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  • Screen capture code produces black bitmap

    - by wadetandy
    I need to add the ability to take a screenshot of the entire screen, not just the current window. The following code produces a bmp file with the correct dimensions, but the image is completely black. What am I doing wrong? void CaptureScreen(LPCTSTR lpszFilePathName) { BITMAPFILEHEADER bmfHeader; BITMAPINFO *pbminfo; HBITMAP hBmp; FILE *oFile; HDC screen; HDC memDC; int sHeight; int sWidth; LPBYTE pBuff; BITMAP bmp; WORD cClrBits; RECT rcClient; screen = GetDC(0); memDC = CreateCompatibleDC(screen); sHeight = GetDeviceCaps(screen, VERTRES); sWidth = GetDeviceCaps(screen, HORZRES); //GetObject(screen, sizeof(BITMAP), &bmp); hBmp = CreateCompatibleBitmap ( screen, sWidth, sHeight ); // Retrieve the bitmap color format, width, and height. GetObject(hBmp, sizeof(BITMAP), (LPSTR)&bmp) ; // Convert the color format to a count of bits. cClrBits = (WORD)(bmp.bmPlanes * bmp.bmBitsPixel); if (cClrBits == 1) cClrBits = 1; else if (cClrBits bmiHeader.biSize = sizeof(BITMAPINFOHEADER); pbminfo-bmiHeader.biWidth = bmp.bmWidth; pbminfo-bmiHeader.biHeight = bmp.bmHeight; pbminfo-bmiHeader.biPlanes = bmp.bmPlanes; pbminfo-bmiHeader.biBitCount = bmp.bmBitsPixel; if (cClrBits bmiHeader.biClrUsed = (1bmiHeader.biCompression = BI_RGB; // Compute the number of bytes in the array of color // indices and store the result in biSizeImage. // The width must be DWORD aligned unless the bitmap is RLE // compressed. pbminfo-bmiHeader.biSizeImage = ((pbminfo-bmiHeader.biWidth * cClrBits +31) & ~31) /8 * pbminfo-bmiHeader.biHeight; // Set biClrImportant to 0, indicating that all of the // device colors are important. pbminfo-bmiHeader.biClrImportant = 0; CreateBMPFile(lpszFilePathName, pbminfo, hBmp, memDC); } void CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC) { HANDLE hf; // file handle BITMAPFILEHEADER hdr; // bitmap file-header PBITMAPINFOHEADER pbih; // bitmap info-header LPBYTE lpBits; // memory pointer DWORD dwTotal; // total count of bytes DWORD cb; // incremental count of bytes BYTE *hp; // byte pointer DWORD dwTmp; int lines; pbih = (PBITMAPINFOHEADER) pbi; lpBits = (LPBYTE) GlobalAlloc(GMEM_FIXED, pbih-biSizeImage); // Retrieve the color table (RGBQUAD array) and the bits // (array of palette indices) from the DIB. lines = GetDIBits(hDC, hBMP, 0, (WORD) pbih-biHeight, lpBits, pbi, DIB_RGB_COLORS); // Create the .BMP file. hf = CreateFile(pszFile, GENERIC_READ | GENERIC_WRITE, (DWORD) 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, (HANDLE) NULL); hdr.bfType = 0x4d42; // 0x42 = "B" 0x4d = "M" // Compute the size of the entire file. hdr.bfSize = (DWORD) (sizeof(BITMAPFILEHEADER) + pbih-biSize + pbih-biClrUsed * sizeof(RGBQUAD) + pbih-biSizeImage); hdr.bfReserved1 = 0; hdr.bfReserved2 = 0; // Compute the offset to the array of color indices. hdr.bfOffBits = (DWORD) sizeof(BITMAPFILEHEADER) + pbih-biSize + pbih-biClrUsed * sizeof (RGBQUAD); // Copy the BITMAPFILEHEADER into the .BMP file. WriteFile(hf, (LPVOID) &hdr, sizeof(BITMAPFILEHEADER), (LPDWORD) &dwTmp, NULL); // Copy the BITMAPINFOHEADER and RGBQUAD array into the file. WriteFile(hf, (LPVOID) pbih, sizeof(BITMAPINFOHEADER) + pbih-biClrUsed * sizeof (RGBQUAD), (LPDWORD) &dwTmp, ( NULL)); // Copy the array of color indices into the .BMP file. dwTotal = cb = pbih-biSizeImage; hp = lpBits; WriteFile(hf, (LPSTR) hp, (int) cb, (LPDWORD) &dwTmp,NULL); // Close the .BMP file. CloseHandle(hf); // Free memory. GlobalFree((HGLOBAL)lpBits); }

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  • Qt 4.6 OpenGL GLSL

    - by Zeke
    I'm trying to find like NeHe's tutorials for Qt that are all in GLSL. Because lets face it, OpenGL in the old days are dead and Shaders are the only way now. And with Qt-4.6 they introduced the QMatrix4x4, QVector3, and the Shader classes. But I cannot find any tutorials for this. All the ones I do find, all use crappy SDL and/or GLUT (Which are just plain useless).

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  • Offloading to HLSL/GPU without displaying?

    - by George R
    As far as I know, certain mathematical functions like FFTs and perlin noise, etc. can be much faster when done on the GPU as a pixel shader. My question is, if I wanted to exploit this to calculate results and stream to bitmaps, could I do it without needing to actually display it in Silverlight or something? More specifically, I was thinking of using this for large terrain generation involving lots of perlin and other noises, and post-processing like high passes and deriving normals from heightmaps, etc, etc.

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  • C# or C++ game: many 16 color images loaded into RAM. Efficient solution?

    - by user560639
    I am in the planning stages of creating a fighting game and am unsure how to handle one issue relating to memory. Background info: - Still debating whether to use C# (XNA) or C++. We do not want to commit to either until we have explored how to solve this problem in both languages. - Using a max of 256MB RAM would be great if possible. - Two characters will be present at a time, and these characters can only change between battles. There is time to load/free memory between battles, but the game needs to run at a constant 60 drawn frames per second during combat. Each frame is 16.67ms - The total number of images per character is in the low hundreds. Each image is roughly 200x400 pixels. Only one image from each character will be displayed at any given moment. Uncompressed, each image takes roughly 300kb from my calculations; upwards of 100MB for a whole character. This is pushing too close to the 256MB limit given that memory will be needed for some other resources as well. Since each image can be made with a total of 16 colors. Theoretically I should be able to use 1/8th the space if I can take advantage of this. I've looked around but haven't found any word of native support for paletted images. (Storing each pixel using fewer bits that each map to a 32-bit RGBa color) I was considering making my own file format with 4 bits per pixel (and some extra palette info), loading all the images of this new format into RAM before battle, and then when drawing any specific image, decompress only that image into a raw image so it can be rendered properly. I don't know if it's realistic to perform so many assignment operations (appx 200x400 for each character = 160k) each frame. It sounds very hacky to me. Does anyone have advice on whether my solution sounds reasonable, and if there is perhaps a better one available? Thanks so much! (I also attempted to use an image with only 1 channel, then use a shader to perform a series of if statements to translate various values into other colors. Unfortunately, there were too many lines of code for the shader. It is also rather hacky and does not scale well.)

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  • OpenGL Shading Language portability

    - by Luca
    I've noticed that my GLSL shaders are not compilable when the GLSL version is lower than 130. What are the most critical elements for having a backward compatible shader source? I don't want to have a full backward compatibility, but I'd like to understand the main guidelines for having simple shaders running on GPU with GLSL lower than 130. Thank you

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  • How do faces in .obj work?

    - by Adl
    Hi When parsing an .obj-file, with vertices and vertex-faces, it is easy to pass the vertices to the shader and the use glDrawElements using the vertex-faces. When parsing an .obj-file, with vertices and texture-coordinates, another type of face occur: texture-coordinate faces. When displaying textures, apart from loading images, binding them and passing texture coordinates into the parser, how to use the texture-coordinate faces? They differ from the vertex-faces and I suppose that the texture-coordinate faces have a purpose when displaying textures? Regards Niclas

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  • Does OpenGL ES support environment shaders?

    - by Soviut
    I want to make metallic 3d object that appears to be reflective. I want to accomplish this using an environment shader that uses either a sphere or cube map that I can assign an image or texture as the "reflection" source. Does OpenGL ES on the iPhone support this in any versions?

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  • Triangle count for model is doubled during render

    - by zarawesome
    I am working with the Trinigy 3d engine, and it reports models to have twice as many triangles during render than it does in the model display (let's say 4000 instead of 2000). If I render the model with an additional outline shader, it reports 6000 triangles, so it's not a simple duplication. What could be the problem?

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  • Updating Textures on Runtime in OpenSceneGraph

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

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  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

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  • Big Data – Role of Cloud Computing in Big Data – Day 11 of 21

    - by Pinal Dave
    In yesterday’s blog post we learned the importance of the NewSQL. In this article we will understand the role of Cloud in Big Data Story What is Cloud? Cloud is the biggest buzzword around from last few years. Everyone knows about the Cloud and it is extremely well defined online. In this article we will discuss cloud in the context of the Big Data. Cloud computing is a method of providing a shared computing resources to the application which requires dynamic resources. These resources include applications, computing, storage, networking, development and various deployment platforms. The fundamentals of the cloud computing are that it shares pretty much share all the resources and deliver to end users as a service.  Examples of the Cloud Computing and Big Data are Google and Amazon.com. Both have fantastic Big Data offering with the help of the cloud. We will discuss this later in this blog post. There are two different Cloud Deployment Models: 1) The Public Cloud and 2) The Private Cloud Public Cloud Public Cloud is the cloud infrastructure build by commercial providers (Amazon, Rackspace etc.) creates a highly scalable data center that hides the complex infrastructure from the consumer and provides various services. Private Cloud Private Cloud is the cloud infrastructure build by a single organization where they are managing highly scalable data center internally. Here is the quick comparison between Public Cloud and Private Cloud from Wikipedia:   Public Cloud Private Cloud Initial cost Typically zero Typically high Running cost Unpredictable Unpredictable Customization Impossible Possible Privacy No (Host has access to the data Yes Single sign-on Impossible Possible Scaling up Easy while within defined limits Laborious but no limits Hybrid Cloud Hybrid Cloud is the cloud infrastructure build with the composition of two or more clouds like public and private cloud. Hybrid cloud gives best of the both the world as it combines multiple cloud deployment models together. Cloud and Big Data – Common Characteristics There are many characteristics of the Cloud Architecture and Cloud Computing which are also essentially important for Big Data as well. They highly overlap and at many places it just makes sense to use the power of both the architecture and build a highly scalable framework. Here is the list of all the characteristics of cloud computing important in Big Data Scalability Elasticity Ad-hoc Resource Pooling Low Cost to Setup Infastructure Pay on Use or Pay as you Go Highly Available Leading Big Data Cloud Providers There are many players in Big Data Cloud but we will list a few of the known players in this list. Amazon Amazon is arguably the most popular Infrastructure as a Service (IaaS) provider. The history of how Amazon started in this business is very interesting. They started out with a massive infrastructure to support their own business. Gradually they figured out that their own resources are underutilized most of the time. They decided to get the maximum out of the resources they have and hence  they launched their Amazon Elastic Compute Cloud (Amazon EC2) service in 2006. Their products have evolved a lot recently and now it is one of their primary business besides their retail selling. Amazon also offers Big Data services understand Amazon Web Services. Here is the list of the included services: Amazon Elastic MapReduce – It processes very high volumes of data Amazon DynammoDB – It is fully managed NoSQL (Not Only SQL) database service Amazon Simple Storage Services (S3) – A web-scale service designed to store and accommodate any amount of data Amazon High Performance Computing – It provides low-tenancy tuned high performance computing cluster Amazon RedShift – It is petabyte scale data warehousing service Google Though Google is known for Search Engine, we all know that it is much more than that. Google Compute Engine – It offers secure, flexible computing from energy efficient data centers Google Big Query – It allows SQL-like queries to run against large datasets Google Prediction API – It is a cloud based machine learning tool Other Players Besides Amazon and Google we also have other players in the Big Data market as well. Microsoft is also attempting Big Data with the Cloud with Microsoft Azure. Additionally Rackspace and NASA together have initiated OpenStack. The goal of Openstack is to provide a massively scaled, multitenant cloud that can run on any hardware. Thing to Watch The cloud based solutions provides a great integration with the Big Data’s story as well it is very economical to implement as well. However, there are few things one should be very careful when deploying Big Data on cloud solutions. Here is a list of a few things to watch: Data Integrity Initial Cost Recurring Cost Performance Data Access Security Location Compliance Every company have different approaches to Big Data and have different rules and regulations. Based on various factors, one can implement their own custom Big Data solution on a cloud. Tomorrow In tomorrow’s blog post we will discuss about various Operational Databases supporting Big Data. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • CLR via C# 3rd Edition is out

    - by Abhijeet Patel
    Time for some book news update. CLR via C#, 3rd Edition seems to have been out for a little while now. The book was released in early Feb this year, and needless to say my copy is on it’s way. I can barely wait to dig in and chew on the goodies that one of the best technical authors and software professionals I respect has in store. The 2nd edition of the book was an absolute treat and this edition promises to be no less. Here is a brief description of what’s new and updated from the 2nd edition. Part I – CLR Basics Chapter 1-The CLR’s Execution Model Added about discussion about C#’s /optimize and /debug switches and how they relate to each other. Chapter 2-Building, Packaging, Deploying, and Administering Applications and Types Improved discussion about Win32 manifest information and version resource information. Chapter 3-Shared Assemblies and Strongly Named Assemblies Added discussion of TypeForwardedToAttribute and TypeForwardedFromAttribute. Part II – Designing Types Chapter 4-Type Fundamentals No new topics. Chapter 5-Primitive, Reference, and Value Types Enhanced discussion of checked and unchecked code and added discussion of new BigInteger type. Also added discussion of C# 4.0’s dynamic primitive type. Chapter 6-Type and Member Basics No new topics. Chapter 7-Constants and Fields No new topics. Chapter 8-Methods Added discussion of extension methods and partial methods. Chapter 9-Parameters Added discussion of optional/named parameters and implicitly-typed local variables. Chapter 10-Properties Added discussion of automatically-implemented properties, properties and the Visual Studio debugger, object and collection initializers, anonymous types, the System.Tuple type and the ExpandoObject type. Chapter 11-Events Added discussion of events and thread-safety as well as showing a cool extension method to simplify the raising of an event. Chapter 12-Generics Added discussion of delegate and interface generic type argument variance. Chapter 13-Interfaces No new topics. Part III – Essential Types Chapter 14-Chars, Strings, and Working with Text No new topics. Chapter 15-Enums Added coverage of new Enum and Type methods to access enumerated type instances. Chapter 16-Arrays Added new section on initializing array elements. Chapter 17-Delegates Added discussion of using generic delegates to avoid defining new delegate types. Also added discussion of lambda expressions. Chapter 18-Attributes No new topics. Chapter 19-Nullable Value Types Added discussion on performance. Part IV – CLR Facilities Chapter 20-Exception Handling and State Management This chapter has been completely rewritten. It is now about exception handling and state management. It includes discussions of code contracts and constrained execution regions (CERs). It also includes a new section on trade-offs between writing productive code and reliable code. Chapter 21-Automatic Memory Management Added discussion of C#’s fixed state and how it works to pin objects in the heap. Rewrote the code for weak delegates so you can use them with any class that exposes an event (the class doesn’t have to support weak delegates itself). Added discussion on the new ConditionalWeakTable class, GC Collection modes, Full GC notifications, garbage collection modes and latency modes. I also include a new sample showing how your application can receive notifications whenever Generation 0 or 2 collections occur. Chapter 22-CLR Hosting and AppDomains Added discussion of side-by-side support allowing multiple CLRs to be loaded in a single process. Added section on the performance of using MarshalByRefObject-derived types. Substantially rewrote the section on cross-AppDomain communication. Added section on AppDomain Monitoring and first chance exception notifications. Updated the section on the AppDomainManager class. Chapter 23-Assembly Loading and Reflection Added section on how to deploy a single file with dependent assemblies embedded inside it. Added section comparing reflection invoke vs bind/invoke vs bind/create delegate/invoke vs C#’s dynamic type. Chapter 24-Runtime Serialization This is a whole new chapter that was not in the 2nd Edition. Part V – Threading Chapter 25-Threading Basics Whole new chapter motivating why Windows supports threads, thread overhead, CPU trends, NUMA Architectures, the relationship between CLR threads and Windows threads, the Thread class, reasons to use threads, thread scheduling and priorities, foreground thread vs background threads. Chapter 26-Performing Compute-Bound Asynchronous Operations Whole new chapter explaining the CLR’s thread pool. This chapter covers all the new .NET 4.0 constructs including cooperative cancelation, Tasks, the aralle class, parallel language integrated query, timers, how the thread pool manages its threads, cache lines and false sharing. Chapter 27-Performing I/O-Bound Asynchronous Operations Whole new chapter explaining how Windows performs synchronous and asynchronous I/O operations. Then, I go into the CLR’s Asynchronous Programming Model, my AsyncEnumerator class, the APM and exceptions, Applications and their threading models, implementing a service asynchronously, the APM and Compute-bound operations, APM considerations, I/O request priorities, converting the APM to a Task, the event-based Asynchronous Pattern, programming model soup. Chapter 28-Primitive Thread Synchronization Constructs Whole new chapter discusses class libraries and thread safety, primitive user-mode, kernel-mode constructs, and data alignment. Chapter 29-Hybrid Thread Synchronization Constructs Whole new chapter discussion various hybrid constructs such as ManualResetEventSlim, SemaphoreSlim, CountdownEvent, Barrier, ReaderWriterLock(Slim), OneManyResourceLock, Monitor, 3 ways to solve the double-check locking technique, .NET 4.0’s Lazy and LazyInitializer classes, the condition variable pattern, .NET 4.0’s concurrent collection classes, the ReaderWriterGate and SyncGate classes.

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  • File added to project doesn't get added to packages

    - by lorin
    I'm creating customized binary versions of OpenStack nova packages (lp:nova) using their packaging scripts (lp:~openstack-ubuntu-packagers/ubuntu/natty/nova/ubuntu). I create binaries by doing: dpkg-buildpackage -b -rfakeroot -tc -uc -D This creates a set of packages (python-nova, nova-common, nova-compute, ...). In our customized version of the code (lp:~usc-isi/nova/hpc-trunk), we recently merged in some changes from another branch, and there's now a new file in our repository that wasn't in upstream: nova/virt/cpuinfo.xml.template. This file isn't getting added to any of the packages, where it should be added to python-nova. Why wouldn't dpkg-buildpackage be including this file? A more basic question: how does dpkg-buildpackage determine which files go in which packages? Is it related at all to the debian/watch file? This contains some URLs that are pointing to the upstream project. version=3 http://launchpad.net/nova/+download http://launchpad.net/nova/.*/nova-(.*)\.tar\.gz http://nova.openstack.org/tarballs/ nova-(.*).tar.gz

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  • Tool to identify potential reviewers for a proposed change

    - by Lorin Hochstein
    Is there a tool that takes as input a proposed patch and a git repository, and identifies the developers are the best candidates for reviewing the patch? It would use the git history to identify the authors that have the most experience with the files / sections of code that are being changed. Edit: The use case is a large open source project (OpenStack Compute), where merge proposals come in, and I see a merge proposal on a chunk of code I'm not familiar with, and I want to add somebody else's name to the list of suggested reviewers so that person gets a notification to look at the merge proposal.

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  • Compound assignment operators in Python's Numpy library

    - by Leonard
    The "vectorizing" of fancy indexing by Python's numpy library sometimes gives unexpected results. For example: import numpy a = numpy.zeros((1000,4), dtype='uint32') b = numpy.zeros((1000,4), dtype='uint32') i = numpy.random.random_integers(0,999,1000) j = numpy.random.random_integers(0,3,1000) a[i,j] += 1 for k in xrange(1000): b[i[k],j[k]] += 1 Gives different results in the arrays 'a' and 'b' (i.e. the appearance of tuple (i,j) appears as 1 in 'a' regardless of repeats, whereas repeats are counted in 'b'). This is easily verified as follows: numpy.sum(a) 883 numpy.sum(b) 1000 It is also notable that the fancy indexing version is almost two orders of magnitude faster than the for loop. My question is: "Is there an efficient way for numpy to compute the repeat counts as implemented using the for loop in the provided example?"

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  • Stack vs queue -based programming language efficiency [closed]

    - by Core Xii
    Suppose there are two programming languages; one where the only form of storage is one (preferred) or two (may be required for Turing-completeness) stacks, and another where the only form of storage is a single queue, with appropriate instructions in each to manipulate their respective storage to achieve Turing-completeness. Which one can more efficiently encode complex algorithms? Such that most given algorithms take less code to implement, less time to compute and less memory to do so. Also, how do they compare to a language with a traditional array (or unbounded tape, if you will) as storage?

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  • Visual Studio Load Testing using Windows Azure

    - by Tarun Arora
    In my opinion the biggest adoption barrier in performance testing on smaller projects is not the tooling but the high infrastructure and administration cost that comes with this phase of testing. Only if a reusable solution was possible and infrastructure management wasn’t as expensive, adoption would certainly spike. It certainly is possible if you bring Visual Studio and Windows Azure into the equation. It is possible to run your test rig in the cloud without getting tangled in SCVMM or Lab Management. All you need is an active Azure subscription, Windows Azure endpoint enabled developer workstation running visual studio ultimate on premise, windows azure endpoint enabled worker roles on azure compute instances set up to run as test controllers and test agents. My test rig is running SQL server 2012 and Visual Studio 2012 RC agents. The beauty is that the solution is reusable, you can open the azure project, change the subscription and certificate, click publish and *BOOM* in less than 15 minutes you could have your own test rig running in the cloud. In this blog post I intend to show you how you can use the power of Windows Azure to effectively abstract the administration cost of infrastructure management and lower the total cost of Load & Performance Testing. As a bonus, I will share a reusable solution that you can use to automate test rig creation for both VS 2010 agents as well as VS 2012 agents. Introduction The slide show below should help you under the high level details of what we are trying to achive... Leveraging Azure for Performance Testing View more PowerPoint from Avanade Scenario 1 – Running a Test Rig in Windows Azure To start off with the basics, in the first scenario I plan to discuss how to, - Automate deployment & configuration of Windows Azure Worker Roles for Test Controller and Test Agent - Automate deployment & configuration of SQL database on Test Controller on the Test Controller Worker Role - Scaling Test Agents on demand - Creating a Web Performance Test and a simple Load Test - Managing Test Controllers right from Visual Studio on Premise Developer Workstation - Viewing results of the Load Test - Cleaning up - Have the above work in the shape of a reusable solution for both VS2010 and VS2012 Test Rig Scenario 2 – The scaled out Test Rig and sharing data using SQL Azure A scaled out version of this implementation would involve running multiple test rigs running in the cloud, in this scenario I will show you how to sync the load test database from these distributed test rigs into one SQL Azure database using Azure sync. The selling point for this scenario is being able to collate the load test efforts from across the organization into one data store. - Deploy multiple test rigs using the reusable solution from scenario 1 - Set up and configure Windows Azure Sync - Test SQL Azure Load Test result database created as a result of Windows Azure Sync - Cleaning up - Have the above work in the shape of a reusable solution for both VS2010 and VS2012 Test Rig The Ingredients Though with an active MSDN ultimate subscription you would already have access to everything and more, you will essentially need the below to try out the scenarios, 1. Windows Azure Subscription 2. Windows Azure Storage – Blob Storage 3. Windows Azure Compute – Worker Role 4. SQL Azure Database 5. SQL Data Sync 6. Windows Azure Connect – End points 7. SQL 2012 Express or SQL 2008 R2 Express 8. Visual Studio All Agents 2012 or Visual Studio All Agents 2010 9. A developer workstation set up with Visual Studio 2012 – Ultimate or Visual Studio 2010 – Ultimate 10. Visual Studio Load Test Unlimited Virtual User Pack. Walkthrough To set up the test rig in the cloud, the test controller, test agent and SQL express installers need to be available when the worker role set up starts, the easiest and most efficient way is to pre upload the required software into Windows Azure Blob storage. SQL express, test controller and test agent expose various switches which we can take advantage of including the quiet install switch. Once all the 3 have been installed the test controller needs to be registered with the test agents and the SQL database needs to be associated to the test controller. By enabling Windows Azure connect on the machines in the cloud and the developer workstation on premise we successfully create a virtual network amongst the machines enabling 2 way communication. All of the above can be done programmatically, let’s see step by step how… Scenario 1 Video Walkthrough–Leveraging Windows Azure for performance Testing Scenario 2 Work in progress, watch this space for more… Solution If you are still reading and are interested in the solution, drop me an email with your windows live id. I’ll add you to my TFS preview project which has a re-usable solution for both VS 2010 and VS 2012 test rigs as well as guidance and demo performance tests.   Conclusion Other posts and resources available here. Possibilities…. Endless!

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  • Q&amp;A: What is the UK pricing for the Windows Azure CDN?

    - by Eric Nelson
    The pricing for Windows Azure Content Delivery Network (CDN) was announced last week. The prices are: £0.091 per GB transferred from North America & Europe locations £0.1213 per GB transferred from other locations £0.0061 per 10,000 transactions CDN rates are effective for all billing periods that begin subsequent to June 30, 2010. All usage for billing periods beginning prior to July 1, 2010 will not be charged. To help you determine which pricing plan best suits your needs, please review the comparison table, which includes the CDN information. Steven Nagy has also done an interesting follow up post on CDN. Related Links: Q&A- How can I calculate the TCO and ROI when considering the Windows Azure Platform? Q&A- When do I get charged for compute hours on Windows Azure? Q&A- What are the UK prices for the Windows Azure Platform

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  • C or assembly code to find current cpu core speed

    - by honestann
    How can my application efficiently determine the following information peroidically while it executes: 1: current speed of each of the 8 CPU cores. 2: which core the code is currently executing on. My application is C and assembly-language, so any solution in either C or assembly-language is fine. This code needs to execute quickly, so creating, reading and processing a file generated by "cat /proc/cpuinfo" is much too slow. The cores slow-down and speed-up automatically, probably to keep CPU temperature under control. Therefore, a one-time measure is not sufficient for my purposes. My application already reads and subtracts the cpu cycle counter in assembly language to determine number of clock cycles, but my program cannot compute elapsed time in nanoseconds unless it knows the current clock frequency of the cpu cores (and which core the code is executing on). Thanks!

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  • Dynamic Tab Implementation in ADF

    - by Vijay Mohan
    Well, this can be a common usecase across apps to open tabs dynamically at runtime based on the request.Well, in order to achieve this you can have a parent container, lets say a panelTab component.Inside panelTab , u can have a showDetailItem inside an af:foreach or an af:iterator binded to a bean static list which will have as many show detail items as you wish to be shown.something like this.private static List = { new showDetailItem("1"),new ShowDetailItem("2") ...};now in the backing bean you can have a method that takes care of rendering and disclosing an specific tab based on the index.public void openMyTab(){List<MyItems> list = refToParentContainer.getChildren();int indexOfTabToBeOpened = //Write a method that will compute the tab index of the next //tab.list.get(index).setRendered(true);list.get(index).setDisclosed(true);similarly you can set other properties too.}Else, instead of having af:foreach/iterator iterating through the SD items , you can go for static SDs in the page with render property set to false and then you can follow the same approach to render/disclose it at runtime.

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  • PARTNER WEBCAST : Nimble SmartStack for Oracle with Cisco UCS (Nov 12)

    - by Zeynep Koch
    You are invited to the live webcast with Nimble Storage, Oracle and Cisco where we will talk about the new SmartStack solution from Nimble Storage that features Oracle Linux, Oracle VM and Cisco UCS products. When : Tuesday, November 12, 2013, 11:00 AM Pacific Time Panelists: Michele Resta, Director of Linux and Virtualization Alliances, Oracle John McAbel, Senior Product Manager, Cisco Ibby Rahmani, Solutions Marketing, Nimble Storage SmartStack™solutions provide pre-validated reference architectures that speed deployments and minimize risk. All SmartStack solutions incorporate Cisco UCS as the compute and network infrastructure. In this webinar, you will learn how Nimble Storage SmartStack with Oracle and Cisco provides a converged infrastructure for Oracle Database environments with Oracle Linux and Oracle VM. SmartStack, built on best-of-breed components, delivers the performance and reliability needed for deploying Oracle on a single symmetric multiprocessing (SMP) server or Oracle Real Application Clusters (RAC) on multiple nodes.  Register today 

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