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  • Overheating laptop

    - by Moncef ben slimane
    i've been using ubuntu for ~2 months, when i installed it on my computer (laptop) it never overheat but a day, i don't know what happened, it over heated.. (70*C @ Idle) I've tryed what ever i found on the net, and as well, i can't change the CPU freq o.O, i5 M460 @ 2.53 GHz.. i have benn trying, jupiter (no result), lm-sensors (aswell), and the cpu freq thingy for unity (cpu wont move from 2.5GHz) Any help? (i'm a C++ user and PHP coder...)

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  • Google webmaster tools: changing address from domain name to subdomain

    - by Charliz
    So we originally have our blog on our main domain (for example, it would be on www.example.com). Now we have moved it to http://blog.example.com. My question is how do we change the address from www.example.com to blog.example.com. I read this http://www.google.com/support/webmasters/bin/answer.py?answer=83106 and it said make sure your site is main not a subdomain but I'm trying to move the site to a subdomain. Help.

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  • Modify the number of entries in the list to choose from for bookmarking a site in Firefox

    - by Roberto Giardina
    I am wondering if it is possible to change the number of entries in the list which appears when in Firefox you right click on a tab and choose "add to bookmarks" Thats because I use to categorize a lot of bookmarks and the standard choice of 5 entries is too small. Of course the idea is to not have to click on "choose" further down following the menu Thanks in advance and this is a really fantastic Website for Ubuntu users cheers Roberto

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • ubuntu get stuck on boot

    - by john
    it seems that i cant install any OS on my system, ubuntu, mint, fedora or mac os x except windows, it just stuck on ubuntu logo, or a little bit later and the same thing heppend to fedora and mint, and i tried to install this on my laptop and it worked, so the disc isnt the problem. and i tried to change to AHCI instead of IDE as suggested to me before but still no success. thank you very much for your help!! asus p6t deluxe i7 940 580 gtx 12G

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  • introducing pointers to a large software project

    - by stefan
    I have a fairly large software project written in c++. In there, there is a class foo which represents a structure (by which i don't mean the programmers struct) in which foo-objects can be part of a foo-object. Here's class foo in simplest form: class Foo { private: std::vector<unsigned int> indices; public: void addFooIndex(unsigned int); unsigned int getFooIndex(unsigned int); }; Every foo-object is currently stored in an object of class bar. class Bar { private: std::vector<Foo> foos; public: void addFoo(Foo); std::vector<Foo> getFoos(); } So if a foo-object should represent a structure with a "inner" foo-object, I currently do Foo foo; Foo innerFoo; foo.addFooIndex(bar.getFoos().size() - 1); bar.addFoo(innerFoo); And to get it, I obviously use: Foo foo; for ( unsigned int i = 0; i < foo.getFooIndices().size(); ++i ) { Foo inner_foo; assert( foo.getFooIndices().at(i) < bar.getFoos().size() ); inner_foo = bar.getFoos().at(foo.getFooIndices().at(i)); } So this is not a problem. It just works. But it's not the most elegant solution. I now want to make the inner foos to be "more connected" with the foo-object. It would be obviously to change class foo to: class Foo { private: std::vector<Foo*> foo_pointers; public: void addFooPointer(Foo*); std::vector<Foo*> getFooPointers(); }; So now, for my question: How to gently change this basic class without messing up the whole code? Is there a "clean way"?

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  • Referencing a picture in another DLL in Silverlight and Windows Phone 7

    - by Laurent Bugnion
    This one has burned me a few times, so here is how it works for future reference: Usually, when I add an Image control into a Silverlight application, and the picture it shows is local (as opposed to loaded from the web), I set the picture’s Build Action to Content, and the Copy to Output Directory to Copy if Newer. What the compiler does then is to copy the picture to the bin\Debug folder, and then to pack it into the XAP file. In XAML, the syntax to refer to this local picture is: <Image Source="/Images/mypicture.jpg" Width="100" Height="100" /> And in C#: return new BitmapImage(new Uri( "/Images/mypicture.jpg", UriKind.Relative)); One of the features of Silverlight is to allow referencing content (pictures, resource dictionaries, sound files, movies etc…) located in a DLL directly. This is very handy because just by using the right syntax in the URI, you can do this in XAML directly, for example with: <Image Source="/MyApplication;component/Images/mypicture.jpg" Width="100" Height="100" /> In C#, this becomes: return new BitmapImage(new Uri( "/MyApplication;component/Images/mypicture.jpg", UriKind.Relative)); Side note: This kind of URI is called a pack URI and they have been around since the early days of WPF. There is a good tutorial about pack URIs on MSDN. Even though it refers to WPF, it also applies to Silverlight Side note 2: With the Build Action set to Content, you can rename the XAP file to ZIP, extract all the files, change the picture (but keep the same name), rezip the whole thing and rename again to XAP. This is not possible if the picture is embedded in an assembly! So what’s the catch? Well the catch is that this does not work if you set the Build Action to Content. It’s actually pretty simple to explain: The pack URI above tells the Silverlight runtime to look within an assembly named MyOtherAssembly for a file named MyPicture.jpg in the Images folder. If the file is included as Content, however, it is not in the assembly. Silverlight does not find it, and silently returns nothing. The image is not displayed. And the fix? The fix, for class libraries, is to set the Build Action to Resource. With this, the picture will gets packed into the DLL itself. Of course, this will increase the size of the DLL, and any change to the picture will require recompiling the class library, which is not ideal. But in the cases where you want to distribute pictures (icons etc) together with a plug-in assembly, well, this is a good way to have everything in the same place Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • SOASuite 11.1.1.4 : Error Logging into BPM11g Composer?

    - by angelo.santagata
    Hey all, I’ve just installed SOA Suite 11.1.1.4 and noticed a few funnies which people might hit, thankfully each of them have an easy solution.   1. Some applications are installed but dont appear to work? If when you install SOASuite you may notice that the following applications dont appear to work, however they do appear as deployments in Weblogic Server Console e.g.  SOA Composer (composer), FMW Welcome Page Application (11.1.0.0.0) and some of the adaptors. If they appear in the deployments list state as “installed” and not Active, then its likely that they haven't been targeted to a specific server.   The solution is to target the application the desired managed server , e.g. AdminServer in a development environment. This is done by selecting the application, tab “Targets”, select all components, Button[change Targets] and select the appropriate server. This change can be done without restarting the Weblogic Server 2. You might find that when you try to log into the BPM Composer at http://machine:7001/bpm/composer , the login screen will appear but you cant log in. The error log might mention the following   The solution to this is two fold, a) When creating the domain, avoid using 127.0.0.1 as the Listener address, or “Any Addresses”, if this is a development machine create an alias in your /etc/hosts file and then use this alias in the domain creation wizard. e.g.   my host file contains an entry     mypc     127.0.0.1   And in the Fusion middleware Configuration wizard   Twill then work!   if it still doesnt you can try setting the ServerURL attribute to http://mypc in the SoaInfraMBean instead of blank. This is accomplished by using Enterprise Manager. Use the System MBean Browser to navigate to Application Defined MBeans->oracle.as.soainfra.config->[ server]->SoaInfraConfig->soa-infra. Then changing the value of 'ServerURL' to http://mypc   Failing that give support a call….

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • Basic Defensive Database Programming Techniques

    We can all recognize good-quality database code: It doesn't break with every change in the server's configuration, or on upgrade. It isn't affected by concurrent usage, or high workload. In an extract from his forthcoming book, Alex explains just how to go about producing resilient TSQL code that works, and carries on working.

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  • How do I get and install an unmodified kernel?

    - by Lucas -luky- N.
    So, I want to learn how to develop drivers for Linux. And for that I heard it's recommended to use an unmodified kernel, since distributions can patch/change it a lot. I downloaded Ubuntu 10.04 (lucid): http://releases.ubuntu.com/lucid/ubuntu-10.04.1-desktop-i386.iso.torrent I found this page: https://wiki.ubuntu.com/Kernel/MainlineBuilds How do I know what's the most compatible kernel version for that Ubuntu release ? I could not understand from the wiki page.

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • Breadcrumbs - The New Ranking Factor in SEO

    Breadcrumbs were traditionally used as means of navigation factor for the visitors. Since then, the use of breadcrumbs has gone under a change and breadcrumbs have come to hold an important position in boosting the SEO process of a website.

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  • Samsung presentation

    I’ve published my Samsung bada/HTML5 apps presentation of yesterday. People who religiously follow my presentation will not find much new stuff in there, except maybe that I made the case for a change of app monetisation more forcefully than before....Did 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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  • The Art of Dealing with People

    Technical people generally don't easily adapt to being good salespeople. When a technical person takes on a customer-facing role as a support engineer, there are a whole lot of new skills required. Dr Petrova relates how the experience of a change in job gave her a new respect for the skills of sales and marketing.

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  • F# Objects &ndash; Integrating with the other .Net Languages &ndash; Part 1

    - by MarkPearl
    In the next few blog posts I am going to explore objects in F#. Up to now, my dabbling in F# has really been a few liners and while I haven’t reached the point where F# is my language of preference – I am already seeing the benefits of the language when solving certain types of programming problems. For me I believe that the F# language will be used in a silo like architecture and that the real benefit of having F# under your belt is so that you can solve problems that F# lends itself towards and then interact with other .Net languages in doing the rest. When I was still very new to the F# language I did the following post covering how to get F# & C# to talk to each other. Today I am going to use a similar approach to demonstrate the structure of F# objects when inter-operating with other languages. Lets start with an empty F# class … type Person() = class end   Very simple, and all we really have done is declared an object that has nothing in it. We could if we wanted to make an object that takes a constructor with parameters… the code for this would look something like this… type Person =     {         Firstname : string         Lastname : string     }   What’s interesting about this syntax is when you try and interop with this object from another .Net language like C# - you would see the following…   Not only has a constructor been created that accepts two parameters, but Firstname and Lastname are also exposed on the object. Now it’s important to keep in mind that value holders in F# are immutable by default, so you would not be able to change the value of Firstname after the construction of the object – in C# terms it has been set to readonly. One could however explicitly state that the value holders were mutable, which would then allow you to change the values after the actual creation of the object. type Person = { mutable Firstname : string mutable Lastname : string }   Something that bugged me for a while was what if I wanted to have an F# object that requires values in its constructor, but does not expose them as part of the object. After bashing my head for a few moments I came up with the following syntax – which achieves this result. type Person(Firstname : string, Lastname : string) = member v.Fullname = Firstname + " " + Lastname What I haven’t figured out yet is what is the difference between the () & {} brackets when declaring an object.

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  • Remove Clutter from the Opera Speed Dial Page

    - by Asian Angel
    Do you want to clean up the Speed Dial page in Opera so that only the thumbnails are visible? Today we show you a couple of tweaks that will make it happen. Speed Dial Page The search bar and text at the bottom take up room and add clutter to the look and feel of Opera’s Speed Dial page. Changing the Settings Two small tweaks to the config settings will clean it all up. To get started type opera:config into the address bar and press enter. Type “speed” into the quick find bar and look for the Speed Dial State entry. Change the 1 to 2 and click save. You will see the following message concerning the changes…click OK. Next type “search” into the quick find bar and look for the Speed Dial Search Type entry. Remove all of the text in the blank and click save. Once again you will see a message about the latest change that you have made. At this point you may need to restart Opera for both changes to take full effect. There will be a noticeable difference in how the Speed Dial page looks afterwards and is much cleaner without the Search bar and text field. You will also still be able to access the right click context menu just like before. Conclusion If you have been looking to get a cleaner and less cluttered Speed Dial page in Opera, then these two little hacks will get the job done! Similar Articles Productive Geek Tips Set the Speed Dial as the Opera Startup PageReplace Google Chrome’s New Tab Page with Speed DialSpeed up Windows Vista Start Menu Search By Limiting ResultsBlank New Tab Quick-Fix for Google ChromeMonitor and Control Memory Usage in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Backup Outlook 2010 Daily Motivator (Firefox) FetchMp3 Can Download Videos & Convert Them to Mp3 Use Flixtime To Create Video Slideshows Creating a Password Reset Disk in Windows Bypass Waiting Time On Customer Service Calls With Lucyphone

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  • Refresh resources in Windows Phone 7 app

    - by Eugene
    I have a Windows Phone app that relies on an XML data file that comes packaged with the app. In the next version of my app, the XML file will be updated, how do I update the data file once per app update? I thought I could change the file name in the isolated storage, but that would leave trash behind. I could also check for exceptions when I load the XML file, but are there any other, more elegant ways?

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  • ASP.NET Web Roles vs ASP.NET Web Applications

    - by kaleidoscope
    The 3 differences are: References to the Windows Azure specific assemblies: Microsoft.WindowsAzure.Diagnostics, Microsoft.WindowsAzure.ServiceRuntime, and Microsoft.WindowsAzure.StorageClient Bootstrap code in the WebRole.cs/vb file that starts the DiagnosticMonitor as well as defines a default behavior of recycling the role when a configuration setting change occurs. The addition of a trace listener in the web.config file: Microsoft.WindowsAzure.Diagnostics.DiagnosticMonitorTraceListener.   Amit

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  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

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  • Name resolver doesn't work

    - by Andrey S. Petrov
    Oh, Hello! Tried to fix name resolution on my Ubuntu 12.04 LTS box using answers read here... no effect at all: Tried to move /etc/resolv.conf link away Tried to change hosts order in /etc/nsswitch.conf Tried to reboot|remove|reconfigure my LinkSys, which is a DHCP server for my network No results. For now, I'm using "reload button" method 'till desired site is open, though if I've misspelled its FQDN. Can anyone advise something else? Cheers, Andrey.

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  • Can anyone tell me how to get the same Gnome desktop environment as the one in the photo?

    - by Elysium
    I have been using gnome fallback for more than a year, but recently I have come across this image: However, when in virtual machine (new copy of ubuntu 12.04) I change to gnome 3 shell, the desktop is not even similar to the one in the photo above. I am wondering if there are others things that I am missing/have to do....to get to the same thing (or similar) that you can see in the image above. NOTE: Here is a screenshot from the virtual machine after I used these commands: sudo add-apt-repository ppa:gnome3-team/gnome3 sudo apt-get update sudo apt-get install gnome-shell

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  • Scheduling thread tiles with C++ AMP

    - by Daniel Moth
    This post assumes you are totally comfortable with, what some of us call, the simple model of C++ AMP, i.e. you could write your own matrix multiplication. We are now ready to explore the tiled model, which builds on top of the non-tiled one. Tiling the extent We know that when we pass a grid (which is just an extent under the covers) to the parallel_for_each call, it determines the number of threads to schedule and their index values (including dimensionality). For the single-, two-, and three- dimensional cases you can go a step further and subdivide the threads into what we call tiles of threads (others may call them thread groups). So here is a single-dimensional example: extent<1> e(20); // 20 units in a single dimension with indices from 0-19 grid<1> g(e);      // same as extent tiled_grid<4> tg = g.tile<4>(); …on the 3rd line we subdivided the single-dimensional space into 5 single-dimensional tiles each having 4 elements, and we captured that result in a concurrency::tiled_grid (a new class in amp.h). Let's move on swiftly to another example, in pictures, this time 2-dimensional: So we start on the left with a grid of a 2-dimensional extent which has 8*6=48 threads. We then have two different examples of tiling. In the first case, in the middle, we subdivide the 48 threads into tiles where each has 4*3=12 threads, hence we have 2*2=4 tiles. In the second example, on the right, we subdivide the original input into tiles where each has 2*2=4 threads, hence we have 4*3=12 tiles. Notice how you can play with the tile size and achieve different number of tiles. The numbers you pick must be such that the original total number of threads (in our example 48), remains the same, and every tile must have the same size. Of course, you still have no clue why you would do that, but stick with me. First, we should see how we can use this tiled_grid, since the parallel_for_each function that we know expects a grid. Tiled parallel_for_each and tiled_index It turns out that we have additional overloads of parallel_for_each that accept a tiled_grid instead of a grid. However, those overloads, also expect that the lambda you pass in accepts a concurrency::tiled_index (new in amp.h), not an index<N>. So how is a tiled_index different to an index? A tiled_index object, can have only 1 or 2 or 3 dimensions (matching exactly the tiled_grid), and consists of 4 index objects that are accessible via properties: global, local, tile_origin, and tile. The global index is the same as the index we know and love: the global thread ID. The local index is the local thread ID within the tile. The tile_origin index returns the global index of the thread that is at position 0,0 of this tile, and the tile index is the position of the tile in relation to the overall grid. Confused? Here is an example accompanied by a picture that hopefully clarifies things: array_view<int, 2> data(8, 6, p_my_data); parallel_for_each(data.grid.tile<2,2>(), [=] (tiled_index<2,2> t_idx) restrict(direct3d) { /* todo */ }); Given the code above and the picture on the right, what are the values of each of the 4 index objects that the t_idx variables exposes, when the lambda is executed by T (highlighted in the picture on the right)? If you can't work it out yourselves, the solution follows: t_idx.global       = index<2> (6,3) t_idx.local          = index<2> (0,1) t_idx.tile_origin = index<2> (6,2) t_idx.tile             = index<2> (3,1) Don't move on until you are comfortable with this… the picture really helps, so use it. Tiled Matrix Multiplication Example – part 1 Let's paste here the C++ AMP matrix multiplication example, bolding the lines we are going to change (can you guess what the changes will be?) 01: void MatrixMultiplyTiled_Part1(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W) 02: { 03: 04: array_view<const float,2> a(M, W, vA); 05: array_view<const float,2> b(W, N, vB); 06: array_view<writeonly<float>,2> c(M, N, vC); 07: parallel_for_each(c.grid, 08: [=](index<2> idx) restrict(direct3d) { 09: 10: int row = idx[0]; int col = idx[1]; 11: float sum = 0.0f; 12: for(int i = 0; i < W; i++) 13: sum += a(row, i) * b(i, col); 14: c[idx] = sum; 15: }); 16: } To turn this into a tiled example, first we need to decide our tile size. Let's say we want each tile to be 16*16 (which assumes that we'll have at least 256 threads to process, and that c.grid.extent.size() is divisible by 256, and moreover that c.grid.extent[0] and c.grid.extent[1] are divisible by 16). So we insert at line 03 the tile size (which must be a compile time constant). 03: static const int TS = 16; ...then we need to tile the grid to have tiles where each one has 16*16 threads, so we change line 07 to be as follows 07: parallel_for_each(c.grid.tile<TS,TS>(), ...that means that our index now has to be a tiled_index with the same characteristics as the tiled_grid, so we change line 08 08: [=](tiled_index<TS, TS> t_idx) restrict(direct3d) { ...which means, without changing our core algorithm, we need to be using the global index that the tiled_index gives us access to, so we insert line 09 as follows 09: index<2> idx = t_idx.global; ...and now this code just works and it is tiled! Closing thoughts on part 1 The process we followed just shows the mechanical transformation that can take place from the simple model to the tiled model (think of this as step 1). In fact, when we wrote the matrix multiplication example originally, the compiler was doing this mechanical transformation under the covers for us (and it has additional smarts to deal with the cases where the total number of threads scheduled cannot be divisible by the tile size). The point is that the thread scheduling is always tiled, even when you use the non-tiled model. But with this mechanical transformation, we haven't gained anything… Hint: our goal with explicitly using the tiled model is to gain even more performance. In the next post, we'll evolve this further (beyond what the compiler can automatically do for us, in this first release), so you can see the full usage of the tiled model and its benefits… Comments about this post by Daniel Moth welcome at the original blog.

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  • Is ICANN planning any changes to domain registration soon?

    - by waiwai933
    The BBC is reporting that domain registration will be changing next year. The .co landgrab could be one of the last before ICANN overhauls the way net addresses are assigned. Next year the body is due to open up the system so that companies and individuals can register any name they want. I haven't heard anything about a change—is the BBC correct, and if so, what are the details?

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  • RIM's current BB7 developer toolset is a joke

    - by mbrit
    tl;dr - RIM's current developer toolset is not fit for purpose.Background to this is that I'm currently working on a PhoneGap/Cordova project for a client that has to run on BlackBerry. The tooling is so ridiculous to use that even though I had a gentle dig at them in a Guardian piece it's worth having a more full-on attack.At the moment, RIM's pitch is that apps are built for the current BBOS7 devices using WebWorks. This is an HTML-based toolset. Essentially a browser is spun up in a native app container and your app is powered by JavaScript. Specific JavaScript libraries exist that thunk down to native capabilities no the device. I happen to use PhoneCap/Cordova in combination with this.The tooling is non-existent. I'm using TextMate, Ant, and Terminal to develop the app. There's no "console.log" output, and no debugging. The only way to instrument the app is to put "alert" calls in your code.Apart from the fact that that's *not* fine in 2012, how about this… every time you deploy a new app to the device, the device has to reboot. This process takes six minutes on a relatively modern BlackBerry device. How about this as well - in order to get a file into the package it has to be signed. My small app over here has 100 different files (75 or so generated). Signing doesn't happen locally, it happens on RIM's servers in Waterloo. Thus whenever you deploy the app you have this utility have to call RIM's servers 100 times. More to the point, sometimes during the day these servers have "micro-downtime" moments where they're unreachable for five or ten minutes, normally two or three times a day. Oh yes, you'll also get an email sent to you per signing on success or failure. 100 inbound emails, per deployment.(I started this post at the beginning of one of these cycles, by the way. That's how long it takes to build and deploy *once*. By the way, the change I made didn't work.)To clarify:* Change the script,* Build it using Ant,* Ant will spin up a Java app that talks to RIM's servers to sign it.* Receive 100 emails, assuming the server is up.* App deployed - takes about 30 seconds.* BlackBerry device restarts - takes about six minutes.* Find and open the app. Go through security prompts.* Test the app, with no "console.log" output and no debugger."Why not use the simulator?" I hear you ask. Well, apart from the fact that the simulator refused to reach any network service over HTTPS that I happen to own? (Some people suggest changing DNS settings for this known issue.) Admittedly, the simulator does show you console.log, but you still have the "six minute" restart issue on the simulator.Developers will understand this problem. Breaking concentration for six-plus minutes every time you want to deploy an app turns developing into a nightmare. Combining that with no worthy debugging tools turns the toolset into a joke.

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