OARow)vo.first();            row.setAttribute("RowKey", val);    row.setAttribute("TextItem2Render", Boolean.FALSE);      }  } }   10. Implement Controller for Page Select PageLayoutRN in Structure pane right click > Set New Controller Package Name -- prajkumar.oracle.apps.fnd.pprdemo.webui Class Name – PPRCO   Write following code in processFormRequest function of PPRCO Controller   import oracle.apps.fnd.framework.OARow; import oracle.apps.fnd.framework.OAViewObject; public void processRequest(OAPageContext pageContext, OAWebBean webBean) {  super.processRequest(pageContext, webBean);  PPRAMImpl am = (PPRAMImpl)pageContext.getApplicationModule(webBean);      am.invokeMethod("handlePPRAction"); } public void processFormRequest(OAPageContext pageContext, OAWebBean webBean) {  super.processFormRequest(pageContext, webBean);        PPRAMImpl am = (PPRAMImpl)pageContext.getApplicationModule(webBean);  OAViewObject vo = (OAViewObject)am.findViewObject("PPRVO1");  OARow row = (OARow)vo.getCurrentRow();        if ("TextItem1Change".equals(pageContext.getParameter(EVENT_PARAM)))  {   if (pageContext.getParameter("TextItem1").equals(""))   {    row.setAttribute("TextItem2Render", Boolean.FALSE);   }   else   {    row.setAttribute("TextItem2Render", Boolean.TRUE);   }  } }   11. Congratulation you have successfully finished. Run Your PPRPG page and Test Your Work          

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • Python SQLite FTS3 alternatives?

    - by Mike Cialowicz
    Are there any good alternatives to SQLite + FTS3 for python? I'm iterating over a series of text documents, and would like to categorize them according to some text queries. For example, I might want to know if a document mentions the words "rating" or "upgraded" within three words of "buy." The FTS3 syntax for this query is the following: (rating OR upgraded) NEAR/3 buy That's all well and good, but if I use FTS3, this operation seems rather expensive. The process goes something like this: # create an SQLite3 db in memory conn = sqlite3.connect(':memory:') c = conn.cursor() c.execute('CREATE VIRTUAL TABLE fts USING FTS3(content TEXT)') conn.commit() Then, for each document, do something like this: #insert the document text into the fts table, so I can run a query c.execute('insert into fts(content) values (?)', content) conn.commit() # execute my FTS query here, look at the results, etc # remove the document text from the fts table before working on the next document c.execute('delete from fts') conn.commit() This seems rather expensive to me. The other problem I have with SQLite FTS is that it doesn't appear to work with Python 2.5.4. The 'CREATE VIRTUAL TABLE' syntax is unrecognized. This means that I'd have to upgrade to Python 2.6, which means re-testing numerous existing scripts and programs to make sure they work under 2.6. Is there a better way? Perhaps a different library? Something faster? Thank you.

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  • Fast multi-window rendering with C#

    - by seb
    I've been searching and testing different kind of rendering libraries for C# days for many weeks now. So far I haven't found a single library that works well on multi-windowed rendering setups. The requirement is to be able to run the program on 12+ monitor setups (financial charting) without latencies on a fast computer. Each window needs to update multiple times every second. While doing this CPU needs to do lots of intensive and time critical tasks so some of the burden has to be shifted to GPUs. That's where hardware rendering steps in, in another words DirectX or OpenGL. I have tried GDI+ with windows forms and figured it's way too slow for my needs. I have tried OpenGL via OpenTK (on windows forms control) which seemed decently quick (I still have some tests to run on it) but painfully difficult to get working properly (hard to find/program good text rendering libraries). Recently I tried DirectX9, DirectX10 and Direct2D with Windows forms via SharpDX. I tried a separate device for each window and a single device/multiple swap chains approaches. All of these resulted in very poor performance on multiple windows. For example if I set target FPS to 20 and open 4 full screen windows on different monitors the whole operating system starts lagging very badly. Rendering is simply clearing the screen to black, no primitives rendered. CPU usage on this test was about 0% and GPU usage about 10%, I don't understand what is the bottleneck here? My development computer is very fast, i7 2700k, AMD HD7900, 16GB ram so the tests should definitely run on this one. In comparison I did some DirectX9 tests on C++/Win32 API one device/multiple swap chains and I could open 100 windows spread all over the 4-monitor workspace (with 3d teapot rotating on them) and still had perfectly responsible operating system (fps was dropping of course on the rendering windows quite badly to around 5 which is what I would expect running 100 simultaneous renderings). Does anyone know any good ways to do multi-windowed rendering on C# or am I forced to re-write my program in C++ to get that performance (major pain)? I guess I'm giving OpenGL another shot before I go the C++ route... I'll report any findings here. Test methods for reference: For C# DirectX one-device multiple swapchain test I used the method from this excellent answer: Display Different images per monitor directX 10 Direct3D10 version: I created the d3d10device and DXGIFactory like this: D3DDev = new SharpDX.Direct3D10.Device(SharpDX.Direct3D10.DriverType.Hardware, SharpDX.Direct3D10.DeviceCreationFlags.None); DXGIFac = new SharpDX.DXGI.Factory(); Then initialized the rendering windows like this: var scd = new SwapChainDescription(); scd.BufferCount = 1; scd.ModeDescription = new ModeDescription(control.Width, control.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm); scd.IsWindowed = true; scd.OutputHandle = control.Handle; scd.SampleDescription = new SampleDescription(1, 0); scd.SwapEffect = SwapEffect.Discard; scd.Usage = Usage.RenderTargetOutput; SC = new SwapChain(Parent.DXGIFac, Parent.D3DDev, scd); var backBuffer = Texture2D.FromSwapChain<Texture2D>(SC, 0); _rt = new RenderTargetView(Parent.D3DDev, backBuffer); Drawing command executed on each rendering iteration is simply: Parent.D3DDev.ClearRenderTargetView(_rt, new Color4(0, 0, 0, 0)); SC.Present(0, SharpDX.DXGI.PresentFlags.None); DirectX9 version is very similar: Device initialization: PresentParameters par = new PresentParameters(); par.PresentationInterval = PresentInterval.Immediate; par.Windowed = true; par.SwapEffect = SharpDX.Direct3D9.SwapEffect.Discard; par.PresentationInterval = PresentInterval.Immediate; par.AutoDepthStencilFormat = SharpDX.Direct3D9.Format.D16; par.EnableAutoDepthStencil = true; par.BackBufferFormat = SharpDX.Direct3D9.Format.X8R8G8B8; // firsthandle is the handle of first rendering window D3DDev = new SharpDX.Direct3D9.Device(new Direct3D(), 0, DeviceType.Hardware, firsthandle, CreateFlags.SoftwareVertexProcessing, par); Rendering window initialization: if (parent.D3DDev.SwapChainCount == 0) { SC = parent.D3DDev.GetSwapChain(0); } else { PresentParameters pp = new PresentParameters(); pp.Windowed = true; pp.SwapEffect = SharpDX.Direct3D9.SwapEffect.Discard; pp.BackBufferFormat = SharpDX.Direct3D9.Format.X8R8G8B8; pp.EnableAutoDepthStencil = true; pp.AutoDepthStencilFormat = SharpDX.Direct3D9.Format.D16; pp.PresentationInterval = PresentInterval.Immediate; SC = new SharpDX.Direct3D9.SwapChain(parent.D3DDev, pp); } Code for drawing loop: SharpDX.Direct3D9.Surface bb = SC.GetBackBuffer(0); Parent.D3DDev.SetRenderTarget(0, bb); Parent.D3DDev.Clear(ClearFlags.Target, Color.Black, 1f, 0); SC.Present(Present.None, new SharpDX.Rectangle(), new SharpDX.Rectangle(), HWND); bb.Dispose(); C++ DirectX9/Win32 API test with multiple swapchains and one device code is here: http://pastebin.com/tjnRvATJ It's a modified version from Kevin Harris's nice example code.

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  • Delete text from copied text

    - by riddle
    Hello, I would to use JavaScript to clean up text that’s being copied from my site. I use snippets like this: body { vertical-align: middle; ? } Where ? indicates comment later on. I want readers to copy this snippet and use it – so I need to delete that Unicode marker. How can I access text that’s being copied and make changes to it? I considered deleting marker(s) from snippet when user clicks (mousedown) on it, so she could select the text, copy it and then I would restore markers but it seems a really long way to do it.

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  • Within headers, images with alt text vs. text

    - by Court
    Do search engines treat the alt text of an image placed within an h1 tag the same way they would treat regular text placed in an h1 tag? I gave a search through here looking for an answer to this question, but was only able to find information on image replacement and the infamous h1 debate. For example would: <h1><img src="#" alt="Contact Us" /></h1> Act the same as: <h1>Contact Us</h1> In the electronic eye of a search engine? This seems considerably less "CSS Hacky" than other image replacement techniques like negative text indents, display:none, height:0, or ridiculous z-index integers.

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  • copy relative path of file

    - by efr
    I can copy full path of file: { "keys": ["super+i"], "command": "copy_file_path" } But don't know how to copy its relative path (relative to project folder) I even created .sublime-project { "folders": [ { "path": ".", "folder_exclude_patterns": ["node_modules"], "follow_symlinks": true } ] } But copy_file_path still copies absolute path.

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  • Exception when indexing text documents with Lucene, using SnowballAnalyzer for cleaning up

    - by Julia
    Hello!!! I am indexing the documents with Lucene and am trying to apply the SnowballAnalyzer for punctuation and stopword removal from text .. I keep getting the following error :( IllegalAccessError: tried to access method org.apache.lucene.analysis.Tokenizer.(Ljava/io/Reader;)V from class org.apache.lucene.analysis.snowball.SnowballAnalyzer Here is the code, I would very much appreciate help!!!! I am new with this.. public class Indexer { private Indexer(){}; private String[] stopWords = {....}; private String indexName; private IndexWriter iWriter; private static String FILES_TO_INDEX = "/Users/ssi/forindexing"; public static void main(String[] args) throws Exception { Indexer m = new Indexer(); m.index("./newindex"); } public void index(String indexName) throws Exception { this.indexName = indexName; final File docDir = new File(FILES_TO_INDEX); if(!docDir.exists() || !docDir.canRead()){ System.err.println("Something wrong... " + docDir.getPath()); System.exit(1); } Date start = new Date(); PerFieldAnalyzerWrapper analyzers = new PerFieldAnalyzerWrapper(new SimpleAnalyzer()); analyzers.addAnalyzer("text", new SnowballAnalyzer("English", stopWords)); Directory directory = FSDirectory.open(new File(this.indexName)); IndexWriter.MaxFieldLength maxLength = IndexWriter.MaxFieldLength.UNLIMITED; iWriter = new IndexWriter(directory, analyzers, true, maxLength); System.out.println("Indexing to dir..........." + indexName); if(docDir.isDirectory()){ File[] files = docDir.listFiles(); if(files != null){ for (int i = 0; i < files.length; i++) { try { indexDocument(files[i]); }catch (FileNotFoundException fnfe){ fnfe.printStackTrace(); } } } } System.out.println("Optimizing...... "); iWriter.optimize(); iWriter.close(); Date end = new Date(); System.out.println("Time to index was" + (end.getTime()-start.getTime()) + "miliseconds"); } private void indexDocument(File someDoc) throws IOException { Document doc = new Document(); Field name = new Field("name", someDoc.getName(), Field.Store.YES, Field.Index.ANALYZED); Field text = new Field("text", new FileReader(someDoc), Field.TermVector.WITH_POSITIONS_OFFSETS); doc.add(name); doc.add(text); iWriter.addDocument(doc); } }

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  • jquery ui is not scaling text properly!

    - by Stephen Belanger
    I'm trying use jquery ui to scale a div that I'm dragging around to make it easier to see what's behind it, but any text inside it is scaling strangely. The text itself becomes smaller, but it seems to have a bunch of padding around it and is floating now. The text extends past the bottom of the div even though it should be contained properly by the div. I put a red border around the lines of text and the borders are the same size as the original text. I'm not really sure what to do to get this to work... HTML: <div class="item draggable" id="item-1'"> <div class="image-block"> <a class="delete-button" title="delete me!" href="/remove/1" onclick="return $(this).confirm(\'Really remove this image?\');">X</a> <a class="image" href="/edit/1"><img src="/someimage.jpg" /></a> <div class="clear-block"></div> </div> <h3>Some title</h3> </div> CSS: div.image-list div.item { float:left; background:#fff; width:150px; padding:5px; margin:4px; border:1px solid #d3d5d6; } div.image-list div.item h3 { margin:0; padding:0; border:solid 1px #F00; } div.image-list div.item div.image-block a.delete-button { float:right; position:relative; background:#fff; display:none; top:0.8em; margin-bottom:-20.0em; width:3em; height:1.8em; padding:0.2em 1em; } div.image-list div.item div.image-block a.image { float:left; display:block; } .clear-block { clear:both; } jquery: $(".draggable").draggable({ helper: 'clone', start: function(ev, ui) { $(ui.helper).effect( "scale", { percent: 50 }, 200 ); } });

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  • Direct2d off-screen rendering and hardware acceleration

    - by Goran
    I'm trying to use direct2d to render images off-screen using WindowsAPICodePack. This is easily achieved using WicBitmapRenderTarget but sadly it's not hardware accelerated. So I'm trying this route: Create direct3d device Create texture2d Use texture surface to create render target using CreateDxgiSurfaceRenderTarget Draw some shapes While this renders the image it appears GPU isn't being used at all while CPU is used heavily. Am I doing something wrong? Is there a way to check whether hardware or software rendering is used? Code sample: var device = D3DDevice1.CreateDevice1( null, DriverType.Hardware, null, CreateDeviceOptions.SupportBgra ,FeatureLevel.Ten ); var txd = new Texture2DDescription(); txd.Width = 256; txd.Height = 256; txd.MipLevels = 1; txd.ArraySize = 1; txd.Format = Format.B8G8R8A8UNorm; //DXGI_FORMAT_R32G32B32A32_FLOAT; txd.SampleDescription = new SampleDescription(1,0); txd.Usage = Usage.Default; txd.BindingOptions = BindingOptions.RenderTarget | BindingOptions.ShaderResource; txd.MiscellaneousResourceOptions = MiscellaneousResourceOptions.None; txd.CpuAccessOptions = CpuAccessOptions.None; var tx = device.CreateTexture2D(txd); var srfc = tx.GraphicsSurface; var d2dFactory = D2DFactory.CreateFactory(); var renderTargetProperties = new RenderTargetProperties { PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied), DpiX = 96, DpiY = 96, RenderTargetType = RenderTargetType.Default, }; using(var renderTarget = d2dFactory.CreateGraphicsSurfaceRenderTarget(srfc, renderTargetProperties)) { renderTarget.BeginDraw(); var clearColor = new ColorF(1f,1f,1f,1f); renderTarget.Clear(clearColor); using (var strokeBrush = renderTarget.CreateSolidColorBrush(new ColorF(0.2f,0.2f,0.2f,1f))) { for (var i = 0; i < 100000; i++) { renderTarget.DrawEllipse(new Ellipse(new Point2F(i, i), 10, 10), strokeBrush, 2); } } var hr = renderTarget.EndDraw(); }

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  • Large invoice database structure and rendering

    - by user132624
    Our client has a MS SQL database that has 1 million customer invoice records in it. Using the database, our client wants its customers to be able to log into a frontend web site and then be able to view, modify and download their company’s invoices. Given the size of the database and the large number of customers who may log into the web site at any time, we are concerned about data base engine performance and web page invoice rendering performance. The 1 million invoice database is for just 90 days sales, so we will remove invoices over 90 days old from the database. Most of the invoices have multiple line items. We can easily convert our invoices into various data formats so for example it is easy for us to convert to and from SQL to XML with related schema and XSLT. Any data conversion would be done on another server so as not to burden the web interface server. We have tentatively decided to run the web site on a .NET Framework IIS web server using MS SQL on MS Azure. How would you suggest we structure our database for best performance? For example, should we put all the invoices of all customers located within the same 5 digit or 6 digit zip codes into the same table? Or could we set up a separate home directory for each customer on IIS and place each customer’s invoices in each customer’s home directory in XML format? And secondly what would you suggest would be the best method to render customer invoices on a web page and allow customers to modify for best performance? The ADO.net XML Data Set looks intriguing to us as a method, but we have never used it.

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  • Order of operations to render VBO to FBO texture and then rendering FBO texture full quad

    - by cyberdemon
    I've just started using OpenGL with C# via the OpenTK library. I've managed to successfully render my game world using VBOs. I now want to create a pixellated affect by rendering the frame to an offscreen FBO with a size half of my GameWindow size and then render that FBO to a full screen quad. I've been looking at the OpenTK example here: http://www.opentk.com/doc/graphics/frame-buffer-objects ...but the result is a black form. I'm not sure which parts of the example code belongs in the OnLoad event and OnRenderFrame. Can someone please tell me if the below code shows the correct order of operations? OnLoad { // VBO. // DataArrayBuffer GenBuffers/BindBuffer/BufferData // ElementArrayBuffer GenBuffers/BindBuffer/BufferData // ColourArrayBuffer GenBuffers/BindBuffer/BufferData // FBO. // ColourTexture GenTextures/BindTexture/TexParameterx4/TexImage2D // Create FBO. // Textures Ext.GenFramebuffers/Ext.BindFramebuffer/Ext.FramebufferTexture2D/Ext.FramebufferRenderbuffer } OnRenderFrame { // Use FBO buffer. Ext.BindFramebuffer(FBO) GL.Clear // Set viewport to FBO dimensions. GL.DrawBuffer((DrawBufferMode)FramebufferAttachment.ColorAttachment0Ext) // Bind VBO arrays. GL.BindBuffer(ColourArrayBuffer) GL.ColorPointer GL.EnableClientState(ColorArray) GL.BindBuffer(DataArrayBuffer) // If world changed GL.BufferData(DataArrayBuffer) GL.VertexPointer GL.EnableClientState(VertexArray) GL.BindBuffer(ElementArrayBuffer) // Render VBO. GL.DrawElements // Bind visible buffer. GL.Ext.BindFramebuffer(0) GL.DrawBuffer(Back) GL.Clear // Set camera to view texture. GL.BindTexture(ColourTexture) // Render FBO texture GL.Begin(Quads) // Draw texture on quad // TexCoord2/Vertex2 GL.End SwapBuffers }

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  • Google Chrome not rendering webpages correctly

    - by sumit_gt
    I am facing some serious web page rendering issues with Chrome. It is more prominent during javascript based animations and stuff on websites like youtube. I have tried removing chrome using (sudo apt-get purge google-chrome-stable) and then reinstalling it. But the problems still persist. The same webpages work correctly on firefox on ubuntu and chrome on windows. The problem only shows up when I use chrome on ubuntu. I think the issue has started after I updated to the latest version of Chrome. I have used Chrome previously on this machine without any problems. I have attached a image that demonstrates the issue. What could possibly be the problem? PS: here's the output of lshw -c video: *-display description: VGA compatible controller product: Madison [Radeon HD 5000M Series] vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=fglrx_pci latency=0 resources: irq:46 memory:e0000000-efffffff memory:f0020000-f003ffff ioport:d000(size=256) memory:f0000000-f001ffff Here's the output of lspci -nn: output of lspci -nn

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Rendering different materials in a voxel terrain

    - by MaelmDev
    Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value between 0 and 1). My current idea for rendering these different materials on the terrain mesh is to store eleven extra attributes in each vertex: six material values corresponding to the materials of the voxels that the vertices lie between, three decimal values that correspond to the interpolation each vertex has between each voxel, and two decimal values that are used to determine where the fragment lies on the triangle. The material and interpolation attributes are the exact same for each vertex in the triangle. The fragment shader samples each texture that corresponds to each material and then uses the aforementioned couple of decimal values to interpolate between these samples and obtain the final textured color of the fragment. It should work fine, but it seems like a big memory hog. I won't be able to reuse vertices in the mesh with indexing, and each vertex will have a lot of data associated with it. It also seems pretty slow. What are some ways to improve or replace this technique for drawing materials on a voxel terrain mesh?

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  • Efficiently rendering to 3D texture

    - by TravisG
    I have an existing depth texture and some other color textures, and want to process the information in them by rendering to a 3D texture (based on the depth contained in the depth texture, i.e. a point at (x/y) in the depth texture will be rendered to (x/y/texture(depth,uv)) in the 3D texture). Simply doing one manual draw call for each slice of the 3D texture (via glFramebufferTextureLayer) is terribly slow, since I don't know beforehand to what slice of the 3D texture a given texel from one of the color textures or the depth texture belongs. This means the entire process is effectively for each slice for each texel in depth texture process color textures and render to slice So I have to sample the depth texture completely per each slice, and I also have to go through the processing (at least until to discard;) for all texels in it. It would be much faster if I could rearrange the process to for each texel in depth texture figure out what slice it should end up in process color textures and render to slice Is this possible? If so, how? What I'm actually trying to do: the color textures contain lighting information (as seen from light view, it's a reflective shadow map). I want to accumulate that information in the 3D texture and then later use it to light the scene. More specifically I'm trying to implement Cryteks Light Propagation Volumes algorithm.

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  • Mobile Web Framework that will only control rendering and page transitions

    - by rlemon
    I have been using jQueryMobile for a bit now, and there are some things I like about it and others I do not. First I will give a bit of background. I have a light weight mobile application that has a few configurations and 6 pages. Ideally I Would like to load all pages into the DOM (they interact with each other quite often and pages will be switched in the same frequency). The application will post for some JSON every n seconds and refresh the values on the page (yes it is primarily a information display app). with the jQuery Mobile framework the only real thing I like is how easy it is to have a standardized UI a crossed all devices and browsers, I'm really not using too much else out of the framework other than the basic page navigation (if you are familiar with the framework; a bare-bone multi-page design is all i need). Why I want to step away from jQueryMobile is how weighty it is. Not only do you need to include the mobile library, but also the base jQuery libraries. This I do not like because I'm not using jQuery anywhere else on the site. Any suggestions on light-weight mobile frameworks that have a similar rendering as jQueryMobile?

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Google Chrome on Ubuntu 12.04 not rendering webpages correctly

    - by sumit_gt
    I am facing some serious web page rendering issues with Chrome. It is more prominent during javascript based animations and stuff on websites like youtube. I have tried removing chrome using (sudo apt-get purge google-chrome-stable) and then reinstalling it. But the problems still persist. The same webpages work correctly on firefox on ubuntu and chrome on windows. The problem only shows up when I use chrome on ubuntu. I think the issue has started after I updated to the latest version of Chrome. I have used Chrome previously on this machine without any problems. I have attached a image that demonstrates the issue. What could possibly be the problem? PS: here's the output of lshw -c video: *-display description: VGA compatible controller product: Madison [Radeon HD 5000M Series] vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=fglrx_pci latency=0 resources: irq:46 memory:e0000000-efffffff memory:f0020000-f003ffff ioport:d000(size=256) memory:f0000000-f001ffff Here's the output of lspci -nn: output of lspci -nn

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