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  • Windows7 issue in mutli- tasking and memory

    - by Nitesh
    I seeming some problem in my windows OS recently, let me first say my system configuration. processor - Intel(R) Core(TM)2 Quad CPU Q8400 @ 2.66 GHz Installed memory (RAM) - 4.00 GB (3.00 GB usable) System type - 32 bit operating system I am using two OS in this system, first one is Windows7 and the other is centOS. Well, I am using this from a long time there was no problem , and all of a sudden since from couple weeks I am facing problems in my Windows7 OS. In windows7 i was nearing using multiple jobs almost every time i log in, there was no problem but now i don't no what happen I am not able to do multiple jobs at same time. For example- 1 I am now not able to listen to music in windows media player and view photo's. All of a sudden the system stops working and does not respond and then respond after 5mins and the music get played where it got stopped after 5 mins. 2 When i start browersing internet it hangs all of sudden and doesn't respond for 2 or 3 mins and gets loading. I mean it just happens for every operation i do in the system. Even now typing was also difficult, it gets hanged very frequently even though i am doing single task. I have never come across this kind of problem before. So the first thing i did was to see the useage of the processor and the memory. Well, i thick the useage of the processor was fine, for single task the useage was some where around 3 to 5%. Well, it was something weird i found in the memory, in spite of no task that i was running it was using somewhere around 34 to 41% of memory. So i opened the task manager and click on resource monitor in performance tab. And in the memory section of the monitoring tool i found the usage of my RAM, it was something like this. Hardware reserved - 1029 MB In Use - 1430 MB Modified - 49 MB Standby - 1566 MB free - 22 MB And i could also see Available 1588 MB Cached 1615 MB Total 3067 MB Installed 4096 MB well, this if all i could find out and i have no idea why my computer is acting so weird all of a sudden and the performance problem is growing day by day and i also don't know if there is problem in Bios, i have let it for default settings from long time. please help me and Thank you in advance for reading this and helping me.

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  • Complete machine freezes...at a loss

    - by user28818
    Guys, We built around 12 machines a few months ago to run Ubuntu. They each have the following specs: ASUS Z8NA-D6 motherboard Dual quad core Intel(R) Xeon(R) CPU E5520 @ 2.27GHz OCZ Mod Extreme Pro 500W power supply 12 GB Kingston RAM Nvidia GeForce 9800 GT graphics card My machine ran well for awhile. However, it started experiencing random lockups. These lockups are not X lockups, they are complete system freezes. The nic stops responding, the magic sysrq buttons won't work. The machine is dead. I first suspected RAM. Memtest86 didn't find anything, but I replaced the RAM anyway. Still, lockups. So I replaced the graphics card. Still, more lockups. They became more and more frequent and started to happen 2-3 times a day. So I replaced the motherboard and power supply in one fell swoop. Suddenly, no more lockups! Woohoo! Except, a week later, in the morning, the machine wouldn't wake up. I reset it, started it up, and the log files showed the last entry at around 11 pm the evening before. This has started occurring with more frequency...now just about every morning I come in, the machine is locked up, and has been since the night before. Yesterday, in the 3 weeks since I replaced the motherboard and power supply, the machine actually locked up on in in mid-work. This is the first time since replacing the two (MB and PS) that this happened while I was using it. All others occurred while I was away. I'm at a loss. Nothing is in syslog or message that would indicate a problem around the time of the lockup. Temps are good...I use lmsensors to monitor and have a script that writes the output to file every minute. They never get that high. The only thing I haven't replaced at this point is the case and the harddrives. I doubt either could be the cause. What would you do if you were in my shoes? Is there a troubleshooting approach I'm missing? For the record, all of the other machines, all eleven of them, don't have any problems. They're all running the same version of Ubuntu (Lucid) that I am. Thanks!

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  • What are the most likely bottlenecks determining the performance of CamStudio screen recording?

    - by Steve314
    When doing screen recording, I can get a frame rate of maybe 15 frames per second for the full screen on my 1080p monitor using the XVID codec. I can increase the speed a bit by recording a region, changing screen modes, and tweaking other settings, but I'm curious what hardware upgrades might give me the biggest bang for my buck. My PC is budget, but modern... Athlon 2 X4 645 (3.1GHz, quad core, limited cache) processor. 4GB single channel DDR3 1066 RAM. ASRock motherboard with NVidia GeForce 7025/nForce 630a Chipset. ATI Radeon HD 5450 graphics card - 512MB on board, not configured to steal system RAM. I dual-boot Windows XP and Windows 7. For the moment, XP is my bigger performance concern as it's still my getting-things-done O/S as opposed to my browser-host O/S. My goal is to make a few programming-related tutorials. For a lot of that I don't need screen recording - I can make up some slides, record audio with the PC switched off, yada yada. When I do need screen recording, I'll mostly be recording Notepad++, Visual Studio or a command prompt. Occasionally, I may be recording some kind of graphics or diagram program and using my pre-Bamboo cheap Wacom tablet - I have the CS2 versions of Photoshop and Illustrator, but I'd much more likely be using Microsoft Paint. Basically, what I'll be recording won't be making huge demands on the machine - but recording a fair number of pixels (720p preferred) will be useful. What's particularly wierd - not so long ago I still had a five-year-old Pentium 4 based PC. And (with the same 1080p monitor) it could record at not far from the same frame rate. So clearly the performance issues are more subtle than just throw-money-at-it. My first guess would be that the main bottleneck is the bandwidth for transferring data to/from the graphics card. Is that likely to be correct? In support of that, see this [Radeon HD 5450 review][1] - the memory bandwidth is only 12.8 GB/s. If you can't get data out of graphics memory quickly, you can't transfer it back to the system memory quickly. Apparently, that's slower than some top-end cards in 2002.

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  • Possible HDD malfunction. Need help in diagnosing

    - by Protheus
    Today when using my PC as I did for almost 4 years I experienced the following: during opening new tab in Opera browser screen froze. Music (AIMP 3) continued to play for about 5 minutes and then stopped too. I tried Ctrl+Alt+Del, but win7 lock screen didn't appear. Caps\Scroll or Num locks didn't switch diodes on keyboard. I rebooted my PC and saw that BIOS suggests me to enter it's settings or load by default. I chose default. It don't see proper boot device (old faitful "insert proper boot" something). After second reboot it said that there is no ExpressGate installed (which i turned off in BIOS years ago). I went into BIOS setting to turn off ExpressGate and see configs: time was not set off, all hard drives present, temp and O.C. settings are nominal (no O.C.) I've inserted my Win7 install disk to try recovery. It did load awfully long (about few minutes) and didn't see current installation. PC was utilized in 24/7 mode for almost all these years. Hardware configuration: ASUS P5Q WS Core 2 Quad Q9300 (2.5GHz no O.C.) MSI geForce GTX 460 4x2 Gb GeIL EVO 2 (AFAIR) Seagate something 750Gb (4 years as system HDD 24/7) WD 1Tb (for random stuff, 5 y.o.) Hitachi 500Gb (for even more random stuff, 6 y.o.) NEC DVDRW (ALL DISKS ARE SATA) Cooler Master Silent Pro 700W Software: Windows 7 AND Kubuntu on the same drive with GRUB loader. Sorry I can't remember HDDs and can't see them right now, but I think their models aren't relevant anyway. My idea is that due to some system error or hard drive glitch i've wrecked my primary HDD's MBR. Nevertheless I don't exclude the possibility of other failure. May it's be that motherboard or it's SATA controller? Doubt it, because all drives are seen in BIOS and I could load from DVD. Maybe GRUB got bugged somehow, although I don't see how it's possible from Windows. But I did install KUbuntu from Windows (i wasn't myself then), maybe GRUB did write itself in some windows partition and got rewriteen in process? Right now I am at work with my flash drive with me and I need some advice how to fix MBR or to hear if it's not MBR. I'm going to buy new HDD (Hitachi 7k2000) because I think that my current HDD is compromised and it's unsafe to use it as system drive, especially 24/7.

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  • Why Photoshop CS5's photomerge's result immediately disappear?

    - by koiyu
    I have a bunch of JPG-files which I want to stitch together with Photoshop's Photomerge function. I choose File → Automate → Photomerge... and browse for the files. Photoshop opens the files and starts analyzing. I see the process bar filling and different phases are mentioned on the process bar. Nothing weird there. When the merging is done (and if I don't blink my eyes), I can see layers-palette is populated with the chosen files and, by quickly judging from the layer thumbnails, they're properly aligned. Sometimes the image window itself can be seen, but not always. Problem is that the layers and the image disappear in a flash. There is no error message. Everything is like prior starting the photomerge. No file has been changed. I could continue to use Photoshop normally. This is what I've tried so far: Loaded folder which has 38 JPG images, 4272 x 2848 and ˜ 5 megabytes per file Loaded the same files, but chose Use Files instead of Use Folder in the photomerge's window Loaded 19 JPG images, 4272 x 2848 and ˜ 5 megabytes per file Loaded 10 JPG images, ⇑ see above Loaded 5 JPG images, see above Loaded 3 JPG images, see above Scaled the images to 2256 x 1504 and ˜< 1 megabytes per file Loaded in a set of 38, 19, 10, 5, 3 Following steps are tested with these smaller files and with a set of 5 images Read Adobe's forums and reduced the amount of RAM Photoshop uses gradually from ˜ 80 % to 50 % (though I didn't understand the logic behind this) Would've reduced cache tile size to 128K, but it was set so already Disabled OpenGL Scaled the images to 800 x 533 and ˜ 100 kilobytes per file, loaded a set of 5 Read more unanswered threads around the internet In between each test I closed and reopened Photoshop. This is the first time I've even tried using photomerge. Am I doing something wrong? How can I locate what is the problem? How do I fix this? Photoshop is 64 bit Extended CS5 version. I'm on a mid-2010 quad-core (i5) iMac with up-to-date Mac OS X 10.6.6. Edit: Weird. First loading the images into one file via File → Scripts → Load Files into Stack… and then using Edit → Auto-Align Layers…, which, effectively, is the same as photomerge (even the dialog looks kind of the same), works! Even with the original JPGs without any issues. This doesn't fix photomerge, though.

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  • Why lock-free data structures just aren't lock-free enough

    - by Alex.Davies
    Today's post will explore why the current ways to communicate between threads don't scale, and show you a possible way to build scalable parallel programming on top of shared memory. The problem with shared memory Soon, we will have dozens, hundreds and then millions of cores in our computers. It's inevitable, because individual cores just can't get much faster. At some point, that's going to mean that we have to rethink our architecture entirely, as millions of cores can't all access a shared memory space efficiently. But millions of cores are still a long way off, and in the meantime we'll see machines with dozens of cores, struggling with shared memory. Alex's tip: The best way for an application to make use of that increasing parallel power is to use a concurrency model like actors, that deals with synchronisation issues for you. Then, the maintainer of the actors framework can find the most efficient way to coordinate access to shared memory to allow your actors to pass messages to each other efficiently. At the moment, NAct uses the .NET thread pool and a few locks to marshal messages. It works well on dual and quad core machines, but it won't scale to more cores. Every time we use a lock, our core performs an atomic memory operation (eg. CAS) on a cell of memory representing the lock, so it's sure that no other core can possibly have that lock. This is very fast when the lock isn't contended, but we need to notify all the other cores, in case they held the cell of memory in a cache. As the number of cores increases, the total cost of a lock increases linearly. A lot of work has been done on "lock-free" data structures, which avoid locks by using atomic memory operations directly. These give fairly dramatic performance improvements, particularly on systems with a few (2 to 4) cores. The .NET 4 concurrent collections in System.Collections.Concurrent are mostly lock-free. However, lock-free data structures still don't scale indefinitely, because any use of an atomic memory operation still involves every core in the system. A sync-free data structure Some concurrent data structures are possible to write in a completely synchronization-free way, without using any atomic memory operations. One useful example is a single producer, single consumer (SPSC) queue. It's easy to write a sync-free fixed size SPSC queue using a circular buffer*. Slightly trickier is a queue that grows as needed. You can use a linked list to represent the queue, but if you leave the nodes to be garbage collected once you're done with them, the GC will need to involve all the cores in collecting the finished nodes. Instead, I've implemented a proof of concept inspired by this intel article which reuses the nodes by putting them in a second queue to send back to the producer. * In all these cases, you need to use memory barriers correctly, but these are local to a core, so don't have the same scalability problems as atomic memory operations. Performance tests I tried benchmarking my SPSC queue against the .NET ConcurrentQueue, and against a standard Queue protected by locks. In some ways, this isn't a fair comparison, because both of these support multiple producers and multiple consumers, but I'll come to that later. I started on my dual-core laptop, running a simple test that had one thread producing 64 bit integers, and another consuming them, to measure the pure overhead of the queue. So, nothing very interesting here. Both concurrent collections perform better than the lock-based one as expected, but there's not a lot to choose between the ConcurrentQueue and my SPSC queue. I was a little disappointed, but then, the .NET Framework team spent a lot longer optimising it than I did. So I dug out a more powerful machine that Red Gate's DBA tools team had been using for testing. It is a 6 core Intel i7 machine with hyperthreading, adding up to 12 logical cores. Now the results get more interesting. As I increased the number of producer-consumer pairs to 6 (to saturate all 12 logical cores), the locking approach was slow, and got even slower, as you'd expect. What I didn't expect to be so clear was the drop-off in performance of the lock-free ConcurrentQueue. I could see the machine only using about 20% of available CPU cycles when it should have been saturated. My interpretation is that as all the cores used atomic memory operations to safely access the queue, they ended up spending most of the time notifying each other about cache lines that need invalidating. The sync-free approach scaled perfectly, despite still working via shared memory, which after all, should still be a bottleneck. I can't quite believe that the results are so clear, so if you can think of any other effects that might cause them, please comment! Obviously, this benchmark isn't realistic because we're only measuring the overhead of the queue. Any real workload, even on a machine with 12 cores, would dwarf the overhead, and there'd be no point worrying about this effect. But would that be true on a machine with 100 cores? Still to be solved. The trouble is, you can't build many concurrent algorithms using only an SPSC queue to communicate. In particular, I can't see a way to build something as general purpose as actors on top of just SPSC queues. Fundamentally, an actor needs to be able to receive messages from multiple other actors, which seems to need an MPSC queue. I've been thinking about ways to build a sync-free MPSC queue out of multiple SPSC queues and some kind of sign-up mechanism. Hopefully I'll have something to tell you about soon, but leave a comment if you have any ideas.

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • How to Use Steam In-Home Streaming

    - by Chris Hoffman
    Steam’s In-Home Streaming is now available to everyone, allowing you to stream PC games from one PC to another PC on the same local network. Use your gaming PC to power your laptops and home theater system. This feature doesn’t allow you to stream games over the Internet, only the same local network. Even if you tricked Steam, you probably wouldn’t get good streaming performance over the Internet. Why Stream? When you use Steam In-Home streaming, one PC sends its video and audio to another PC. The other PC views the video and audio like it’s watching a movie, sending back mouse, keyboard, and controller input to the other PC. This allows you to have a fast gaming PC power your gaming experience on slower PCs. For example, you could play graphically demanding games on a laptop in another room of your house, even if that laptop has slower integrated graphics. You could connect a slower PC to your television and use your gaming PC without hauling it into a different room in your house. Streaming also enables cross-platform compatibility. You could have a Windows gaming PC and stream games to a Mac or Linux system. This will be Valve’s official solution for compatibility with old Windows-only games on the Linux (Steam OS) Steam Machines arriving later this year. NVIDIA offers their own game streaming solution, but it requires certain NVIDIA graphics hardware and can only stream to an NVIDIA Shield device. How to Get Started In-Home Streaming is simple to use and doesn’t require any complex configuration — or any configuration, really. First, log into the Steam program on a Windows PC. This should ideally be a powerful gaming PC with a powerful CPU and fast graphics hardware. Install the games you want to stream if you haven’t already — you’ll be streaming from your PC, not from Valve’s servers. (Valve will eventually allow you to stream games from Mac OS X, Linux, and Steam OS systems, but that feature isn’t yet available. You can still stream games to these other operating systems.) Next, log into Steam on another computer on the same network with the same Steam username. Both computers have to be on the same subnet of the same local network. You’ll see the games installed on your other PC in the Steam client’s library. Click the Stream button to start streaming a game from your other PC. The game will launch on your host PC, and it will send its audio and video to the PC in front of you. Your input on the client will be sent back to the server. Be sure to update Steam on both computers if you don’t see this feature. Use the Steam > Check for Updates option within Steam and install the latest update. Updating to the latest graphics drivers for your computer’s hardware is always a good idea, too. Improving Performance Here’s what Valve recommends for good streaming performance: Host PC: A quad-core CPU for the computer running the game, minimum. The computer needs enough processor power to run the game, compress the video and audio, and send it over the network with low latency. Streaming Client: A GPU that supports hardware-accelerated H.264 decoding on the client PC. This hardware is included on all recent laptops and PCs. Ifyou have an older PC or netbook, it may not be able to decode the video stream quickly enough. Network Hardware: A wired network connection is ideal. You may have success with wireless N or AC networks with good signals, but this isn’t guaranteed. Game Settings: While streaming a game, visit the game’s setting screen and lower the resolution or turn off VSync to speed things up. In-Home Steaming Settings: On the host PC, click Steam > Settings and select In-Home Streaming to view the In-Home Streaming settings. You can modify your streaming settings to improve performance and reduce latency. Feel free to experiment with the options here and see how they affect performance — they should be self-explanatory. Check Valve’s In-Home Streaming documentation for troubleshooting information. You can also try streaming non-Steam games. Click Games > Add a Non-Steam Game to My Library on your host PC and add a PC game you have installed elsewhere on your system. You can then try streaming it from your client PC. Valve says this “may work but is not officially supported.” Image Credit: Robert Couse-Baker on Flickr, Milestoned on Flickr

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  • Searching for the Perfect Developer&rsquo;s Laptop.

    - by mbcrump
    I have been in the market for a new computer for several months. I set out with a budget of around $1200. I knew up front that the machine would be used for developing applications and maybe some light gaming. I kept switching between buying a laptop or a desktop but the laptop won because: With a Laptop, I can carry it everywhere and with a desktop I can’t. I searched for about 2 weeks and narrowed it down to a list of must-have’s : i7 Processor (I wasn’t going to settle for an i5 or AMD. I wanted a true Quad-core machine, not 2 dual-core fused together). 15.6” monitor SSD 128GB or Larger. – It’s almost 2011 and I don’t want an old standard HDD in this machine. 8GB of DDR3 Ram. – The more the better, right? 1GB Video Card (Prefer NVidia) – I might want to play games with this. HDMI Port – Almost a standard on new Machines. This would be used when I am on the road and want to stream Netflix to the HDTV in the Hotel room. Webcam Built-in – This would be to video chat with the wife and kids if I am on the road. 6-Cell Battery. – I’ve read that an i7 in a laptop really kills the battery. A 6-cell or 9-cell is even better. That is a pretty long list for a budget of around $1200. I searched around the internet and could not buy this machine prebuilt for under $1200. That was even with coupons and my company’s 10% Dell discount. The only way that I would get a machine like this was to buy a prebuilt and replace parts. I chose the  Lenovo Y560 on Newegg to start as my base. Below is a top-down picture of it.   Part 1: The Hardware The Specs for this machine: Color :  GrayOperating System : Windows 7 Home Premium 64-bitCPU Type : Intel Core i7-740QM(1.73GHz)Screen : 15.6" WXGAMemory Size : 4GB DDR3Hard Disk : 500GBOptical Drive : DVD±R/RWGraphics Card : ATI Mobility Radeon HD 5730Video Memory : 1GBCommunication : Gigabit LAN and WLANCard slot : 1 x Express Card/34Battery Life : Up to 3.5 hoursDimensions : 15.20" x 10.00" x 0.80" - 1.30"Weight : 5.95 lbs. This computer met most of the requirements above except that it didn’t come with an SSD or have 8GB of DDR3 Memory. So, I needed to start shopping except this time for an SSD. I asked around on twitter and other hardware forums and everyone pointed me to the Crucial C300 SSD. After checking prices of the drive, it was going to cost an extra $275 bucks and I was going from a spacious 500GB drive to 128GB. After watching some of the SSD videos on YouTube I started feeling better. Below is a pic of the Crucial C300 SSD. The second thing that I needed to upgrade was the RAM. It came with 4GB of DDR3 RAM, but it was slow. I decided to buy the Crucial 8GB (4GB x 2) Kit from Newegg. This RAM cost an extra $120 and had a CAS Latency of 7. In the end this machine delivered everything that I wanted and it cost around $1300. You are probably saying, well your budget was $1200. I have spare parts that I’m planning on selling on eBay or Anandtech.  =) If you are interested then shoot me an email and I will give you a great deal mbcrump[at]gmail[dot]com. 500GB Laptop 7200RPM HDD 4GB of DDR3 RAM (2GB x 2) faceVision HD 720p Camera – Unopened In the end my Windows Experience Rating of the SSD was 7.7 and the CPU 7.1. The max that you can get is a 7.9. Part 2: The Software I’m very lucky that I get a lot of software for free. When choosing a laptop, the OS really doesn’t matter because I would never keep the bloatware pre-installed or Windows 7 Home Premium on my main development machine. Matter of fact, as soon as I got the laptop, I immediately took out the old HDD without booting into it. After I got the SSD into the machine, I installed Windows 7 Ultimate 64-Bit. The BIOS was out of date, so I updated that to the latest version and started downloading drivers off of Lenovo’s site. I had to download the Wireless Networking Drivers to a USB-Key before I could get my machine on my wireless network. I also discovered that if the date on your computer is off then you cannot join the Windows 7 Homegroup until you fix it. I’m aware that most people like peeking into what programs other software developers use and I went ahead and listed my “essentials” of a fresh build. I am a big Silverlight guy, so naturally some of the software listed below is specific to Silverlight. You should also check out my master list of Tools and Utilities for the .NET Developer. See a killer app that I’m missing? Feel free to leave it in the comments below. My Software Essential List. CPU-Z Dropbox Everything Search Tool Expression Encoder Update Expression Studio 4 Ultimate Foxit Reader Google Chrome Infragistics NetAdvantage Ultimate Edition Keepass Microsoft Office Professional Plus 2010 Microsoft Security Essentials 2  Mindscape Silverlight Elements Notepad 2 (with shell extension) Precode Code Snippet Manager RealVNC Reflector ReSharper v5.1.1753.4 Silverlight 4 Toolkit Silverlight Spy Snagit 10 SyncFusion Reporting Controls for Silverlight Telerik Silverlight RadControls TweetDeck Virtual Clone Drive Visual Studio 2010 Feature Pack 2 Visual Studio 2010 Ultimate VS KB2403277 Update to get Feature Pack 2 to work. Windows 7 Ultimate 64-Bit Windows Live Essentials 2011 Windows Live Writer Backup. Windows Phone Development Tools That is pretty much it, I have a new laptop and am happy with the purchase. If you have any questions then feel free to leave a comment below.  Subscribe to my feed

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • .NET development on a Retina MacBook Pro with Windows 8

    - by Jeff
    I remember sitting in Building 5 at Microsoft with some of my coworkers, when one of them came in with a shiny new 11” MacBook Air. It was nearly two years ago, and we found it pretty odd that the OEM’s building Windows machines sucked at industrial design in a way that defied logic. While Dell and HP were in a race to the bottom building commodity crap, Apple was staying out of the low-end market completely, and focusing on better design. In the process, they managed to build machines people actually wanted, and maintain an insanely high margin in the process. I stopped buying the commodity crap and custom builds in 2006, when Apple went Intel. As a .NET guy, I was still in it for Microsoft’s stack of development tools, which I found awesome, but had back to back crappy laptops from HP and Dell. After that original 15” MacBook Pro, I also had a Mac Pro tower (that I sold after three years for $1,500!), a 27” iMac, and my favorite, a 17” MacBook Pro (the unibody style) with an SSD added from OWC. The 17” was a little much to carry around because it was heavy, but it sure was nice getting as much as eight hours of battery life, and the screen was amazing. When the rumors started about a 15” model with a “retina” screen inspired by the Air, I made up my mind I wanted one, and ordered it the day it came out. I sold my 17”, after three years, for $750 to a friend who is really enjoying it. I got the base model with the upgrade to 16 gigs of RAM. It feels solid for being so thin, and if you’ve used the third generation iPad or the newer iPhone, you’ll be just as thrilled with the screen resolution. I’m typically getting just over six hours of battery life while running a VM, but Parallels 8 allegedly makes some power improvements, so we’ll see what happens. (It was just released today.) The nice thing about VM’s are that you can run more than one at a time. Primarily I run the Windows 8 VM with four cores (the laptop is quad-core, but has 8 logical cores due to hyperthreading or whatever Intel calls it) and 8 gigs of RAM. I also have a Windows Server 2008 R2 VM I spin up when I need to test stuff in a “real” server environment, and I give it two cores and 4 gigs of RAM. The Windows 8 VM spins up in about 8 seconds. Visual Studio 2012 takes a few more seconds, but count part of that as the “ReSharper tax” as it does its startup magic. The real beauty, the thing I looked most forward to, is that beautifully crisp C# text. Consolas has never looked as good as it does at 10pt. as it does on this display. You know how it looks great at 80pt. when conference speakers demo stuff on a projector? Think that sharpness, only tiny. It’s just gorgeous. Beyond that, everything is just so responsive and fast. Builds of large projects happen in seconds, hundreds of unit tests run in seconds… you just don’t spend a lot of time waiting for stuff. It’s kind of painful to go back to my 27” iMac (which would be better if I put an SSD in it before its third birthday). Are there negatives? A few minor issues, yes. As is the case with OS X, not everything scales right. You’ll see some weirdness at times with splash screens and icons and such. Chrome’s text rendering (in Windows) is apparently not aware of how to deal with higher DPI’s, so text is fuzzy (the OS X version is super sharp, however). You’ll also have to do some fiddling with keyboard settings to use the Windows 8 keyboard shortcuts. Overall, it’s as close to a no-compromise development experience as I’ve ever had. I’m not even going to bother with Boot Camp because the VM route already exceeds my expectations. You definitely get what you pay for. If this one also lasts three years and I can turn around and sell it, it’s worth it for something I use every day.

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • C# Monte Carlo Incremental Risk Calculation optimisation, random numbers, parallel execution

    - by m3ntat
    My current task is to optimise a Monte Carlo Simulation that calculates Capital Adequacy figures by region for a set of Obligors. It is running about 10 x too slow for where it will need to be in production and number or daily runs required. Additionally the granularity of the result figures will need to be improved down to desk possibly book level at some stage, the code I've been given is basically a prototype which is used by business units in a semi production capacity. The application is currently single threaded so I'll need to make it multi-threaded, may look at System.Threading.ThreadPool or the Microsoft Parallel Extensions library but I'm constrained to .NET 2 on the server at this bank so I may have to consider this guy's port, http://www.codeproject.com/KB/cs/aforge_parallel.aspx. I am trying my best to get them to upgrade to .NET 3.5 SP1 but it's a major exercise in an organisation of this size and might not be possible in my contract time frames. I've profiled the application using the trial of dotTrace (http://www.jetbrains.com/profiler). What other good profilers exist? Free ones? A lot of the execution time is spent generating uniform random numbers and then translating this to a normally distributed random number. They are using a C# Mersenne twister implementation. I am not sure where they got it or if it's the best way to go about this (or best implementation) to generate the uniform random numbers. Then this is translated to a normally distributed version for use in the calculation (I haven't delved into the translation code yet). Also what is the experience using the following? http://quantlib.org http://www.qlnet.org (C# port of quantlib) or http://www.boost.org Any alternatives you know of? I'm a C# developer so would prefer C#, but a wrapper to C++ shouldn't be a problem, should it? Maybe even faster leveraging the C++ implementations. I am thinking some of these libraries will have the fastest method to directly generate normally distributed random numbers, without the translation step. Also they may have some other functions that will be helpful in the subsequent calculations. Also the computer this is on is a quad core Opteron 275, 8 GB memory but Windows Server 2003 Enterprise 32 bit. Should I advise them to upgrade to a 64 bit OS? Any links to articles supporting this decision would really be appreciated. Anyway, any advice and help you may have is really appreciated.

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  • Python - calculate multinomial probability density functions on large dataset?

    - by Seafoid
    Hi, I originally intended to use MATLAB to tackle this problem but the inbuilt functions has limitations that do not suit my goal. The same limitation occurs in NumPy. I have two tab-delimited files. The first is a file showing amino acid residue, frequency and count for an in-house database of protein structures, i.e. A 0.25 1 S 0.25 1 T 0.25 1 P 0.25 1 The second file consists of quadruplets of amino acids and the number of times they occur, i.e. ASTP 1 Note, there are 8,000 such quadruplets. Based on the background frequency of occurence of each amino acid and the count of quadruplets, I aim to calculate the multinomial probability density function for each quadruplet and subsequently use it as the expected value in a maximum likelihood calculation. The multinomial distribution is as follows: f(x|n, p) = n!/(x1!*x2!*...*xk!)*((p1^x1)*(p2^x2)*...*(pk^xk)) where x is the number of each of k outcomes in n trials with fixed probabilities p. n is 4 four in all cases in my calculation. I have created three functions to calculate this distribution. # functions for multinomial distribution def expected_quadruplets(x, y): expected = x*y return expected # calculates the probabilities of occurence raised to the number of occurrences def prod_prob(p1, a, p2, b, p3, c, p4, d): prob_prod = (pow(p1, a))*(pow(p2, b))*(pow(p3, c))*(pow(p4, d)) return prob_prod # factorial() and multinomial_coefficient() work in tandem to calculate C, the multinomial coefficient def factorial(n): if n <= 1: return 1 return n*factorial(n-1) def multinomial_coefficient(a, b, c, d): n = 24.0 multi_coeff = (n/(factorial(a) * factorial(b) * factorial(c) * factorial(d))) return multi_coeff The problem is how best to structure the data in order to tackle the calculation most efficiently, in a manner that I can read (you guys write some cryptic code :-)) and that will not create an overflow or runtime error. To data my data is represented as nested lists. amino_acids = [['A', '0.25', '1'], ['S', '0.25', '1'], ['T', '0.25', '1'], ['P', '0.25', '1']] quadruplets = [['ASTP', '1']] I initially intended calling these functions within a nested for loop but this resulted in runtime errors or overfloe errors. I know that I can reset the recursion limit but I would rather do this more elegantly. I had the following: for i in quadruplets: quad = i[0].split(' ') for j in amino_acids: for k in quadruplets: for v in k: if j[0] == v: multinomial_coefficient(int(j[2]), int(j[2]), int(j[2]), int(j[2])) I haven'te really gotten to how to incorporate the other functions yet. I think that my current nested list arrangement is sub optimal. I wish to compare the each letter within the string 'ASTP' with the first component of each sub list in amino_acids. Where a match exists, I wish to pass the appropriate numeric values to the functions using indices. Is their a better way? Can I append the appropriate numbers for each amino acid and quadruplet to a temporary data structure within a loop, pass this to the functions and clear it for the next iteration? Thanks, S :-)

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  • Git sh.exe process forking issue on windows XP, slow?

    - by AndyL
    Git is essential to my workflow. I run MSYS Git on Windows XP on my quad core machine with 3GB of RAM, and normally it is responsive and zippy. Suddenly an issue has cropped up whereby it takes 30 seconds to run any command from the Git Bash command prompt, including ls or cd. Interestingly, from the bash prompt it looks likes ls runs fairly quickly, I can then see the output from ls, but it then takes ~30 seconds for the prompt to return. If I switch to the windows command prompt (by running cmd from the start menu) git related commands also take forever, even just to run. For example git status can take close to a minute before anything happens. Sometimes the processes simply don't finish. Note that I have "MSYS Git" installed as well as regular "MSYS" for things like MinGW and make. I believe the problem is related to sh.exe located in C:\Program Files\Git\bin. When I run ls from the bash prompt, or when I invoke git from the windows prompt, task manager shows up to four instances of sh.exe processes that come and go. Here I am waiting for ls to return and you can see the task manager has git.exe running and four instances of sh.exe: If I ctrl-c in the middle of an ls I sometimes get errors that include: sh.exe": fork: Resource temporarily unavailable 0 [main] sh.exe" 1624 proc_subproc: Couldn't duplicate my handle<0x6FC> fo r pid 6052, Win32 error 5 sh.exe": fork: Resource temporarily unavailable Or for git status: $ git status sh.exe": fork: Resource temporarily unavailable sh.exe": fork: Resource temporarily unavailable sh.exe": fork: Resource temporarily unavailable sh.exe": fork: Resource temporarily unavailable Can I fix this so that git runs quickly again, and if so how? Things I have tried: Reboot Upgrade MSYS Git to most recent version & Reboot Upgrade MSYS to most recent version & Reboot Uninstall MSYS & uninstall and reinstall MSYS Git alone & Reboot I'd very much like to not wipe my box and reinstall Windows, but I will if I can't get this fixed. I can no longer code if it takes me 30 s to run git status or cd.

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  • PyOpenGL - passing transformation matrix into shader

    - by M-V
    I am having trouble passing projection and modelview matrices into the GLSL shader from my PyOpenGL code. My understanding is that OpenGL matrices are column major, but when I pass in projection and modelview matrices as shown, I don't see anything. I tried the transpose of the matrices, and it worked for the modelview matrix, but the projection matrix doesn't work either way. Here is the code: import OpenGL from OpenGL.GL import * from OpenGL.GL.shaders import * from OpenGL.GLU import * from OpenGL.GLUT import * from OpenGL.GLUT.freeglut import * from OpenGL.arrays import vbo import numpy, math, sys strVS = """ attribute vec3 aVert; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform vec4 uColor; varying vec4 vCol; void main() { // option #1 - fails gl_Position = uPMatrix * uMVMatrix * vec4(aVert, 1.0); // option #2 - works gl_Position = vec4(aVert, 1.0); // set color vCol = vec4(uColor.rgb, 1.0); } """ strFS = """ varying vec4 vCol; void main() { // use vertex color gl_FragColor = vCol; } """ # particle system class class Scene: # initialization def __init__(self): # create shader self.program = compileProgram(compileShader(strVS, GL_VERTEX_SHADER), compileShader(strFS, GL_FRAGMENT_SHADER)) glUseProgram(self.program) self.pMatrixUniform = glGetUniformLocation(self.program, 'uPMatrix') self.mvMatrixUniform = glGetUniformLocation(self.program, "uMVMatrix") self.colorU = glGetUniformLocation(self.program, "uColor") # attributes self.vertIndex = glGetAttribLocation(self.program, "aVert") # color self.col0 = [1.0, 1.0, 0.0, 1.0] # define quad vertices s = 0.2 quadV = [ -s, s, 0.0, -s, -s, 0.0, s, s, 0.0, s, s, 0.0, -s, -s, 0.0, s, -s, 0.0 ] # vertices self.vertexBuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer) vertexData = numpy.array(quadV, numpy.float32) glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, GL_STATIC_DRAW) # render def render(self, pMatrix, mvMatrix): # use shader glUseProgram(self.program) # set proj matrix glUniformMatrix4fv(self.pMatrixUniform, 1, GL_FALSE, pMatrix) # set modelview matrix glUniformMatrix4fv(self.mvMatrixUniform, 1, GL_FALSE, mvMatrix) # set color glUniform4fv(self.colorU, 1, self.col0) #enable arrays glEnableVertexAttribArray(self.vertIndex) # set buffers glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer) glVertexAttribPointer(self.vertIndex, 3, GL_FLOAT, GL_FALSE, 0, None) # draw glDrawArrays(GL_TRIANGLES, 0, 6) # disable arrays glDisableVertexAttribArray(self.vertIndex) class Renderer: def __init__(self): pass def reshape(self, width, height): self.width = width self.height = height self.aspect = width/float(height) glViewport(0, 0, self.width, self.height) glEnable(GL_DEPTH_TEST) glDisable(GL_CULL_FACE) glClearColor(0.8, 0.8, 0.8,1.0) glutPostRedisplay() def keyPressed(self, *args): sys.exit() def draw(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # build projection matrix fov = math.radians(45.0) f = 1.0/math.tan(fov/2.0) zN, zF = (0.1, 100.0) a = self.aspect pMatrix = numpy.array([f/a, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, (zF+zN)/(zN-zF), -1.0, 0.0, 0.0, 2.0*zF*zN/(zN-zF), 0.0], numpy.float32) # modelview matrix mvMatrix = numpy.array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.0, -5.0, 1.0], numpy.float32) # render self.scene.render(pMatrix, mvMatrix) # swap buffers glutSwapBuffers() def run(self): glutInitDisplayMode(GLUT_RGBA) glutInitWindowSize(400, 400) self.window = glutCreateWindow("Minimal") glutReshapeFunc(self.reshape) glutDisplayFunc(self.draw) glutKeyboardFunc(self.keyPressed) # Checks for key strokes self.scene = Scene() glutMainLoop() glutInit(sys.argv) prog = Renderer() prog.run() When I use option #2 in the shader without either matrix, I get the following output: What am I doing wrong?

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  • OpenGL 2D Texture Mapping problem.

    - by gutsblow
    Hi there, I am relatively new to OpenGL and I am having some issues when I am rendering an image as a texture for a QUAD which is as the same size of the image. Here is my code. I would be very grateful if someone helps me to solve this problem. The image appears way smaller and is squished. (BTW, the image dimensions are 500x375). glGenTextures( 1, &S_GLator_InputFrameTextureIDSu ); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D( GL_TEXTURE_2D, 0, 4, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataP); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, GL_RGBA, GL_UNSIGNED_BYTE, bufferP); //set the matrix modes glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //gluPerspective( 45.0, (GLdouble)widthL / heightL, 0.1, 100.0 ); glOrtho (0, 1, 0, 1, -1, 1); // Set up the frame-buffer object just like a window. glViewport( 0, 0, widthL, heightL ); glDisable(GL_DEPTH_TEST); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glBindTexture( GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu ); //Render the geometry to the frame-buffer object glBegin(GL_QUADS); //input frame glColor4f(1.f,1.f,1.f,1.f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.f ,0.f ,0.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(1.f ,0.f,0.0f); glTexCoord2f(1.0f,1.f); glVertex3f(1.f ,1.f,0.0f); glTexCoord2f(0.0f,1.f); glVertex3f(0.f ,1.f,0.0f); glEnd();

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  • Is it too early to start designing for Task Parallel Library?

    - by Joe Erickson
    I have been following the development of the .NET Task Parallel Library (TPL) with great interest since Microsoft first announced it. There is no doubt in my mind that we will eventually take advantage of TPL. What I am questioning is whether it makes sense to start taking advantage of TPL when Visual Studio 2010 and .NET 4.0 are released, or whether it makes sense to wait a while longer. Why Start Now? The .NET 4.0 Task Parallel Library appears to be well designed and some relatively simple tests demonstrate that it works well on today's multi-core CPUs. I have been very interested in the potential advantages of using multiple lightweight threads to speed up our software since buying my first quad processor Dell Poweredge 6400 about seven years ago. Experiments at that time indicated that it was not worth the effort, which I attributed largely to the overhead of moving data between each CPU's cache (there was no shared cache back then) and RAM. Competitive advantage - some of our customers can never get enough performance and there is no doubt that we can build a faster product using TPL today. It sounds fun. Yes, I realize that some developers would rather poke themselves in the eye with a sharp stick, but we really enjoy maximizing performance. Why Wait? Are today's Intel Nehalem CPUs representative of where we are going as multi-core support matures? You can purchase a Nehalem CPU with 4 cores which share a single level 3 cache today, and most likely a 6 core CPU sharing a single level 3 cache by the time Visual Studio 2010 / .NET 4.0 are released. Obviously, the number of cores will go up over time, but what about the architecture? As the number of cores goes up, will they still share a cache? One issue with Nehalem is the fact that, even though there is a very fast interconnect between the cores, they have non-uniform memory access (NUMA) which can lead to lower performance and less predictable results. Will future multi-core architectures be able to do away with NUMA? Similarly, will the .NET Task Parallel Library change as it matures, requiring modifications to code to fully take advantage of it? Limitations Our core engine is 100% C# and has to run without full trust, so we are limited to using .NET APIs.

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  • Why is this OpenGL ES code slow on iPhone?

    - by f3r3nc
    I've slightly modified the iPhone SDK's GLSprite example while learning OpenGL ES and it turns out to be quite slow. Even in the simulator (on the hw worst) so I must be doing something wrong since it's only 400 textured triangles. const GLfloat spriteVertices[] = { 0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 100.0f, 100.0f, 100.0f }; const GLshort spriteTexcoords[] = { 0,0, 1,0, 0,1, 1,1 }; - (void)setupView { glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0.0f, backingWidth, backingHeight,0.0f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glClearColor(0.3f, 0.0f, 0.0f, 1.0f); glVertexPointer(2, GL_FLOAT, 0, spriteVertices); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_SHORT, 0, spriteTexcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // sprite data is preloaded. 512x512 rgba8888 glGenTextures(1, &spriteTexture); glBindTexture(GL_TEXTURE_2D, spriteTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } - (void)drawView { .. glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(tx-100, ty-100,10); for (int i=0; i<200; i++) { glTranslatef(1, 1, 0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } .. } drawView is called every time the screen is touched or the finger on the screen is moved and tx,ty are set to the x,y coordinates where that touch happened. I've also tried using GLBuffer, when translation was pre-generated and there was only one DrawArray but gave the same performance (~4 FPS). ===EDIT=== Meanwhile I've modified this so that much smaller quads are used (sized: 34x20) and much less overlapping is done. There are ~400 quads-800 triangles spread on the whole screen. Texture size is 512x512 atlas and RGBA_8888 while the texture coordinates are in float. The code is very ugly in terms of API efficiency: there are two MatrixMode change along with two loads and two translation then a drawarrays for a triangle strip (quad). Now this produces ~45 FPS.

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  • Large number of UPDATE queries slowing down page

    - by Bryan Lewis
    I am reading and validating large fixed-width text files (range from 10-50K lines) that are submitted via our ASP.net website (coded in VB.Net). I do an initial scan of the file to check for basic issues (line length, etc). Then I import each row into a MS SQL table. Each DB rows basically consists of a record_ID (Primary, auto-incrementing) and about 50 varchar fields. After the insert is done, I run a validation function on the file that checks each field in each row based on a bunch of criteria (trimmed length, isnumeric, range checks, etc). If it finds an error in any field, it inserts a record into the Errors table, which has an error_ID, the record_ID and an error message. In addition, if the field fails in a particular way, I have to do a "reset" on that field. A reset might consist of blanking the entire field, or simply replacing the value with another value (e.g. replacing the string with a new one that has all illegals chars taken out). I have a 5,000 line test file. The upload, initial check, and import takes about 5-6 seconds. The detailed error check and insert into the Errors table takes about 5-8 seconds (this file has about 1200 errors in it). However, the "resets" part takes about 40-45 seconds for 750 fields that need to be reset. When I comment out the resets function (returning immediately without actually calling the UPDATE stored proc), the process is very fast. With the resets turned on, the pages take 50 seconds to return. My UPDATE stored proc is using some recommended code from http://sommarskog.se/dynamic_sql.html, whereby it uses CASE instead of dynamic SQL: UPDATE dbo.Records SET dbo.Records.file_ID = CASE @field_name WHEN 'file_ID' THEN @field_value ELSE file_ID END, . . (all 50 varchar field CASE statements here) . WHERE dbo.Records.record_ID = @record_ID Is there any way I can help my performance here. Can I somehow group all of these UPDATE calls into a single transaction? Should I be reworking the UPDATE query somehow? Or is it just sheer quantity of 750+ UPDATEs and things are just slow (it's a quad proc server with 8GB ram). Any suggestions appreciated.

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  • Commitment to Zend Framework - any arguments against?

    - by Pekka
    I am refurbishing a big CMS that I have been working on for quite a number of years now. The product itself is great, but some components, the Database and translation classes for example, need urgent replacing - partly self-made as far back as 2002, grown into a bit of a chaos over time, and might have trouble surviving a security audit. So, I've been looking closely at a number of frameworks (or, more exactly, component Libraries, as I do not intend to change the basic structure of the CMS) and ended up with liking Zend Framework the best. They offer a solid MVC model but don't force you into it, and they offer a lot of professional components that have obviously received a lot of attention (Did you know there are multiple plurals in Russian, and you can't translate them using a simple ($number == 0) or ($number > 1) switch? I didn't, but Zend_Translate can handle it. Just to illustrate the level of thorougness the library seems to have been built with.) I am now literally at the point of no return, starting to replace key components of the system by the Zend-made ones. I'm not really having second thoughts - and I am surely not looking to incite a flame war - but before going onward, I would like to step back for a moment and look whether there is anything speaking against tying a big system closely to Zend Framework. What I like about Zend: As far as I can see, very high quality code Extremely well documented, at least regarding introductions to how things work (Haven't had to use detailed API documentation yet) Backed by a company that has an interest in seeing the framework prosper Well received in the community, has a considerable user base Employs coding standards I like Comes with a full set of unit tests Feels to me like the right choice to make - or at least, one of the right choices - in terms of modern, professional PHP development. I have been thinking about encapsulating and abstracting ZF's functionality into own classes to be able to switch frameworks more easily, but have come to the conclusion that this would not be a good idea because: it would be an unnecessary level of abstraction it could cost performance the big advantage of using a framework - the existence of a developer base that is familiar with its components - would partly be cancelled out therefore, the commitment to ZF would be a deep one. Thus my question: Is there anything substantial speaking against committing to the Zend Framework? Do you have insider knowledge of plans of Zend Inc.'s to go evil in 2011, and make it a closed source library? Is Zend Inc. run by vampires? Are there conceptual flaws in the code base you start to notice when you've transitioned all your projects to it? Is the appearance of quality code an illusion? Does the code look good, but run terribly slow on anything below my quad-core workstation?

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  • Making a grid on iPhone using Opengl

    - by TheGambler
    I'm trying to make a grid similar to what you would see in these geo games(geoDefense/geometry wars). I'm wanting to apply separate transformation matrixes to each to create different effects. So, it makes since to me that I need to draw each square separately to that I can apply a different transformation to each one. The problem I'm having is mapping these grids out or connecting the squares. The coordinate systems is still confusing to me. I know it would be easy just to create a huge triangle strip but I'm not able to figure out a way to apply separate transformations to each square( quad ) if I use triangle strips. So first question: Can you apply different transformations to quads if you use a triangle strip to draw a huge grid? If so, any tips suggestions on how to do so? If not, how does one usually connect textures without using triangle strips? Here is my coord setup: const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); Here is my draw: - (void)drawView:(GLView*)view; { int loop; //glColor4f(1.0, 1.0, 1.0, 0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Grid Loop for( loop = 0; loop < kNumberSectionsInGrid; loop++ ) { //glLoadIdentity(); static Matrix3D shearMatrix; Matrix3DSetShear(shearMatrix, 0.2, 0.2); static Matrix3D finalMatrix; //Matrix3DMultiply(temp2Matrix, shearMatrix, finalMatrix); glLoadMatrixf(shearMatrix); glTranslatef(-1.0f,(float)loop,-3.0f); glScalef(0.1, 0.1, 0.0); Vertex3D vertices[] = { {-1.0, 1.0, 0.5}, { 1.0, 1.0, 0.5}, { -1.0, -1.0, 0.5}, { 1.0, -1.0, 0.5} }; static const Vector3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, }; GLfloat texCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } glMatrixMode(GL_MODELVIEW);

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  • Updating Textures on Runtime in OpenSceneGraph

    - by Abhishek Bansal
    I am working on a project in which i am required to capture frames from external device video and render them on openSceneGraph Node. I am also using GLSL shaders. But i dont know how to update textures on runtime. For other uniforms we need to make callbacks but do we also need to make callbacks for samplers in glsl and openSceneGraph ? My code looks like this. All i am getting right now is a black window. osg::ref_ptr<osg::Geometry> pictureQuad = osg::createTexturedQuadGeometry(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(_deviceNameToImageFrameMap[deviceName].frame->s(),0.0f,0.0f), osg::Vec3(0.0f,0.0f,_deviceNameToImageFrameMap[deviceName].frame->t()), 0.0f, 1.0f,_deviceNameToImageFrameMap[deviceName].frame->s(), _deviceNameToImageFrameMap[deviceName].frame->t()); //creating texture and setting up parameters for video frame osg::ref_ptr<osg::TextureRectangle> myTex= new osg::TextureRectangle(_deviceNameToImageFrameMap[deviceName].frame.get()); myTex->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); myTex->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR); myTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); myTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); _videoSourceNameToNodeMap[sourceName].geode = new osg::Geode(); _videoSourceNameToNodeMap[sourceName].geode->setDataVariance(osg::Object::DYNAMIC); _videoSourceNameToNodeMap[sourceName].geode->addDrawable(pictureQuad.get()); //apply texture to node _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, myTex.get(), osg::StateAttribute::ON); _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); _videoSourceNameToNodeMap[sourceName].geode->setDataVariance(osg::Object::DYNAMIC); //Set uniform sampler osg::Uniform* srcFrame = new osg::Uniform( osg::Uniform::SAMPLER_2D, "srcFrame" ); srcFrame->set(0); //Set Uniform Alpha osg::Uniform* alpha = new osg::Uniform( osg::Uniform::FLOAT, "alpha" ); alpha->set(.5f); alpha->setUpdateCallback(new ExampleCallback()); //Enable blending _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setMode( GL_BLEND, osg::StateAttribute::ON); //Adding blend function to node osg::BlendFunc *bf = new osg::BlendFunc(); bf->setFunction(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setAttributeAndModes(bf); //apply shader to quad _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON); //add Uniform to shader _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->addUniform( srcFrame ); _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->addUniform( alpha );

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  • May be an IE z-index bug?

    - by baikaishiuc
    Below is my code. when open the page in ie browser, then select the text in div, the text will be replaced by some shadow quad blank . If you delete a line z-index:0, in css class test1, the ie will perform correctly. In my project , the z-index must be set greater than zero, so I couldn't delete the line. I found a solution is to set bg_img.filter = "" when pannel.z-index greater than 0, then ie will also working good. But unfortunately, the bg_img.filter.alpha must be set, too. So how could I do? test .test1 { position:absolute; background:#ffffff; left:20px; top:20px; border:1px solid; width:198px; height:500px; filter: progid:DXImageTransform.Microsoft.Shadow(color="#999999", Direction=135, Strength=5); z-index:0; } </style> <script> function init () { var pannel = document.createElement ('div'); var bg_img = document.createElement ('div'); var head = document.createElement ('div'); pannel.setAttribute('class', 'test1'); pannel.setAttribute('className', 'test1'); bg_img.style.cssText = "position:relative;left:0px;top:0px;" + "width:198px;" + "height:500px;" + "filter:alpha(opacity=100);"; head.style.cssText = "position:absolute;" + "left:0px;" + "top:0px;" + "width:180px;" + "height:20px;"; document.body.appendChild (pannel); pannel.appendChild(bg_img); pannel.appendChild(head); head.innerHTML = "<div>yusutechasdf</div><div>innerhtml</div>" } </script>

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  • Ubuntu: Failure to login with multiple video adapters

    - by tsilb
    Forgive my ignorance, for I am a complete linux noob. I have a computer with three video cards and six monitors. Works great on Windows. Trying to get it to run Ubuntu as well. It loads fine when I have it configured to run on one adapter; detects both screens, runs ok. But I want to turn the other 4 monitors on and run the whole thing as one extended desktop (one session, etc). So I downloaded and installed the newest ATI driver for Linux, which seems to work, kinda. I ran this to set up the screens: aticonfig --adapter=all --initial -f Now when I boot, Ubuntu seems to turn on all the screens (3 viewports, each with two cloned displays from what I can tell). When I enter my login info OR move the mouse off the main screen, the screens freeze and the kbd/ms become unresponsive. aticonfig generated xorg.conf included below. Have tried the following: aticonfig -initial -f - works, but only detects the primary adapter and 2 screens aticccle - Tells me I have to reboot after enabling the other cards. Then goes into above described freezing state. aticonfig --adapter=all --initial -f - see above Manually editing xorg.conf file with my limited knowledge - Was able to get two adapters running, but only the second adapter initialized while the primary stopped at the Ubuntu boot screen. Was unable to see the login prompt. Froze after I logged in blindly (was able to hear the login sound). Using generic "radeon" driver instead of ATI Proprietary driver with the above init attempts Toggling xinerama Various combinations of the above Hardware: Intel Core 2 Quad q6600 8GB DDR2 (3x) ATI Radeon HD 4680 5 monitors (21W, 21W, 22W Portrait, 22W Portrait, 19")and an HDTV (26"W, HDMI) in a horizontal arrangement I know next to nothing about Linux/Ubuntu aside from basic filesystem navigation, editing text files, and accessing my local and networked Windows stores and shares. Basically this is the most advanced thing I've had to do. I installed today. Please advise how to make this configuration work. my xorg.conf: Section "ServerLayout" Identifier "Layout0" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen "aticonfig-Screen[1]-0" RightOf "aticonfig-Screen[0]-0" Screen "aticonfig-Screen[2]-0" RightOf "aticonfig-Screen[1]-0" Option "RenderAccel" "true" Option "AllowGLXWithComposite" "true" EndSection Section "Files" EndSection Section "Module" EndSection Section "ServerFlags" Option "Xinerama" "0" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[2]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "aticonfig-Device[1]-0" Driver "fglrx" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "aticonfig-Device[2]-0" Driver "fglrx" BusID "PCI:4:0:0" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-0" Device "aticonfig-Device[1]-0" Monitor "aticonfig-Monitor[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[2]-0" Device "aticonfig-Device[2]-0" Monitor "aticonfig-Monitor[2]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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