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  • Microsoft Word 2007 Landscape Printing

    - by Greg Ogle
    When printing document in landscape mode using Microsoft Word 2007, it is print portrait and scaling (varies a little per printer). I made a new document with just text and the text is getting chopped even in print preview. It seems rather weird. Am I doing something wrong?

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  • Different DPI on MacBook Pro and external monitors - what options are there?

    - by Ollie G
    I have an external monitor connected to my MacBook Pro, the two screens have different DPIs. Ideally I would like them to be the same, but as this is not the case, the best option I can see is reducing the resolution of the MBP screen to bring its DPI as close as possible to the external monitor. This introduces scaling artefacts on the screen, as LCDs don't look good at non-native resolutions. Is there a standard or best way of handling this, and if not, what other options are available?

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  • Autoscaling EC2 with NFS mounts

    - by Jamie Taylor
    I'm trying to set up a shared filesystem on EC2 and I've read tutorials such as this: http://blog.ronaldmccollam.com/2012/07/configuring-nfs-on-ubuntu-in-amazon-ec2.html In step 2 it talks about configuring the exports, for this I need an IP range but when I'm auto-scaling I can't predict what the IP will be before it scales. Is there any other way of doing this while still staying secure? Thanks Edit: Just tried s3fs, didn't seem to work properly

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  • TextField breaking MOUSE_OVER in as3: only after moving it!

    - by Franz
    I'm having a really weird problem with the MOUSE_OVER event. I'm building dynamic tabs representing mp3 songs containing textfields with info and a dynamic image for the cover art. I am trying to get a simple MOUSE_OVER working over the whole tab, such that you can select the next song to play. I am using a Sprite with alpha 0 that overlays my whole tab (incl. the textFields) as a Listener for MOUSE_OVER and _OUT... I've checked by setting the alpha to something visible and it indeed covers my tab and follows it around as I move it (just making sure I'm not moving the tab without moving the hotspot). Also, I only create it once my cover art is loaded, ensuring that it will cover that too. Now, when the tab is in the top position, everything is dandy. As soon as I move the tab to make space for the next tab, the textFields break my roll behaviour... just like that noob mistake of overlaying a sprite over the one that you're listening for MouseEvents on. But... the roll area is still on top of the field, I've set selectable and mouseEnabled to false on the textFields... nothing. It is as if the mere fact of moving the whole tab now puts the textField on top of everything in my tab (whereas visually, it's still in its expected layer). I'm using pixel fonts but tried it with system fonts, same thing... at my wits end here. public function Tab(tune:Tune) { _tune = tune; mainSprite = new Sprite(); addChild(mainSprite); drawBorder(); createFormat(); placeArtist(); placeTitle(); placeAlbum(); coverArt(); } private function placeButton():void { _button = new Sprite(); _button.graphics.beginFill(0xFF000,0); _button.graphics.drawRect(0,0,229,40); _button.graphics.endFill(); _button.addEventListener(MouseEvent.MOUSE_OVER, mouseListener); _button.addEventListener(MouseEvent.MOUSE_OUT, mouseListener); _button.buttonMode = true; mainSprite.addChild(_button); } private function mouseListener(event:MouseEvent):void { switch(event.type){ case MouseEvent.MOUSE_OVER : hilite(true); break; case MouseEvent.MOUSE_OUT : hilite(false); break; } } private function createFormat():void { _format = new TextFormat(); _format.font = "FFF Neostandard"; _format.size = 8; _format.color = 0xFFFFFF; } private function placeArtist():void { var artist : TextField = new TextField(); artist.selectable = false; artist.defaultTextFormat = _format; artist.x = 41; artist.y = 3; artist.width = 135; artist.text = _tune.artist; artist.mouseEnabled = false; mainSprite.addChild(artist); } private function placeTitle():void { var title : TextField = new TextField(); title.selectable = false; title.defaultTextFormat = _format; title.x = 41; title.y = 14; title.width = 135; title.text = _tune.title; title.mouseEnabled = false; mainSprite.addChild(title); } private function placeAlbum():void { var album : TextField = new TextField(); album.selectable = false; album.defaultTextFormat = _format; album.x = 41; album.y = 25; album.width = 135; album.text = _tune.album; album.mouseEnabled = false; mainSprite.addChild(album); } private function drawBorder():void { _border = new Sprite(); _border.graphics.lineStyle(1, 0x545454); _border.graphics.drawRect (0,0,229,40); mainSprite.addChild(_border); } private function coverArt():void { _image = new Sprite(); var imageLoader : Loader = new Loader(); _loaderInfo = imageLoader.contentLoaderInfo; _loaderInfo.addEventListener(Event.COMPLETE, coverLoaded) var image:URLRequest = new URLRequest(_tune.coverArt); imageLoader.load(image); _image.x = 1.5; _image.y = 2; _image.addChild(imageLoader); } private function coverLoaded(event:Event):void { _loaderInfo.removeEventListener(Event.COMPLETE, coverLoaded); var scaling : Number = IMAGE_SIZE / _image.width; _image.scaleX = scaling; _image.scaleY = scaling; mainSprite.addChild (_image); placeButton(); } public function hilite(state:Boolean):void{ var col : ColorTransform = new ColorTransform(); if(state){ col.color = 0xFFFFFF; } else { col.color = 0x545454; } _border.transform.colorTransform = col; }

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  • Footer not stretching 100% when horizontally scrolled

    - by Dan
    I have a footer which is set to 100% width, but if i size the window smaller so a horizontal scrollbar appears, using the scrollbar shows whitespace to the right of the footer ... its not spanned 100% of the page, just the viewport. <!doctype html> <html lang="en" class="no-js"> <head> <title>test</title> <meta charset="utf-8"> </head> <body> <div id="container" style="width:100%"> <div id="body" style="width:1200px;"> <!-- Body start --> <h1>Main content area</h1> <p>Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh.</p> <p>Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh.</p> <p>Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh.</p> <!-- Body end --> </div> <div id="footer" style="width:100%; background-color:green;"> <!-- Footer start --> <p><b>FOOTER.</b> Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh.</p> <!-- Footer end --> </div> </div> </body> </html> Size the browser so horizontal scrollbar appears, and then scroll and you will see the footer background just stops. Any ideas? Or is this site the wrong place for web site design/development .. I did have to read the site description but it still wasnt clear, nor was the meta-discussion? Apologies if its in the wrong place.

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  • How to set default xrandr settings?

    - by echo-flow
    I'm trying to enable dual monitors in Ubuntu. This is working fine, but every time I do it, desktop effects is disabled. I think I've found the reason why, though: https://wiki.ubuntu.com/X/Config/Multihead/ As with the GNOME XRandR configuration method, setting Virtual to too large a value may result in a loss of hardware acceleration, and thus an inability to use Compiz and its desktop effects. When I use the GNOME monitor applet, or the Monitors configuration in the System menu, the default xrandr settings puts the second monitor to the right of the first, and, as I found with this bug, for most monitors this creates a virtual desktop larger than the maximum 2048 horizontal resolution needed for hardware acceleration on my netbook hardware. So, it seems like if I can modify xrandr's default settings so that it places the new desktop above or below (north or south of) the main LVDS display, then hardware acceleration, and therefore compiz will continue to work. Can anyone tell me, what is the easiest way to achieve this? UPDATE: I have confirmed that multihead support with desktop effects and hardware acceleration works when I move the external monitor display north of the main LVDS display. Right now this involves the following process: plugging in the external monitor, starting the Monitors configuration menu, desktop effects are disabled automatically (and all of the windows on my workspaces are moved to the first workspace), repositioning the external display so that it is north of LVDS display and clicking apply, and then navigating to the Appearance menu and telling it to reenable desktop effects. Is there a simpler way do this? UPDATE 2: OK, so I thought that perhaps the GNOME Monitors configuration screen was trying to be clever, and might be disbling desktop effects. So, I just tried using the xrandr command-line client instead, as follows: xrandr --output VGA1 --above LVDS1 When I do that, desktop effects are still disabled, and I need to manually reenable them. This, despite the fact that hardware acceleration works, and there is never a point where hardware acceleration stops working because the horizontal dimension of the virtual display is too large. So what program is trying to be clever, and is turning off desktop effects when it doesn't need to? And how do I make it stop? If there were a way to re-enable desktop effects from the command line, which I could then put into a script along with the proper xrandr invocation, I would accept that as a workaround. UPDATE 3: OK, here's my script to enable a second monitor with desktop effects. It might be evil, I'm not sure: second-monitor.sh xrandr --output VGA1 --above LVDS1 sleep 3 compiz --replace & The sleep statement might not be necessary. If there's a better way to do this, please let me know. UPDATE 4: This is a Dell Mini Inspiron 1012. Here are my system specifications: lspci -vv 00:02.0 VGA compatible controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: Dell Device 041a Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 29 Region 0: Memory at f0b00000 (32-bit, non-prefetchable) [size=512K] Region 1: I/O ports at 18d0 [size=8] Region 2: Memory at d0000000 (32-bit, prefetchable) [size=256M] Region 3: Memory at f0900000 (32-bit, non-prefetchable) [size=1M] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915 00:02.1 Display controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: Dell Device 041a Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Region 0: Memory at f0b80000 (32-bit, non-prefetchable) [size=512K] Capabilities: <access denied> lsmod | grep i915 i915 287458 2 drm_kms_helper 29329 1 i915 drm 162409 3 i915,drm_kms_helper intel_agp 24375 2 i915 i2c_algo_bit 5028 1 i915 video 17375 1 i915

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  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

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  • How to center and scale Silverlight applications using ViewBox control

    - by Jacek Ciereszko
    There are many ways to make your application scalable in Web Browser window and align it in the center. Usually we use two Grid controls to align and panel control (like Canvas) to scale our apps. Not the best solution <UserControl … >     <Grid x:Name="LayoutRoot" Background="White">         <Grid HorizontalAlignment="Center" VerticalAlignment="Center">             <Canvas x:Name="scalePanel" VerticalAlignment="Top" HorizontalAlignment="Center">                 …             </Canvas>         </Grid>     </Grid> </UserControl>               The example above usually works but there are better ways. How? Use ViewBox. ViewBox control contains scale mechanisms with some stretching options. So ViewBox together with Grid control is all what we need to align and scale our applications. Good solution <UserControl … >     <Grid x:Name="LayoutRoot" Background="White">         <Viewbox>             ...         </Viewbox>     </Grid> </UserControl> How to find ViewBox control For those applications created in Silverlight 4, ViewBox is available in plug-in. For applications created in Silverlight 3 you can find it in Microsoft Silverlight Toolkit. Demo Let’s create a simple application that will contain: Button, TextBlock and red Rectangle. It will also have some Margin settings. This application won’t be in the center of window and it will not scale. <UserControl … >     <Grid x:Name="LayoutRoot">         <Grid Margin="100, 50, 100, 20">                 <StackPanel Orientation="Horizontal">                     <Button Width="100" Height="100" Content="test"/>                     <TextBlock Text="Button" Width="100" Height="100" />                     <Rectangle Width="100" Height="100" Fill="Red"/>                 </StackPanel>         </Grid> </Grid> </UserControl>   Run demo: RUN But If we use ViewBox control, we will got centered and always scaled application.    <Grid x:Name="LayoutRoot">         <Viewbox>             <Grid Margin="100, 50, 100, 20">                     <StackPanel Orientation="Horizontal">                         <Button Width="100" Height="100" Content="test"/>                         <TextBlock Text="bottom" Width="100" Height="100" />                         <Rectangle Width="100" Height="100" Fill="Red"/>                     </StackPanel>             </Grid>         </Viewbox>     </Grid> Link to application: RUN (try to resize application’s window) Link to source code: SilverlightCenterApplication.zip References ViewBox for Silverlight 3 http://silverlight.codeplex.com/    Polish version: http://jacekciereszko.pl/2010/05/jak-wysrodkowac-i-skalowac-aplikacje.html Jacek Ciereszko

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • problem on my site [closed]

    - by ali
    Errors found while checking this document as XHTML How and from where repaired ,please help my hello, I have a problem on my site, was discovered by the program (A1 website analyzer) you can fix my site? Because I really do not know about the programming language, if it please email me and thank you please see this link it http://jigsaw.w3.org/css-validator/validator?uri=http://www.moneybillion.com/#errors Validation Output: 19 Errors Line 193, Column 261: there is no attribute "data-count" …ass="twitter-share-button" data-count="horizontal" data-via="elibeto1199"Twee…? You have used the attribute named above in your document, but the document type you are using does not support that attribute for this element. This error is often caused by incorrect use of the "Strict" document type with a document that uses frames (e.g. you must use the "Transitional" document type to get the "target" attribute), or by using vendor proprietary extensions such as "marginheight" (this is usually fixed by using CSS to achieve the desired effect instead). This error may also result if the element itself is not supported in the document type you are using, as an undefined element will have no supported attributes; in this case, see the element-undefined error message for further information. How to fix: check the spelling and case of the element and attribute, (Remember XHTML is all lower-case) and/or check that they are both allowed in the chosen document type, and/or use CSS instead of this attribute. If you received this error when using the element to incorporate flash media in a Web page, see the FAQ item on valid flash. Line 193, Column 283: there is no attribute "data-via" …ton" data-count="horizontal" data-via="elibeto1199"Tweet This error may also result if the element itself is not supported in the document type you are using, as an undefined element will have no supported attributes; in this case, see the element-undefined error message for further information. How to fix: check the spelling and case of the element and attribute, (Remember XHTML is all lower-case) and/or check that they are both allowed in the chosen document type, and/or use CSS instead of this attribute. If you received this error when using the element to incorporate flash media in a Web page, see the FAQ item on valid flash. Line 193, Column 393: required attribute "type" not specified …ript" src="//platform.twitter.com/widgets.js"var facebook = {? The attribute given above is required for an element that you've used, but you have omitted it. For instance, in most HTML and XHTML document types the "type" attribute is required on the "script" element and the "alt" attribute is required for the "img" element. Typical values for type are type="text/css" for and type="text/javascript" for . Line 194, Column 23: element "data:post.url" undefined url : "",? You have used the element named above in your document, but the document type you are using does not define an element of that name. This error is often caused by: incorrect use of the "Strict" document type with a document that uses frames (e.g. you must use the "Frameset" document type to get the "" element), by using vendor proprietary extensions such as "" or "" (this is usually fixed by using CSS to achieve the desired effect instead). by using upper-case tags in XHTML (in XHTML attributes and elements must be all lower-case). Line 197, Column 62: required attribute "type" not specified src="http://orkut-share.googlecode.com/svn/trunk/facebook.js"?

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  • Web Safe Area (optimal resolution) for web app design?

    - by M.A.X
    I'm in the process of designing a new web app and I'm wondering for what 'Web Safe Area' should I optimize the app layout and design. By Web Safe Area I mean the actual area available to display the website in the browser (which is influenced by monitor resolution as well as the space taken up by the browser and OS) I did some investigation and thinking on my own but wanted to share this to see what the general opinion is. Here is what I found: Optimal Display Resolution: w3schools web stats seems to be the most referenced source (however they state that these are results from their site and is biased towards tech savvy users) http://www.w3counter.com/globalstats.php (aggregate data from something like 15,000 different sites that use their tracking services) StatCounter Global Stats Display Resolution (Stats are based on aggregate data collected by StatCounter on a sample exceeding 15 billion pageviews per month collected from across the StatCounter network of more than 3 million websites) NetMarketShare Screen Resolutions (marketshare.hitslink.com) (a web analytics consulting firm, they get data from browsers of site visitors to their on-demand network of live stats customers. The data is compiled from approximately 160 million visitors per month) Display Resolution Summary: There is a bit of variation between the above sources but in general as of Jan 2011 looks like 1024x768 is about 20%, while ~85% have a higher resolution of at least 1280x768 (1280x800 is the most common of these with 15-20% of total web, depending on the source; 1280x1024 and 1366x768 follow behind with 9-14% of the share). My guess would be that the higher resolution values will be even more common if we filter on North America, and even higher if we filter on N.American corporate users (unfortunately I couldn't find any free geographically filtered statistics). Another point to note is that the 1024x768 desktop user population is likely lower than the aforementioned 20%, seeing as the iPad (1024x768 native display) is likely propping up those number (the app I'm designing is flash based, Apple mobile devices don't support flash so iPad support isn't a concern). My recommendation would be to optimize around the 1280x768 constraint (*note: 1280x768 is actually a relatively rare resolution, but I think it's a valid constraint range considering that 1366x768 is relatively common and 1280 is the most common horizontal resolution). Browser + OS Constraints: To further add to the constraints we have to subtract the space taken up by the browser (assuming IE, which is the most space consuming) and the OS (assuming WinXP-Win7): Win7 has the biggest taskbar footprint at a height of 40px (XP's and Vista's is 30px) The default IE8 view uses up 25px at the bottom of the screen with the status bar and a further 120px at the top of the screen with the windows title bar and the browser UI (assuming the default 'favorites' toolbar is present, it would instead be 91px without the favorites toolbar). Assuming no scrollbar, we also loose a total of 4px horizontally for the window outline. This means that we are left with 583px of vertical space and 1276px of horizontal. In other words, a Web Safe Area of 1276 x 583 Is this a correct line of thinking? I'm really surprised that I couldn't find this type of investigation anywhere on the web. Lots of websites talk about designing for 1024x768, but that's only half the equation! There is no mention of browser/OS influences on the actual area you have to display the site/app. Any help on this would be greatly appreciated! Thanks. EDIT Another caveat to my line of thinking above is that different browsers actually take up different amounts of pixels based on the OS they're running on. For example, under WinXP IE8 takes up 142px on top of the screen (instead the aforementioned 120px for Win7) because the file menu shows up by default on XP while in Win7 the file menu is hidden by default. So it looks like on WinXP + IE8 the Web Safe Area would be a mere 572px (768px-142-30-24=572)

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • CQRS &ndash; Questions and Concerns

    - by Dylan Smith
    I’ve been doing a lot of learning on CQRS and Event Sourcing over the last little while and I have a number of questions that I haven’t been able to answer. 1. What is the benefit of CQRS when compared to a typical DDD architecture that uses Event Sourcing and properly captures intent and behavior via verb-based commands? (other than Scalability) 2. When using CQRS what do you do with complex query-based logic? I’m going to elaborate on #1 in this blog post and I’ll do a follow-up post on #2. I watched through Greg Young’s video on the business benefits of CQRS + Event Sourcing and first let me say that I thought it was an excellent presentation that really drives home a lot of the benefits to this approach to architecture (I watched it twice in a row I enjoyed it so much!). But it didn’t answer some of my questions fully (I wish I had been there to ask these of Greg in person!). So let me pick apart some of the points he makes and how they relate to my first question above. I’m completely sold on the idea of event sourcing and have a clear understanding of the benefits that it brings to the table, so I’m not going to question that. But you can use event sourcing without going to a CQRS architecture, so my main question is around the benefits of CQRS + Event Sourcing vs Event Sourcing + Typical DDD architecture Architecture with Event Sourcing + Commands on Left, CQRS on Right Greg talks about how the stereotypical architecture doesn’t support DDD, but is that only because his diagram shows DTO’s coming up from the client. If we use the same diagram but allow the client to send commands doesn’t that remove a lot of the arguments that Greg makes against the stereotypical architecture? We can now introduce verbs into the system. We can capture intent now (storing it still requires event sourcing, but you can implement event sourcing without doing CQRS) We can create a rich domain model (as opposed to an anemic domain model) Scalability is obviously a benefit that CQRS brings to the table, but like Greg says, very few of the systems we create truly need significant scalability Greg talks about the ability to scale your development efforts. He says CQRS allows you to split the system into 3 parts (Client, Domain/Commands, Reads) and assign 3 teams of developers to work on them in parallel; letting you scale your development efforts by 3x with nearly linear gains. But in the stereotypical architecture don’t you already have 2 separate modules that you can split your dev efforts between: The client that sends commands/queries and receives DTO’s, and the Domain which accepts commands/queries, and generates events/DTO’s. If this is true it’s not really a 3x scaling you achieve with CQRS but merely a 1.5x scaling which while great doesn’t sound nearly as dramatic (“I can do it with 10 devs in 12 months – let me hire 5 more and we can have it done in 8 months”). Making the Query side “stupid simple” such that you can assign junior developers (or even outsource it) sounds like a valid benefit, but I have some concerns over what you do with complex query-based logic/behavior. I’m going to go into more detail on this in a follow-up blog post shortly. He also seemed to focus on how “stupid-simple” it is doing queries against the de-normalized data store, but I imagine there is still significant complexity in the event handlers that interpret the events and apply them to the de-normalized tables. It sounds like Greg suggests that because we’re doing CQRS that allows us to apply Event Sourcing when we otherwise wouldn’t be able to (~33:30 in the video). I don’t believe this is true. I don’t see why you wouldn’t be able to apply Event Sourcing without separating out the Commands and Queries. The queries would just operate against the domain model instead of the database. But you’d still get the benefits of Event Sourcing. Without CQRS the queries would only be able to operate against the current state rather than the event history, but even in CQRS the domain behaviors can only operate against the current state and I don’t see that being a big limiting factor. If some query needs to operate against something that is not captured by the current state you would just have to update the domain model to capture that information (no different than if that statement were made about a Command under CQRS). Some of the benefits I do see being applicable are that your domain model might end up being simpler/smaller since it only needs to represent the state needed to process commands and not worry about the reads (like the Deactivate Inventory Item and associated comment example that Greg provides). And also commands that can be handled in a Transaction Script style manner by the command handler simply generating events and not touching the domain model. It also makes it easier for your senior developers to focus on the command behavior and ignore the queries, which is usually going to be a better use of their time. And of course scalability. If anybody out there has any thoughts on this and can help educate me further, please either leave a comment or feel free to get in touch with me via email:

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  • OpenGL ES 2.0: Using VBOs?

    - by Bunkai.Satori
    OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from client memory to graphics card on per frame basis. However, as I see it, the game scene changes continuously: position of objects change, their scaling and rotating change, they get animated, they explode, they get spawn or disappear. In such highly dynamic environment, such as computer game scene is, what is the point of using VBOs, if the VBOs would need to be constructed on per-frame basis anyway? Can you please help me to understand how to practically take beneif of VBOs in computer games? Can there be more vertex based VBOs (say one per one object) or there must be always exactly only one VBO present for each draw cycle?

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  • Upcoming EMEA, APAC & US Events with MySQL in 2014

    - by Lenka Kasparova
    As an update to the previous announcement from Mar 25, 2014 please find below the updated list of events where MySQL Community team is attending and/or supporting. This time you can find not only EMEA & APAC ones but also conferences & events we are covering in the US & Canada. You are invited to meet our engineers at the events below.   EMEA  NEW!! BGOUG, Sandanski, Bulgaria, June 13, 2014  Georgi Kodinov will attend and speak at this local Oracle User Group event. Feel free to come. PHP Tour Lyon, Lyon, France, June 23-24, 2014 MySQL team is going to be part of this show as well, we are not going to have a booth here but very active networking by our french MySQL team around the event. Come to meet us and talk to us! NEW!! Converge Conference, Glasgow, Scotland, August 15-16, 2014  MySQL Community Manager, David Stokes attends with MySQL talk. NEW!! CakeFest, Madrid, Spain, August 21-24, 2014  A talk on "Scaling Your MySQL instances AND keeping your Sanity" will be given by the MySQL Community Manager, David Stokes. Froscon 2014, St.Augustin, Germany, August 23-24, 2014 Please visit our booth as well as watch the Froscon website for the schedule updates. NEW!! SymfonyLive, UK, London, September 25-26, 2014 MySQL Community Magers, David Stokes & Morgan Tocker submitted MySQL talks for this show. Schedule will be announced later on. DrupalCon Amsterdam, The Netherlands, September 29-Oct 3, 2014 Meet us at our booth at DrupalCon Amsterdam. For the schedule please watch the DrupalCon website. All Your Base, Oxford UK, October 17, 2014  Come to visit our MySQL booth and talk to our MySQL experts. NEW!! WebTechCon / IPC, Munich Germany, October 26-29, 2014 NEW!! DOAG, Nuremberg, Germany, November 18-20, 2014 There will be a full day of MySQL talks and one full day of MySQL workshop & sessions with live demo. This event is simply hard to miss! NEW!! Forum PHP Paris, France, November 21-22, 2014 More details: TBD NEW!! UK OUG, Liverpool, UK, December 8-10, 2014 MySQL will be part of the Oracle booth and we hope to get more space for MySQL talks.  USA NEW!! Texas Linux Fest, Austin, Texas, US, June 13-14, 2014 NEW!! SouthEast Linux Fest, Charlotte, US, June 20-22, 2014 NEW!! Debian Conference 2014, Portland, OR, US, August 23-31, 2014 NEW!! FossetCon, Orlando, US, September 11-13, 2014 NEW!! Oracle Open World, San Francisco, US, September 29-October 3, 2014 NEW!! MySQL Central @ Open/World, San Francisco, US, September 29-October 3, 2014 NEW!! PyTexas 2014, Dallas, TX, US, October 3-5, 2014 NEW!! All Things Open (replacing POSSCON), Raleigh, NC, October 23-24, 2014 NEW!! Ohio LinuxFest 2014, Columbus, Ohio, US, October 24-25, 2014 NEW!! ZendCon PHP, Santa Clara, US, October 27-30, 2014 NEW!! Kuali Days 2014, Indianapolis, US, November 10-13, 2014 NEW!! Live 360, Orlando, FL, US, November 17-20, 2014 APAC OpenSourceConference Japan, Hokkaido, June 13-14, 2014 MySQL is represented by Ryusuke Kajiyama with the talk on "MySQL Technology Updates". NEW!! db tech showcase, Osaka Japan, June 18-20, 2014 Three MySQL talks are scheduled for this show, "MySQL for Oracle DBA" & "MySQL Technology Updates" by Ryusuke Kajiyama. The last talk will be on MySQL Fabric by Yoshiaki Yamasaki. NEW!! PyCon Singapore, Singapore, June 18-20, 2014 Ryusuke Kajiyama will be talking about "Sharding and scale-out using Python-based MySQL Fabric". NEW!! COSCUP, Taipei, Taiwan, July 19-20, 2014 We are going to run a technical session on MySQL Workbench & one talk on how to make MySQL better MySQL. NEW!! PyCon New Zealand, Wellington, New Zealand, September 13-14, 2014 MySQL talks were submitted as well as one talk by Solaris Modernization team on Python & Solaris, watch the website for schedule updates. NEW!! PyCon Japan, Tokyo Japan, September 13-15, 2014 MySQL will be a MySQL session speaker, no schedule is announced yet. Ruby Kaigi, Tokyo, Japan, September 18-20, 2014 Another event MySQL supports and attends in APAC region. Ruby Kaigi is the international Ruby Conference in Japan, Tokyo. Ruby started in Japan, so Ruby Kaigi has excellent speakers and developers! MySQL team is going to be present at this conference with MySQL talks and active networking around the venue. NEW!! PyCon India, Bangalore, India, September 26-28, 2014 A MySQL talk on "MySQL Utilities scaling MySQL with Python" has been submitted, please watch the PyCon website for the schedule updates. NEW!! OpenSourceConference Japan, Tokyo, October 18-19, 2014 NEW!! OpenSource India, Bengaluru, India, November 7-8, 2014 NEW!! OpenSourceConference Japan, Fukuoka, November 14-15, 2014 You can check the MySQL wikis for updates on the conferences we are attending. Next time I hope to have more details for each event above (especially for the US ones).

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  • CQRS - Benefits

    - by Dylan Smith
    Thanks to all the comments and feedback from the last post I think I have a better understanding now of the benefits of CQRS (separate from the benefits of Event Sourcing). I’m going to try and sum it up here, and point out some areas where I could still use some advice: CQRS Benefits Sounds like the primary benefit of CQRS as an architecture is it allows you to create a simpler domain model by sucking out everything related to queries. I can definitely see the benefit to this, in general the domain logic related to commands is the high-value behavior in the software, but the logic required to service the queries would add a lot of low-value “noise” to the domain model that would dilute the high-value (command) behavior – sorting, paging, filtering, pre-fetch paths, etc. Also the most appropriate domain structure for implementing commands might not be the most optimal for implementing queries. To paraphrase Greg, this usually results in a domain model that is mediocre at both, piss-poor at one, or more likely piss-poor at both commands and queries. Not only will you be able to simplify your domain model by pulling out all the query logic, but at least a handful of commands in most systems will probably be “pass-though” type commands with little to no logic that just generate events. If these can be implemented directly in the command-handler and never touch the domain model, this allows you to slim down the domain model even more. Also, if you were to do event sourcing without CQRS, you no longer have a database containing the current state (only the domain model would) which makes it difficult (or impossible) to support ad-hoc querying and/or reporting that is common in most business software. Of course CQRS provides some great scalability benefits, not only scalability but I have to assume that it provides extremely low latency for most operations, especially if you have an asynchronous event bus. I know Greg says that you get a 3x scaling (Commands, Queries, Client) of your ability to perform parallel development, but IMHO, it seems like it only provides 1.5x scaling since even without CQRS you’re going to have your client loosely coupled to your domain - which is still a great benefit to be able to realize. Questions / Concerns If all the queries against an aggregate get pulled out to the Query layer, what if the only commands for that aggregate can be handled in a “pass-through” manner with the command handler directly generating events. Is it possible to have an aggregate that isn’t modeled in the domain model? Are there any issues or downsides to this? I know in the feedback from my previous posts it was suggested that having one domain model handling both commands and queries requires implementing a lot of traversals between objects that wouldn’t be necessary if it was only servicing commands. My question is, do you include traversals in your domain model based on the needs of the code, or based on the conceptual domain model? If none of my Commands require a Customer.Orders traversal, but the conceptual domain includes the concept of a set of orders belonging to a customer – should I model that in my domain model or not? I like the idea of using the Query side of the architecture as a place to put junior devs where the risk of them screwing something up has minimal impact. But I’m not sold on the idea that you can actually outsource it. Like I said in one of my comments on my previous post, the code to handle a query and generate DTO’s is going to be dead simple, but the code to process events and apply them to the tables on the query side is going to require a significant amount of domain knowledge to know which events to listen for to update each of the de-normalized tables (and what changes need to be made when each event is processed). I don’t know about everybody else, but having Indian/Russian/whatever outsourced developers have to do anything that requires significant domain knowledge has never been successful in my experience. And if you need to spec out for each new query which events to listen to and what to do with each one, well that’s probably going to be just as much work to document as it would be to just implement it. Greg made the point in a comment that doing an aggregate query like “Total Sales By Customer” is going to be inefficient if you use event sourcing but not CQRS. I don’t understand why that would be the case. I imagine in that case you’d simply have a method/property on the Customer object that calculated total sales for that customer by enumerating over the Orders collection. Then the application services layer would generate DTO’s off of the Customers collection that included say the CustomerID, CustomerName, TotalSales, or whatever the case may be. As long as you use a snapshotting implementation, I don’t see why that would be anymore inefficient in a DDD+Event Sourcing implementation than in a typical DDD implementation. Like I mentioned in my last post I still have some questions about query logic that haven’t been answered yet, but before I start asking those I want to make sure I have a strong grasp on what benefits CQRS provides.  My main concern with the query logic was that I know I could just toss it all into the query side, but I was concerned that I would be losing the benefits of using CQRS in the first place if I did that.  I want to elaborate more on this though with some example situations in an upcoming post.

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  • VG.net 8.5 Released

    - by Frank Hileman
    We have released version 8.5 of the VG.net vector graphics system. This release supports Visual Studio 2013. Companies who purchased a VG.net license after October 1, 2013, are eligible for a free upgrade. We will be sending you an email. There is one cosmetic problem which wasted our time, as we could not find a work around. It occurs when your display is set to a high DPI. You can see the problem in the image of the toolbox below, which uses a DPI of 125%, on Windows 7: The ToolboxItem class accepts only Bitmaps with a size of 16x16. We tried many sizes and many bitmap formats. As you can see, this tiny Bitmap is then scaled by the toolbox, and the scaling algorithm adds artifacts. This is an "improvement" Microsoft recently added to Visual Studio 2013.

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  • when to use a scaled/enterprise agile software development framework and when to let agile processes 'emerge'?

    - by SHC
    There are quite a few enterprise agile software development frameworks available: Scott Ambler: Disciplined Agile Delivery Dean Leffingwell: Scaled Agile Framework Alan Shalloway: Enterprise Agile Book Craig Larman: Scaling Lean and Agile Barry Boehm: Balancing Agility and Discipline Brian Wernham: Agile Project Management in Government - DSDM I've also spoken with people that state that your enterprise agile processes should just 'emerge' and that you shouldn't need or use a framework because they constrain you. Question 1: When should one choose an enterprise agile software development framework, and when should one just let their agile processes 'emerge'. Question 2: If choosing an enterprise agile software development framework, how does one select the appropriate framework to use for their organisation? Please provide evidence of your experience or research when answering questions rather than just presenting opinions.

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  • Announcing StorageTek VSM 6 and VLE Capacity Increase

    - by uwes
    Announcing Increased Capacity on StorageTek Virtual Storage Manager System 6 (VSM6) and StorageTek Virtual Library Extension (VLE)! StorageTek Virtual Storage Manager System 6 (VSM 6) and the StorageTek Virtual Library Extension (VLE) makes data management simple for the mainframe data center - Simple to deploy, simple to manage, and simple to scale.  With this announcement, StorageTek VSM 6 as well as StorageTek VLE capacity scaling increases by 33% for StorageTek VSM 6 and 21% for StorageTek VLE.  This significant capacity increase can provide increased consolidation potential for multiple VSM 4/5’s into a single VSM 6. In addition to the StorageTek VSM 6 and VLE capacity increases we are announcing End of Life (EOL) for previous generation StorageTek VSM 6 and VLE part numbers.   Please read the Sales Bulletin on Oracle HW TRC for more details. (If you are not registered on Oracle HW TRC, click here ... and follow the instructions..) For More Information Go To: Oracle.com Tape Page Oracle Technology Network Tape Page

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  • Talend Enterprise Data Integration overperforms on Oracle SPARC T4

    - by Amir Javanshir
    The SPARC T microprocessor, released in 2005 by Sun Microsystems, and now continued at Oracle, has a good track record in parallel execution and multi-threaded performance. However it was less suited for pure single-threaded workloads. The new SPARC T4 processor is now filling that gap by offering a 5x better single-thread performance over previous generations. Following our long-term relationship with Talend, a fast growing ISV positioned by Gartner in the “Visionaries” quadrant of the “Magic Quadrant for Data Integration Tools”, we decided to test some of their integration components with the T4 chip, more precisely on a T4-1 system, in order to verify first hand if this new processor stands up to its promises. Several tests were performed, mainly focused on: Single-thread performance of the new SPARC T4 processor compared to an older SPARC T2+ processor Overall throughput of the SPARC T4-1 server using multiple threads The tests consisted in reading large amounts of data --ten's of gigabytes--, processing and writing them back to a file or an Oracle 11gR2 database table. They are CPU, memory and IO bound tests. Given the main focus of this project --CPU performance--, bottlenecks were removed as much as possible on the memory and IO sub-systems. When possible, the data to process was put into the ZFS filesystem cache, for instance. Also, two external storage devices were directly attached to the servers under test, each one divided in two ZFS pools for read and write operations. Multi-thread: Testing throughput on the Oracle T4-1 The tests were performed with different number of simultaneous threads (1, 2, 4, 8, 12, 16, 32, 48 and 64) and using different storage devices: Flash, Fibre Channel storage, two stripped internal disks and one single internal disk. All storage devices used ZFS as filesystem and volume management. Each thread read a dedicated 1GB-large file containing 12.5M lines with the following structure: customerID;FirstName;LastName;StreetAddress;City;State;Zip;Cust_Status;Since_DT;Status_DT 1;Ronald;Reagan;South Highway;Santa Fe;Montana;98756;A;04-06-2006;09-08-2008 2;Theodore;Roosevelt;Timberlane Drive;Columbus;Louisiana;75677;A;10-05-2009;27-05-2008 3;Andrew;Madison;S Rustle St;Santa Fe;Arkansas;75677;A;29-04-2005;09-02-2008 4;Dwight;Adams;South Roosevelt Drive;Baton Rouge;Vermont;75677;A;15-02-2004;26-01-2007 […] The following graphs present the results of our tests: Unsurprisingly up to 16 threads, all files fit in the ZFS cache a.k.a L2ARC : once the cache is hot there is no performance difference depending on the underlying storage. From 16 threads upwards however, it is clear that IO becomes a bottleneck, having a good IO subsystem is thus key. Single-disk performance collapses whereas the Sun F5100 and ST6180 arrays allow the T4-1 to scale quite seamlessly. From 32 to 64 threads, the performance is almost constant with just a slow decline. For the database load tests, only the best IO configuration --using external storage devices-- were used, hosting the Oracle table spaces and redo log files. Using the Sun Storage F5100 array allows the T4-1 server to scale up to 48 parallel JVM processes before saturating the CPU. The final result is a staggering 646K lines per second insertion in an Oracle table using 48 parallel threads. Single-thread: Testing the single thread performance Seven different tests were performed on both servers. Given the fact that only one thread, thus one file was read, no IO bottleneck was involved, all data being served from the ZFS cache. Read File ? Filter ? Write File: Read file, filter data, write the filtered data in a new file. The filter is set on the “Status” column: only lines with status set to “A” are selected. This limits each output file to about 500 MB. Read File ? Load Database Table: Read file, insert into a single Oracle table. Average: Read file, compute the average of a numeric column, write the result in a new file. Division & Square Root: Read file, perform a division and square root on a numeric column, write the result data in a new file. Oracle DB Dump: Dump the content of an Oracle table (12.5M rows) into a CSV file. Transform: Read file, transform, write the result data in a new file. The transformations applied are: set the address column to upper case and add an extra column at the end, which is the concatenation of two columns. Sort: Read file, sort a numeric and alpha numeric column, write the result data in a new file. The following table and graph present the final results of the tests: Throughput unit is thousand lines per second processed (K lines/second). Improvement is the % of improvement between the T5140 and T4-1. Test T4-1 (Time s.) T5140 (Time s.) Improvement T4-1 (Throughput) T5140 (Throughput) Read/Filter/Write 125 806 645% 100 16 Read/Load Database 195 1111 570% 64 11 Average 96 557 580% 130 22 Division & Square Root 161 1054 655% 78 12 Oracle DB Dump 164 945 576% 76 13 Transform 159 1124 707% 79 11 Sort 251 1336 532% 50 9 The improvement of single-thread performance is quite dramatic: depending on the tests, the T4 is between 5.4 to 7 times faster than the T2+. It seems clear that the SPARC T4 processor has gone a long way filling the gap in single-thread performance, without sacrifying the multi-threaded capability as it still shows a very impressive scaling on heavy-duty multi-threaded jobs. Finally, as always at Oracle ISV Engineering, we are happy to help our ISV partners test their own applications on our platforms, so don't hesitate to contact us and let's see what the SPARC T4-based systems can do for your application! "As describe in this benchmark, Talend Enterprise Data Integration has overperformed on T4. I was generally happy to see that the T4 gave scaling opportunities for many scenarios like complex aggregations. Row by row insertion in Oracle DB is faster with more than 650,000 rows per seconds without using any bulk Oracle capabilities !" Cedric Carbone, Talend CTO.

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  • Catering for client's web-hosting needs, minus the headaches ?

    - by julien
    I'll be trying to sell my Ruby on Rails development skills to small local businesses. It seems I'd be shooting myself in the foot if I couldn't manage to put their apps into production, in fact catering for this would be a selling point. However, I do not want to bill every client monthly for the cost of their hosting, they would have to be the contract holders with the hosting service, and I'd only consult if they needed technical help when scaling. I've looked on one hand at cloud platforms, like engine yard, which seem like they would be too costly for the smaller clients, and on the other hand at vps providers which seem they would not be client friendly enough. Has anyone faced the same issue and come up with a decent solution ?

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  • ASSIMP in my program is much slower to import than ASSIMP view program

    - by Marco
    The problem is really simple: if I try to load with the function aiImportFileExWithProperties a big model in my software (around 200.000 vertices), it takes more than one minute. If I try to load the very same model with ASSIMP view, it takes 2 seconds. For this comparison, both my software and Assimp view are using the dll version of the library at 64 bit, compiled by myself (Assimp64.dll). This is the relevant piece of code in my software // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; cout << "Loading " << pFile << "... "; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,80.f); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file scene = (aiScene*)aiImportFileExWithProperties(pFile.c_str(), ppsteps | /* default pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges //aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); if(!scene){ cout << aiGetErrorString() << endl; return 0; } this is the relevant piece of code in assimp view code // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, ppsteps | /* configurable pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); As you can see the code is nearly identical because I copied from assimp view. What could be the reason for such a difference in performance? The two software are using the same dll Assimp64.dll (compiled in my computer with vc++ 2010 express) and the same function aiImportFileExWithProperties to load the model, so I assume that the actual code employed is the same. How is it possible that the function aiImportFileExWithProperties is 100 times slower when called by my sotware than when called by assimp view? What am I missing? I am not good with dll, dynamic and static libraries so I might be missing something obvious. ------------------------------ UPDATE I found out the reason why the code is going slower. Basically I was running my software with "Start debugging" in VC++ 2010 Express. If I run the code outside VC++ 2010 I get same performance of assimp view. However now I have a new question. Why does the dll perform slower in VC++ debugging? I compiled it in release mode without debugging information. Is there any way to have the dll go fast in debugmode i.e. not debugging the dll? Because I am interested in debugging only my own code, not the dll that I assume is already working fine. I do not want to wait 2 minutes every time I want to load my software to debug. Does this request make sense?

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  • XNA matrix order problem

    - by user1990950
    I want a matrix that scales first and then rotates. I tried the code below, but it didn't work. zRotation, yRotation and xRotation are rotations that shouldn't be affected by the origin. allrot should be affected. xScale, yScale and zScale are the scaling variables. The code below works except that it rotates and then scales. Matrix worldMatrix = ( Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation)) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation)) ) * ( Matrix.CreateTranslation(origin) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot)) * Matrix.CreateScale(xScale, yScale, zScale) );

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