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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • Profiling Silverlight Applications after installing Visual Studio 2010 Service Pack 1

    - by mbcrump
    Introduction Now that the dust has settled and everyone has downloaded and installed Visual Studio 2010 Service Pack 1, its time to talk about a new feature included that will help Silverlight Developers profile their applications. Let’s take a look at what the official documentation says about it: Performance Wizard for Silverlight – taken from VS2010 SP1 KB. Visual Studio 2010 SP1 enables you to tune the Silverlight application performance by profiling the code. A traditional code profiler cannot tune the rendering performance for Silverlight applications. Many higher-level profilers are added to Visual Studio 2010 SP1 so that you can better determine which parts of the application consume time. So, how do you do it? After you finish installing VS2010 SP1, make sure it took by going to Help –> About. You should see SP1Rel under Visual Studio 2010 as shown below. Now, that we have verified you are on the most current release, let’s load up a Silverlight Application. I’m going to take my hobby Silverlight project that I created a month or so ago. The reason that I’m picking this project is that I didn’t focus so much on performance as it was just built for fun and to see what I could do with Silverlight. I believe this makes the perfect application to profile.  After the project is loaded, click on Analyze then Launch Performance Wizard. Go ahead and click on CPU Sampling (recommended). You will notice that it ask which application to target. By Default, it will select the .Web project in an Silverlight Application. Go ahead and leave the default Web Project checked. We are going to leave the client as Internet Explorer. Now, go ahead and click finish. Now your Silverlight Application will launch. While your application is running, you will see the following inside of Visual Studio 2010. Here is where you will need to attach your Silverlight Application to the web application that is current being profiled. Simply click on the  Attach/Detach button below and find your application to attach to the profiler. In my case, I am using IE8 and could find it by the title. After you close your browser, you will notice it generated a report: These files will end with a .VSP If you click on the .VSP you will it generated the following report: We could turn off “Just My Code” but it may pick up things that we didn’t want to profile as shown below: One other feature to note is that you may want to export the data to a CSV or XML. You can do that by looking at the toolbar and clicking the button highlighted below. Conclusion The profiler for Silverlight is a great addition to an already great product. So before you ship a Silverlight Application run it through the profile and see what comes up. Since its included and free I can’t see a reason not to do this. Thanks again for reading and I hope you subscribe to my blog or follow me on Twitter for more Silverlight/WP7 fun.  Subscribe to my feed

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  • Improving the efficiency of frustum culling

    - by DeadMG
    I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking "slices" through the frustum to attempt to increase the accuracy of the technique, but it doesn't seem to have made much impact. I also significantly reduced the far plane, so that the objects are barely at the edge. Here's my code (where size is the size in screen space- the resolution of the client area of the window I'm rendering into). Any suggestions? auto&& size = GetDimensions(); D3DVIEWPORT9 vp = { 0, 0, size.x, size.y, 0, 1 }; D3DCALL(device->SetViewport(&vp)); static const int slices = 10; std::vector<Object*> result; for(int i = 0; i < slices; i++) { D3DXVECTOR3 WorldSpaceFrustrumPoints[8] = { D3DXVECTOR3(0, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i + 1) / slices), D3DXVECTOR3(0, size.y, static_cast<float>(i + 1) / slices) }; D3DXMATRIXA16 Identity; D3DXMatrixIdentity(&Identity); D3DXVec3UnprojectArray( WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), &vp, &Projection, &View, &Identity, 8 ); Math::AABB Frustrum; auto world_begin = std::begin(WorldSpaceFrustrumPoints); auto world_end = std::end(WorldSpaceFrustrumPoints); auto world_initial = WorldSpaceFrustrumPoints[0]; Frustrum.BottomLeftClosest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x < rhs.x ? lhs : rhs; }).x; Frustrum.BottomLeftClosest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y < rhs.y ? lhs : rhs; }).y; Frustrum.BottomLeftClosest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z < rhs.z ? lhs : rhs; }).z; Frustrum.TopRightFurthest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x > rhs.x ? lhs : rhs; }).x; Frustrum.TopRightFurthest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y > rhs.y ? lhs : rhs; }).y; Frustrum.TopRightFurthest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z > rhs.z ? lhs : rhs; }).z; auto slices_result = ObjectTree.collision(Frustrum); result.insert(result.end(), slices_result.begin(), slices_result.end()); } return result;

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  • Planning development when academic research is involved

    - by Another Anonymous User
    Dear fellow programmers, how do you do "software planning" when academic research is involved? And, on a side note, how do you convince your boss that writing software is not like building a house and it's more like writing a novel? The gory details are below. I am in charge of a small dev team working in a research lab. We started developing a software with the purpose of going public one day (i.e. sell and make money off that). Such software depends on, amongst other things, at least two independent research lines: that is, there are at least two Ph.D. candidates that will, hopefully, one day come out with a working implementation of what we need. The main software depends also on other, more concrete resources that we as developers can take care of: graphics rendering, soft bodies deformation, etc. My boss asked me to write the specifications, requirements AND a bloody GANTT chart of the entire project. Faced with the fact that I don't have a clue about the research part, and that such research is fundamental for the software, he said "make assumptions." For the clarity of the argument, he is a professor whose Ph.D. students should come up with the research we need. And he comes from a strictly engineering background: plan everything first, write down specifications and only then write down code that "it's the last part". What I am doing now: I broke down the product in features; each 'feature' is, de facto, a separate product; Each feature is built on top of the previous one; Once a feature (A) has a working prototype the team can start working on the next feature (B), while QA for is being done for A (if money allows, more people can be brought in, etc.); Features that depend on research will come last: by then, hopefully, the research part will be completed (when is still a big question) ; Also, I set the team to use SCRUM for the development of 'version 1.0', due in a few months. This deadline could be set based on reasonable assumptions: we listed all required features, we counted our availability, and we gave a reasonable estimate. So my questions, again, are: How do I make my boss happy while at the same time get something out the door? How do I write specifications for something we -the developers- have no clue whether it's possible to do or not? (We still haven't decided which libraries to use for some tasks; we'll do so when we'll need to) How do I get the requirements for that, given that there are yet no clients nor investors, just lots of interests and promises? How do I get peace in the world? I am sure at least one of my questions will be answered :) ps: I am writing this anonymously since a potential investor might backfire if this is discovered. Hope you'll understand. However I must say I do not like this mentality of 'hiding the truth': this program will likely benefit many, and not being able to talk openly about this (with my name and my reputation attached) feels like censorship. But alas, I care more about your suggestions now.

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  • How to get this wavefront .obj data onto the frustum?

    - by NoobScratcher
    I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen. Here is my attempt at doing so: //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); std::vector<int>faces; std::vector<Point>points; points.push_back(Point()); Point p; int face[4]; while ( !file.eof() ) { char modelbuffer[10000]; //Get lines and store it in line string file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << "Getting Vertex Positions" << endl; cout << "v" << p.x << endl; cout << "v" << p.y << endl; cout << "v" << p.z << endl; break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); cout << face[0] << endl; cout << face[1] << endl; cout << face[2] << endl; cout << face[3] << endl; faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW); //glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexPointer(3, GL_FLOAT, sizeof(points),points.data()); glIndexPointer(GL_DOUBLE, 0, faces.data()); glDrawArrays(GL_QUADS, 0, points.size()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); } As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?

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  • Admin Panel like Custom Framework

    - by bhuvin
    I want to Create a Framework , like Admin panel , which can rule almost all the aspects of what is shown on the frontend. For an (most basic) example: If suppose the links which are to be shown in a navigation area is passed from the server, with the order and the url , etc. The whole aim is to save the time on the tedious tasks. You can just start creating menus and start assigning pages to it. Give a url, actual files which are to be rendered (in case of static files.), in case of dynamic files, giving the file accordingly. And all this is fully server side manageable using different portlets, sort of things. So basic Roadmap is having : Areas like: Header Area - Which can contain logos, links etc. Navigation Area - Which can contains links and submenus. Content Area - Now this is where the tricky part is that that it has zones like: left, center & right. It contains Order in which it has to be displayed. So, when someday we want to change the way the articles appear on the page, we can do so easily, without any deployments. Now these zones can have n number of internal elements, like the word cloud, or the advertisement area. Footer Area: Again similar as Header Area. Currently there is a preexisting custom framework, which uses XSLT files for pulling out data from the server side. And it has the above capabilities. For example: If there's a grid it will be having a <table> tag embedded in the XSLT file. Now whatever might be the source of the data, we serialize this as XML and give it to the XSLT file and the html is derived from this and is appended to the layer in a page. The problem with this approach is: The XSLT conversion is occurring on the server side, so the server is responsible for getting the data, running XSLT transform, and append the html generated to the layer div. So, according to me, firstly this isn't the server's concern to do so. Secondly for larger applications this might be slower. Debugging isn't possible for XSLT transformation. So, whenever we face problems with data its always a bit of a trial & error method. Maintaining it is a bit of an eerie job i.e. styling changes, and other stuff. Adding dynamic values. Like JavaScript can't actually be very easily used in this. Secondly, we can't use JQuery or any other libraries with this since this is all occurring on the server. For now what I have thought about is using Templating - Javascript - JSON combination in place of XSLT, this will be offloaded to the client and the rendering will take place accordingly. This could solve the above problems and also could add mobile support for the same. Only problem which I could think of is that: It is much work and adding new portlets on the go needs to be looked into. What could be the alternatives for this? What kind of problems are there with the JavaScript approach? What are the different ways to implement the same? Are there any existing frameworks for similar usage?

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  • HLSL Shader not working right?

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? if so then how? I'm using C++. Here is my shader. float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • Modernizr Rocks HTML5

    - by Laila
    HTML5 is a moving target.  At the moment, we don't know what will be in future versions.  In most circumstances, this really matters to the developer. When you're using Adobe Air, you can be reasonably sure what works, what is there, and what isn't, since you have a version of the browser built-in. With Metro, you can assume that you're going to be using at least IE 10.   If, however,  you are using HTML5 in a web application, then you are going to rely heavily on Feature Detection.  Feature-Detection is a collection of techniques that tell you, via JavaScript, whether the current browser has this feature natively implemented or not Feature Detection isn't just there for the esoteric stuff such as  Geo-location,  progress bars,  <canvas> support,  the new <input> types, Audio, Video, web workers or storage, but is required even for semantic markup, since old browsers make a pigs ear out of rendering this.  Feature detection can't rely just on reading the browser version and inferring from that what works. Instead, you must use JavaScript to check that an HTML5 feature is there before using it.  The problem with relying on the user-agent is that it takes a lot of historical data  to work out what version does what, and, anyway, the user-agent can be, and sometimes is, spoofed. The open-source library Modernizr  is just about the most essential  JavaScript library for anyone using HTML5, because it provides APIs to test for most of the CSS3 and HTML5 features before you use them, and is intelligent enough to alter semantic markup into 'legacy' 'markup  using shims  on page-load  for old browsers. It also allows you to check what video Codecs are installed for playing video. It also provides media queries  and conditional resource-loading (formerly YepNope.js.).  Generally, Modernizr gives you the choice of what you do about browsers that don't support the feature that you want. Often, the best choice is graceful degradation, but the resource-loading feature allows you to dynamically load JavaScript Shims to replace the standard API for missing or defective HTML5 functionality, called 'PolyFills'.  As the Modernizr site says 'Yes, not only can you use HTML5 today, but you can use it in the past, too!' The evolutionary progress of HTML5  requires a more defensive style of JavaScript programming where the programmer adopts a mindset of fearing the worst ( IE 6)  rather than assuming the best, whilst exploiting as many of the new HTML features as possible for the requirements of the site or HTML application.  Why would anyone want the distraction of developing their own techniques to do this when  Modernizr exists to do this for you? Laila

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • The difference

    So with the CTP tools available, weve been building a few apps, just to get a feel for the tools and whats supported in the framework.  Whats been great is that everything is fairly familiar and consistent, largely to do with the .net framework and Microsofts focus on providing good tools.  Weve produced mobile applications, mostly in concept form, for Windows Phone Classic, iPhone and Android but never so quickly and not of such high quality and visual impression.  I attribute some of this obviously to our familiarity to the Microsoft platform and tools.  Though when you look at the designs our team has produced, it becomes clear that this is not just another mobile application container.                                                            The Metro design language implores content prominence with fluid motion and transitions, with a crisp font and easily organized features and services placement.  In addition to a purposeful right edge tease, where the intent is for users to discover new premium content and services.   The concept that enables this is called hubs, building application with hubs changes your thinking from a single mobile application task, to thinking creatively about a mobile experience. Its engaging to think of the other brands and industry verticals that will take advantage of this core feature.  Combine this with Windows Phone 7 live tiles, more on that later, and you have a recipe for a solid mobile services platform.                                                              This so much more fun and liberating than my icon on a gridDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Why is the framerate (fps) capped at 60?

    - by dennmat
    ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by this is on the laptop it will display 300 fps(for example) where on my desktop it will show only up to 60. If I add 100 objects to the game on the laptop I'll see my frame rate drop accordingly; the same test on the desktop results in no change and the frames stay at 60. It takes a lot(~300) entities before I'll see a frame drop on the desktop, then it will descend. It seems as though its "theoretical" frames would be 400 or 500 but will never actually get to that and only do 60 until there's too much to handle at 60. This 60 frame cap is coming from no where. I'm not doing any frame limiting myself. It seems like something external is limiting my loop iterations on the desktop, but for the last couple days I've been scratching my head trying to figure out how to debug this. SETUPS Desktop: Visual Studio Express 2012 Windows 7 Ultimate 64-bit Laptop: Visual Studio Express 2010 Windows 7 Ultimate 64-bit The libraries(allegro, box2d) are the same versions on both setups. CODE Main Loop: while(!abort) { frameTime = al_get_time(); if (frameTime - lastTime >= 1.0) { lastFps = fps/(frameTime - lastTime); lastTime = frameTime; avgMspf = cumMspf/fps; cumMspf = 0.0; fps = 0; } /** DRAWING/UPDATE CODE **/ fps++; cumMspf += al_get_time() - frameTime; } Note: There is no blocking code in the loop at any point. Where I'm at My understanding of al_get_time() is that it can return different resolutions depending on the system. However the resolution is never worse than seconds, and the double is represented as [seconds].[finer-resolution] and seeing as I'm only checking for a whole second al_get_time() shouldn't be responsible. My project settings and compiler options are the same. And I promise its the same code on both machines. My googling really didn't help me much, and although technically it's not that big of a deal. I'd really like to figure this out or perhaps have it explained, whichever comes first. Even just an idea of how to go about figuring out possible causes, because I'm out of ideas. Any help at all is greatly appreciated. EDIT: Thanks All. For any others that find this to disable vSync(windows only) in opengl: First get "wglext.h". It's all over the web. Then you can use a tool like GLee or just write your own quick extensions manager like: bool WGLExtensionSupported(const char *extension_name) { PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglGetExtensionsStringEXT = NULL; _wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC) wglGetProcAddress("wglGetExtensionsStringEXT"); if (strstr(_wglGetExtensionsStringEXT(), extension_name) == NULL) { return false; } return true; } and then create and setup your function pointers: PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL; PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT = NULL; if (WGLExtensionSupported("WGL_EXT_swap_control")) { // Extension is supported, init pointers. wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT"); // this is another function from WGL_EXT_swap_control extension wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) wglGetProcAddress("wglGetSwapIntervalEXT"); } Then just call wglSwapIntervalEXT(0) to disable vSync and 1 to enable vSync. I found the reason this is windows only is that openGl actually doesn't deal with anything other than rendering it leaves the rest up to the OS and Hardware. Thanks everyone saved me a lot of time!

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • Why is firefox 4 not HW accelerated?

    - by acidzombie24
    At first i thought it was my computer but then i tried chrome. Why isnt firefox not hardware accelerated? The first screenshot shows chrome at 23% usage. The 2nd shows 59%. I have 2 cpus which is why it isnt 100% usage. The game pictured is biolab Heres the text for about:support Application Basics Name Firefox Version 4.0 User Agent Mozilla/5.0 (Windows NT 6.1; WOW64; rv:2.0) Gecko/20100101 Firefox/4.0 Profile Directory Open Containing Folder Enabled Plugins about:plugins Build Configuration about:buildconfig Extensions Name Version Enabled ID Modified Preferences Name Value accessibility.typeaheadfind.flashBar 0 browser.places.importBookmarksHTML false browser.places.smartBookmarksVersion 2 browser.startup.homepage_override.buildID 20110303194838 browser.startup.homepage_override.mstone rv:2.0 extensions.lastAppVersion 4.0 gfx.font_rendering.directwrite.enabled true network.cookie.prefsMigrated true places.history.expiration.transient_current_max_pages 127602 privacy.sanitize.migrateFx3Prefs true Graphics Adapter Description Mobile Intel(R) 4 Series Express Chipset Family Vendor ID 8086 Device ID 2a42 Adapter RAM Unknown Adapter Drivers igdumd64 igd10umd64 igdumdx32 igd10umd32 Driver Version 8.15.10.2202 Driver Date 8-25-2010 Direct2D Enabled true DirectWrite Enabled true (6.1.7600.16385, font cache n/a) WebGL Renderer Google Inc. -- ANGLE -- OpenGL ES 2.0 (ANGLE 0.0.0.541) GPU Accelerated Windows 1/1 Direct3D 10

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  • How can a Virtual PC with Win XP install the East Asian Language? (or does any browser come with Chi

    - by Jian Lin
    How can a Virtual PC with Win XP on it install the East Asian Language? (or does any browser come with Chinese fonts?) After setting up a virtual PC with Win XP, if Chinese font is needed, then the usual way is to go to the Control Panel, select "Regional and Language" and go to the second tab and check the box "Install Files for East Asian Languages". After clicking OK, it asks for the file cplexe.exe on the XP SP3 CD 3... and is said to be about 230MB... In such case, how can the language pack or fonts be installed? (Update: I found that it is true for Window 7's Virtual PC with XP on it, as well as the XP SP3 with IE 8 that can be downloaded in the link below.) (I downloaded the virtual hard drive file .vhd from http://www.microsoft.com/downloads/details.aspx?FamilyId=21EABB90-958F-4B64-B5F1-73D0A413C8EF&displaylang=en so there is no "CD 3"... there) Or does any browser come with all the unicode fonts without needing the OS to support it?

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  • compose-key mappings differ between gtk and qt apps

    - by intuited
    I'm noticing that there is an inconsistency in the output of one of the compose-key combos. When I type ( [Compose] . . ) under Chrome, gedit, gnome-terminal, or roxterm I get the character '?'. This is a small raised dot: $ echo -n '?' | xxd 0000000: cb99 .. When I type the same combo under konsole, yakuake, or kate, I get the character '…'. This is an ellipsis: $ echo -n '…' | xxd 0000000: e280 a6 ... This is not a font issue: if I copy-paste the characters from an app using one toolkit to an app using the other, its appearance is maintained. I use a few other combos pretty regularly and they seem to work consistently across toolkits. I think this is a pretty recent phenomenon. I upgraded from Ubuntu 8.10 to 9.10 fairly recently so this might be related. I'm not sure if this will reoccur if I restart X, and I'd rather not find out. Can someone explain how this is possible, and what I can do to resolve it? I'd like to have the ellipsis appear in all apps when that combo is entered.

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  • Keynote presentation in conjunction with other app?

    - by Sören Kuklau
    The short version: I'd like to tell Apple Keynote to switch to a specific app (never leaving full-screen mode) before a certain slide appears, then display that slide as soon as I switch back. Some more details: I'm going to show off five major improvements in an upcoming release of our app. I want one slide highlighting the feature, then one or two showing some details, perhaps with screenshots. After that, so people get a better impression of what I'm talking about, I'll show it off live — to do this, I have to switch to a VM or remote session (since this is a Windows app). Then, I'd like to switch back and go to the next feature. I.e., it would be similar to Apple's "Demo" slides in a cursive font, except not with a different screen, or different computer. It's this switching back and forth that I want to make smooth, just to wow the audience a little. Can I perhaps do a "special" slide in Keynote that tells it to run an AppleScript? Better yet, to switch to an app, and wait until I switch back, and then automatically advance to the next slide?

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  • Change DPI setting in Windows 8.1 for the Logon Screen

    - by jmc302005
    How can the DPI setting be changed for the Logon Screen in Windows 8.1? Microsoft has added per-user DPI settings. But this means that there is no adjustable DPI setting for the Lock/Logon screen. You can change the DPI setting to be the same across all displays and this does affect the icons and font on the lock/logon screen. However, it does not affect any app/program that can run on the lock/logon screen. Ex. I use a 44" flat screen TV for my monitor on my desktop. Big enough for me to sit in my recliner and use my computer. I use the on-screen keyboard most of the time. (I don't want to keep a keyboard next to me.) The problem is that with the new DPI setup the on-screen keyboard takes up nearly half the screen, which is too big. I tried looking through the registry to see if I could find a setting for it. In the key HKEY_USERS\.DEFAULT\Control Panel\Desktop there is a string value named LogicalDPIOverride with a value of -1. I have a feeling this is where I can fix the issue. I tried changing the value to 0 and to 1 with no change in the result. Instead I noticed that after logging out and back in the -1 value was back in the registry. How can I change this default DPI? Can I use the LogPixels string that worked for DPI in Windows 7? Here are two Screen shots, one of the Lock Screen and one of the Logon Screen:

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  • Dual Monitor support rdp 7 to win 7 on esxi

    - by rphilli5
    I am trying to RDP from a Windows 7 Professional dual monitor physical machine to a Windows 7 Professional VM hosted on esxi 4.0. I can get the spanning option to work to both monitors, but I have tried 3 different methods of connecting but have not been able to use true multiple monitors. At different times, I tried checking the "use all monitors" option, command line mstsc /multimon and added the line use multimon:i:1 to the .rdp file. None of these worked. Any ideas? The physical machine can connect to other Windows 7 physical machines with true multi monitor access. I also have the same issue when going from a 32bit RC1 machine to a Windows 7 Professional x64, but not when going in the reverse direction. Here's the .rdp: screen mode id:i:2 use multimon:i:1 desktopwidth:i:1440 desktopheight:i:900 session bpp:i:16 winposstr:s:0,1,341,118,1139,568 compression:i:1 keyboardhook:i:2 audiocapturemode:i:0 videoplaybackmode:i:1 connection type:i:1 displayconnectionbar:i:1 disable wallpaper:i:1 allow font smoothing:i:0 allow desktop composition:i:0 disable full window drag:i:1 disable menu anims:i:1 disable themes:i:1 disable cursor setting:i:0 bitmapcachepersistenable:i:1 full address:s:192.168.1.5 audiomode:i:0 redirectprinters:i:1 redirectcomports:i:0 redirectsmartcards:i:1 redirectclipboard:i:1 redirectposdevices:i:0 redirectdirectx:i:1 autoreconnection enabled:i:1 authentication level:i:2 prompt for credentials:i:0 negotiate security layer:i:1 remoteapplicationmode:i:0 alternate shell:s: shell working directory:s: gatewayhostname:s: gatewayusagemethod:i:4 gatewaycredentialssource:i:4 gatewayprofileusagemethod:i:0 promptcredentialonce:i:1 use redirection server name:i:0 drivestoredirect:s:

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  • Encoding over SSH Issues

    - by user1104160
    I have a Linux machine and a Windows machine, both using Vim with the Powerline plugin. They both work great with patched fonts. Next, I want to SSH onto an OSX 10.6 machine and also use the Powerline in the terminal with Vim. However, I get weird symbols with normal mode ("^^B" in one area) and fancy mode ("~@" and "~B" spread throughout the bar. I thought this mixup was an encoding issue, but when I look at Putty's encoding it is using UTF-8 and the same with the Ubuntu terminal. Additionally, on the OSX machine, "locale" returns "en_US.UTF-8" for all variables (I set it to do that in order to troubleshoot). However, the symbols are still showing. I am using a patched font (Inconsolata, the same one as the Ubuntu terminal) for the OSX terminal, so I am stumped. Is there a missing component to this equation? Are there additional problems that can arise from SSH encoding? On the OSX end, additionally, these same symbols appear, so it may not even be related to SSH and therefore I'm totally lost.

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  • Setting up vncserver on OpenSolaris zone

    - by k.park
    I am running OpenSolaris 5.10 and set up a sparse zone(inherits most of bin directories from global zone). I ended up copying many etc and var files from global zone, eventually most of the stuff(firefox,gvim, etc.) working through ssh via X11. However, I am having problems setting up vncserver on the zone. This is what I get if I tried to start the vncserver. vncext: VNC extension running! vncext: Listening for VNC connections on port 5911 vncext: created VNC server for screen 0 Fatal server error: could not open default font 'fixed' _X11TransNAMEDOpenClient: Cannot open /tmp/.X11-pipe/X11 for NAMED connection _X11TransOpen: transport open failed for local/%zone%:11 xsetroot: unable to open display '%zone%:11' _X11TransNAMEDOpenClient: Cannot open /tmp/.X11-pipe/X11 for NAMED connection _X11TransOpen: transport open failed for local/%zone%:11 _X11TransNAMEDOpenClient: Cannot open /tmp/.X11-pipe/X11 for NAMED connection _X11TransOpen: transport open failed for local/%zone%:11 _X11TransNAMEDOpenClient: Cannot open /tmp/.X11-pipe/X11 for NAMED connection _X11TransOpen: transport open failed for local/%zone%:11 vncconfig: unable to open display "%zone%:11" twm: unable to open display "%zone%:11" xterm Xt error: Can't open display: %zone%:11 I already chmoded /tmp/.X11-pipe with 777, and there is no pipe in /tmp/.X11-pipe or /tmp/.X11-unix directory. Here is my cat /etc/release: OpenSolaris 2009.06 snv_111b X86 Copyright 2009 Sun Microsystems, Inc. All Rights Reserved. Use is subject to license terms. Assembled 07 May 2009 BRAND: ipkg

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  • EXCEL generate a character in one column of a row, only if other columns in the same row are not bl

    - by Simon
    My speadsheet keeps track of when patients leave a specific floor of the hospital. There are columns in which where each patient goes is documented (1 column for "home", another column for "rehab facility", another for "other floor", etc.). Only when the patient leaves the hospital altogether does it count as a discharge, in which case the “discharge” column needs to have something in it. What formula can I use to generate, say, an "x" in the "discharge" column if certain "where they went" columns in the same row contain something, but not if there is nothing in any of them? Currently, to accomplish this I am using =IF(OR(M30,N30,O30,P30,Q30,R30,S30),"x") in row 3 of the "discharge" column (rows 1 and 2 are headings), and I have used "fill down" in all subsequent rows. To suppress the "FALSE" this formula yields when the condition is not true, I have applied conditonal formatting to the entire column that if the value=FALSE then the font is white (same colour as background). Is there a more efficient, elegant and idiot-proof way of doing this? The conditional formatting of text colour could potentially confuse everyone but the person who built the spreadsheet (me).

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  • XTerm and a bold text

    - by user610378
    This is my Xterm config: XTerm*saveLines: 512 XTerm*reverseVideo: false XTerm*reverseWrap: true XTerm*fullCursor: true XTerm*scrollTtyOutput: on XTerm*scrollKey: on XTerm*eightBitInput: false XTerm*pointerColor: white XTerm*pointerShape: left_ptr XTerm*charClass: 37:48,45-47:48,58:48,64:48,126:48 XTerm*cursorColor: rgb:aa/aa/aa XTerm*cursorColor2: black XTerm*color0: rgb:71/71/71 XTerm*color1: rgb:cd/00/00 XTerm*color2: rgb:b4/cd/00 XTerm*color3: rgb:cd/cd/00 XTerm*color4: rgb:71/71/71 XTerm*color5: rgb:cd/00/cd XTerm*color6: rgb:00/cd/cd XTerm*color7: rgb:e5/e5/e5 XTerm*color8: rgb:4c/4c/4c XTerm*color9: rgb:ff/00/00 XTerm*color10: rgb:55/ac/55 XTerm*color11: rgb:ff/ff/00 XTerm*color12: rgb:46/82/b4 XTerm*color13: rgb:ff/00/ff XTerm*color14: rgb:00/ff/ff XTerm*color15: rgb:ff/ff/ff XTerm*colorBD: white XTerm*colorUL: SkyBlue XTerm*colorBDMode: on XTerm*colorULMode: on XTerm*underLine: on XTerm*background: rgb:30/0a/24 XTerm*foreground: white XTerm*font: -*-monospace-medium-r-normal-9-140-*-*-m-*-* XTerm*font1: 5x7 XTerm*font2: 6x10 XTerm*font3: fixed XTerm*font4: 9x15 XTerm*ScrollBar.Background: gray XTerm*ScrollBar.thickness: 0 XTerm*ScrollBar.foreground: gray XTerm*ScrollBar: false XTerm*ScrollBar.DrawBorder: false XTerm*loginShell: true XTerm*faceName: Mono XTerm*faceSize: 9 Could anyone say is it possible to make bold some text, wich color is e.g. color1 from my config? I've tried XTerm*color1: rgb:cd/00/00 bold, but this doesn't work.

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  • PowerPoint save group as picture creates asymmetric edge, how to fix?

    - by Se Norm
    I created tons of figures for my thesis in PowerPoint and now I realized that when I try to save the grouped items (= one figure) as a picture (EMF), it somehow asymmetrically adds a border on the left and the bottom. First one is original group, second is the same pasted as a picture. Original group: Pasted as a picture: Does anyone have an idea how to fix that for a huge number of figures? I think it only started happening when I used a page size of 1m x 1m in PowerPoint to be able to zoom in more for some figures. However, I cannot not simply change the page size now as it messes up font and object sizes. Also, copying it into a smaller page and then saving as EMF doesn't do the trick. Maybe it is not related to the page size after all. Cropping every figure individually would be a lot of work, so I hope there is a different solution. I found the origin of the problem: the text label in the left bottom corner of each image (0s, 8s, 16s). I still do not understand why it is happening though, since the text label does not expand over the edge of the image (it was aligned using the align left function). It would still be great if there was an easy way to fix this, especially as I want to keep the text where it is.

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  • VIM with iA Writer type formatting?

    - by Ambidex
    I've been Googling for a while now. I would like to have iA Writer-like (or a bit like StackExchange) formatting in Vim. Since I love the way it formats my texts, but I'm constantly pressing "w" to skip words because my experience with Vim. I would love to be able to have the same smart formatting in Vim. I did found a nice Vim plugin for getting Vim to toggle to big and clean font: https://github.com/honza/writer.vim But this still does not enable me to use the formatting: # Header 1 ## Header 2 *underline* **strong** etc... Besides all this above, I would not mind to have Vim like shortcuts in my iA writer app if it would not be possible to implement iA formatting in Vim. Edit: After a while of even more searching, I found out this type of formatting is called Markdown. I am starting to think there isn't really a good way to directly edit a Markdown file in Vim, because Vim is not able to make things display like that? I would really like to be able to use the movement shortcuts in combination of the nice formatting of Markdown and how it is displayed in iA Writer.

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  • Reducing video mode switching during Linux boot

    - by Zack
    When I boot up my desktop computer, which only has Linux on it, the video mode and/or console font gets switched four times: When GRUB starts, it switches from 80x25 text to a graphical mode so it can draw a pretty background behind its menu; GRUB then goes back to 80x25 text after I pick something from the menu; When the KMS driver for my video card loads, it switches to a much higher-resolution text mode (I don't know if this is a hardware text mode or not); Finally X starts and it goes graphics and stays that way. I think this last switch does not change the resolution of the video mode, only the graphicalness. I'd like to get rid of as many of these mode switches as possible. Ideally, when GRUB takes over from the BIOS it would go directly to the same high-resolution text mode that the KMS driver selects, and the display would stay in that mode till X starts and brings up graphics. I am under the impression that this is possible by mucking with the kernel command line and/or the GRUB console module load parameters, but I don't know the details. GRUB 1.98+20100706, kernel 2.6.32.15 using Nouveau video drivers. Distro is Debian unstable. Please no answers that involve recompiling anything or cobbling together bleeding-edge kernel/driver combinations, I don't care enough about this to go to that much trouble. EDIT: Tobu suggests setting GRUB_GFXMODE to the full pixel resolution of the monitor, and GRUB_GFXPAYLOAD_LINUX=keep to avoid the mode switch after the menu goes away. This does part of what I want, but winds up being worse overall. There's no mode switch after the menu, but there's still a painfully-slow screen repaint (I should probably just give up on GRUB's gfxmode, it's waaaay too slow at 1920x1200). More seriously, there's now a double mode switch when nouveaufb loads, along with fun-looking error messages in dmesg [ 5.923798] [drm] nouveau 0000:02:00.0: allocated 1920x1200 fb: 0x40250000, bo ffff8801ba5f4600 [ 5.923802] fb: conflicting fb hw usage nouveaufb vs EFI VGA - removing generic driver [ 5.923821] [drm] nouveau 0000:02:00.0: PFIFO_INTR 0x00000010 - Ch 1 ("PFIFO_INTR" message repeats 400+ times) [ 5.925609] Console: switching to colour dummy device 80x25 [ 5.925802] Console: switching to colour frame buffer device 240x75

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