Search Results

Search found 7312 results on 293 pages for 'render quality'.

Page 41/293 | < Previous Page | 37 38 39 40 41 42 43 44 45 46 47 48  | Next Page >

  • 256 Worker Role 3D Rendering Demo is now a Lab on my Azure Course

    - by Alan Smith
    Ever since I came up with the crazy idea of creating an Azure application that would spin up 256 worker roles (please vote if you like it ) to render a 3D animation created using the Kinect depth camera I have been trying to think of something useful to do with it. I have also been busy working on developing training materials for a Windows Azure course that I will be delivering through a training partner in Stockholm, and for customers wanting to learn Windows Azure. I hit on the idea of combining the render demo and a course lab and creating a lab where the students would create and deploy their own mini render farms, which would participate in a single render job, consisting of 2,000 frames. The architecture of the solution is shown below. As students would be creating and deploying their own applications, I thought it would be fun to introduce some competitiveness into the lab. In the 256 worker role demo I capture the rendering statistics for each role, so it was fairly simple to include the students name in these statistics. This allowed the process monitor application to capture the number of frames each student had rendered and display a high-score table. When I demoed the application I deployed one instance that started rendering a frame every few minutes, and the challenge for the students was to deploy and scale their applications, and then overtake my single role instance by the end of the lab time. I had the process monitor running on the projector during the lab so the class could see the progress of their deployments, and how they were performing against my implementation and their classmates. When I tested the lab for the first time in Oslo last week it was a great success, the students were keen to be the first to build and deploy their solution and then watch the frames appear. As the students mostly had MSDN suspicions they were able to scale to the full 20 worker role instances and before long we had over 100 worker roles working on the animation. There were, however, a few issues who the couple of issues caused by the competitive nature of the lab. The first student to scale the application to 20 instances would render the most frames and win; there was no way for others to catch up. Also, as they were competing against each other, there was no incentive to help others on the course get their application up and running. I have now re-written the lab to divide the student into teams that will compete to render the most frames. This means that if one developer on the team can deploy and scale quickly, the other team still has a chance to catch up. It also means that if a student finishes quickly and puts their team in the lead they will have an incentive to help the other developers on their team get up and running. As I was using “Sharks with Lasers” for a lot of my demos, and reserved the sharkswithfreakinlasers namespaces for some of the Azure services (well somebody had to do it), the students came up with some creative alternatives, like “Camels with Cannons” and “Honey Badgers with Homing Missiles”. That gave me the idea for the teams having to choose a creative name involving animals and weapons. The team rendering architecture diagram is shown below.   Render Challenge Rules In order to ensure fair play a number of rules are imposed on the lab. ·         The class will be divided into teams, each team choses a name. ·         The team name must consist of a ferocious animal combined with a hazardous weapon. ·         Teams can allocate as many worker roles as they can muster to the render job. ·         Frame processing statistics and rendered frames will be vigilantly monitored; any cheating, tampering, and other foul play will result in penalties. The screenshot below shows an example of the team render farm in action, Badgers with Bombs have taken a lead over Camels with Cannons, and both are  leaving the Sharks with Lasers standing. If you are interested in attending a scheduled delivery of my Windows Azure or Windows Azure Service bus courses, or would like on-site training, more details are here.

    Read the article

  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

    Read the article

  • OpenGL FrameBuffer Objects weird behavior

    - by Ben Jones
    My algorithm is this: Render the scene to a FBO with shadow mapping from multiple locations Render the scene to the screen with shadow mapping ...black magic that I still have to imlement... Combine the samples from step 1 with the image from step 2 I'm trying to debug steps 1 and 2 and am coming across STRANGE behavior. My algorithm for each shadow mapped pass is: render the scene to a FBO connected to a depth array texture from the POV of each light render the scene from the viewpoint and use vertex/frag shaders to compare the depths When I run my algorithm this way: render from point to FBO render from point to screen glutSwapBuffers() The normal vectors in the screen pass appear to be incorrect (inverted possibly). I'm pretty sure that's the issue because my diffuse lighting calculation is incorrect, but the material colors are correct, and the shadows appear in the correct places. So, it seems like the only thing that could be the culprit is the normals. However if I do render from point to FBO render from point to Screen glutSwapBuffers() //wrong here render from point to Screen glutSwapBuffers() the second pass is correct. I assume there's a problem with my framebuffer calls. Can anyone see what the problem is from the log below? Its from a bugle trace grepped for 'buffer' with a few edits to make it a little more clear. Thanks! [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfeb90 - { 1 }) [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfebac - { 2 }) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glDrawBuffer(GL_NONE) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) //start render to FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 2, 0) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 3, 0) [INFO] trace.call: glDrawBuffer(GL_COLOR_ATTACHMENT0) //bind to the FBO attached to a depth tex array for shadows [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the FBO I want the shadow mapped image rendered to [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //draw geometry //draw to screen pass //again shadow mapping FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the screen [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //finished, swap buffers [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //INCORRECT OUTPUT //second try at render to screen: [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) draw geometry [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //correct output

    Read the article

  • iPhone SDK Smaller CAF files: lower recording quality with Audio Queues?

    - by Nick
    In my iPhone app I have voice recording functionality the utilizes Audio Queue voice recording functions of the SDK. I'm saving directly to CAF format and using the following settings for the AudioStreamBasicDescription reference: audioFormat.mFormatID = kAudioFormatLinearPCM; I can see that there are other format ids I could use like: kAudioFormatLinearPCM kAudioFormatAppleLossless kAudioFormatAppleIMA4 kAudioFormatiLBC kAudioFormatULaw kAudioFormatALaw My knowledge of sound formats is very limited so my question is... which of these should I use to create the lowest compressed audio recording files? Plus, are there other settings I should apply to lower the quality and filesize even further?

    Read the article

  • Why does my adorner not re-render when the element it's applied to changes?

    - by Robert Rossney
    In a UI I'm building, I want to adorn a panel whenever one of the controls in the panel has the focus. So I handle the IsKeyboardFocusWithinChanged event, and add an adorner to the element when it gains the focus and remove the adorner when it loses focus. This seems to work OK. The problem I'm having is that the adorner isn't getting re-rendered if the bounds of the adorned element changes. For instance, in this simple case: <WrapPanel Orientation="Horizontal" IsKeyboardFocusChanged="Panel_IsKeyboardFocusChanged"> <Label>Caption</Label> <TextBox>Data</TextBox> </WrapPanel> the adorner correctly decorates the bounds of the WrapPanel when the TextBox receives the focus, but as I type in text, the TextBox expands underneath the edge of the adorner. Of course as soon as I do anything that forces the adorner to render, like ALT-TAB out of the application or give another panel the focus, it corrects itself. But how can I get it to re-render when the bounds of the adorned element change?

    Read the article

  • How can I render an in-memory UIViewController's view Landscape?

    - by Aaron
    I'm trying to render an in-memory (but not in hierarchy, yet) UIViewController's view into an in-memory image buffer so I can do some interesting transition animations. However, when I render the UIViewController's view into that buffer, it is always rendering as though the controller is in Portrait orientation, no matter the orientation of the rest of the app. How do I clue this controller in? My code in RootViewController looks like this: MyUIViewController* controller = [[MyUIViewController alloc] init]; int width = self.view.frame.size.width; int height = self.view.frame.size.height; int bitmapBytesPerRow = width * 4; unsigned char *offscreenData = calloc(bitmapBytesPerRow * height, sizeof(unsigned char)); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef offscreenContext = CGBitmapContextCreate(offscreenData, width, height, 8, bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast); CGContextTranslateCTM(offscreenContext, 0.0f, height); CGContextScaleCTM(offscreenContext, 1.0f, -1.0f); [(CALayer*)[controller.view layer] renderInContext:offscreenContext]; At that point, the offscreen memory buffers contents are portrait-oriented, even when the window is in landscape orientation. Ideas?

    Read the article

  • Produce high-quality, custom-size thumbnails from Office documents on Windows?

    - by Edwin
    Hi, What do you think would be the best way to produce custom size image thumbnail from MS Office documents (doc, xls and ppt) on Windows with native code (means all means besides .NET/JAVA)? My current research result: IExtractImage COM. Problem: The size of the generated result is fixed and low quality, and you can't be sure all the source documents contain the thumbnails. Use a programmable virtual printer to print the specified page, and the printer must support image output, any good suggestion for this? What else would you suggest? thanks!

    Read the article

  • JSF2 - Why does render response not rerender component setting?

    - by fekete-kamosh
    From the tutorial: "If the request is a postback and errors were encountered during the apply request values phase, process validations phase, or update model values phase, the original page is rendered during Render response phase" (http://java.sun.com/javaee/5/docs/tutorial/doc/bnaqq.html) Does it mean that if view is restored in "Restore View" phase and then any apply request/validation/update model phase fails and skips to "Render response" that Render response only passes restored view without any changes to client? Managed Bean: package cz.test; import javax.faces.bean.ManagedBean; import javax.faces.bean.RequestScoped; @ManagedBean @RequestScoped public class TesterBean { // Simple DataStore (in real world EJB) private static String storedSomeValue = null; private String someValue; public TesterBean() { } public String storeValue() { storedSomeValue = someValue; return "index"; } public String eraseValue() { storedSomeValue = null; return "index"; } public String getSomeValue() { someValue = storedSomeValue; return someValue; } public void setSomeValue(String someValue) { this.someValue = someValue; } } Composite component: <?xml version='1.0' encoding='ISO-8859-1' ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xmlns:h="http://java.sun.com/jsf/html" xmlns:f="http://java.sun.com/jsf/core" xmlns:composite="http://java.sun.com/jsf/composite" xmlns:c="http://java.sun.com/jsp/jstl/core"> <!-- INTERFACE --> <composite:interface> <composite:attribute name="currentBehaviour" type="java.lang.String" required="true"/> <composite:attribute name="fieldValue" required="true"/> </composite:interface> <!-- IMPLEMENTATION --> <composite:implementation> <h:panelGrid columns="3"> <c:choose> <c:when test="#{cc.attrs.currentBehaviour == 'READONLY'}" > <h:outputText id="fieldValue" value="#{cc.attrs.fieldValue}"> </h:outputText> </c:when> <c:when test="#{cc.attrs.currentBehaviour == 'MANDATORY'}" > <h:inputText id="fieldValue" value="#{cc.attrs.fieldValue}" required="true"> <f:attribute name="requiredMessage" value="Field is mandatory"/> <c:if test="#{empty cc.attrs.fieldValue}"> <f:attribute name="style" value="background-color: yellow;"/> </c:if> </h:inputText>&nbsp;* </c:when> <c:when test="#{cc.attrs.currentBehaviour == 'OPTIONAL'}" > <h:inputText id="fieldValue" value="#{cc.attrs.fieldValue}"> </h:inputText> </c:when> </c:choose> <h:message for="fieldValue" style="color:red;" /> </h:panelGrid> </composite:implementation> Page: <?xml version='1.0' encoding='UTF-8' ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xmlns:h="http://java.sun.com/jsf/html" xmlns:ez="http://java.sun.com/jsf/composite/components"> <h:head> <title>Testing page</title> </h:head> <h:body> <h:form> <h:outputText value="Some value:"/> <ez:field-component currentBehaviour="MANDATORY" fieldValue="#{testerBean.someValue}"/> <h:commandButton value="Store" action="#{testerBean.storeValue}"/> <h:commandButton value="Erase" action="#{testerBean.eraseValue}" immediate="true"/> </h:form> <br/><br/> <b>Why is field's background color not set to yellow?</b> <ol> <li>NOTICE: Field has yellow background color (mandatory field with no value)</li> <li>Fill in any value (eg. "Hello") and press Store</li> <li>NOTICE: Yellow background disappeared (as mandatory field has value)</li> <li>Clear text in the field and press Store</li> <li><b>QUESTION: Why is field's background color not set to yellow?</b></li> <li>Press Erase</li> <li>NOTICE: Field has yellow background color (mandatory field with no value)</li> </ol> </h:body>

    Read the article

  • How to adjust and combine multiple lower quality photos into one better using FOSS?

    - by Vi
    I have multiple noisy photos (caputed without tripod) that needs to be adjusted (moved/rotated) and averaged. How it's better to do it in Linux with FOSS console-based programs? Current way is something like: mplayer mf://*.JPG -vo yuv4mpeg:file=qqq.yuv transcode -i qqq.yuv -y null -J stabilize=maxshift=500:fieldsize=100:fieldnum=6:stepsize=50:shakiness=10 transcode -i qqq.yuv -J transform=smoothing=100000:sharpen=0:optzoom=0 -y raw -o www.yuv mplayer www.yuv -vo pnm gm convert -average 0*.ppm q.ppm i.e.: Convert photos to video Apply Transcode's "Stabilize" filter Convert the video back to images Average the images. It works, but bad: photos still not perfectly adjusted and the whole sequence is very slow. What is better way of doing it?

    Read the article

  • Can Mac KeyNote presentations exported for Windows be shown in good quality and be edited?

    - by Edward Tanguay
    A friend asked me this: ...I stopped using KeyNote for one simple reason – contrary to the Mac marketing blurb, the final presentations do NOT work fine on Windows PCs – they look distorted and have formatting quirks which cannot be corrected because the Windows/Powerpoint file it has supposedly been saved as is in fact a non-editable file, kind of like a pdf. Is there a way to create Mac KeyNote presentation files so they look nice on Windows and can be edited?

    Read the article

  • How to copy-paste in good quality from Adobe Illustrator to MS One Note?

    - by Suzan Cioc
    When I copy some drawing in Illustrator, it stores it in clipboard in 3 formats: bitmap, device independent bitmap and enhanced meta-file. If drawing contains text, then meta-file version has no anti-aliasing. Below are examples in MS Word OneNote has no "Paste Special" so it always paste in EMF. Is it possible either to tell OneNote to paste not in EMF, or tell Illustrator to use anti-aliasing while storing picture with letters?

    Read the article

  • I want to add a Quality Assurance domain. How do I handle DNS servers?

    - by Tim
    I'm advising a large client on how to isolate their dev and testing from their production. They already have one domain, lets say xyz.net with the active directory domain as "XYZ01". I want to add second domain say QAxyz.net and make its active directory domain "QA01" All development and QA servers would be moved to the QAxyz.net domain, the machines would be part of the QA01 domain. Note: Some of these servers will have the same name as the production servers for testing purposes. I believe we would have separate DNS servers for each domain. If I am logged into the QA01 domain, to access the production domain I would qualify my access like so: \PRODSERVER.xyz.net login: XYZ01\username Do I need to add a forwarder to my QAxyz.net DNS server so that it can see xyz.net? Would I need to do the same to the xyz.net DNS server to see QAxyz.net? I don't know how to advise them in this. Does anyone have any other recommendations to isolationg a QA domain? Many Thanks in advance! Tim

    Read the article

  • Can a cur file have an alpha map (for high quality transparency)?

    - by Codemonkey
    I want to convert this Heroes of Newerth cursor into a cur file so I can use it as a cursor on windows and on my website. The cursor is now in a PNG file with an alpha map, and I have so far been unsuccessful in converting it to a cur file. The things I've tried is using the Photoshop cursor plugin to simply save the png as a cur. The result was a working cur file with a white background instead of a transparent one. I've also tried painting the background pure green (0, 255, 0) and saving as a cur file, in which case the background was still green when I tried using it as a windows cursor. I've also tried what's been mentioned in a few tutorials, which is selecting the area I want transparent and saving the selection in Photoshop (it then ends up as a new channel). So I selected the cursor and inverted the selection and saved it. The result was a bit odd. Instead of a transparent background, I now get a background that inverts the colours behind it, just like the "Windows inverted" mouse scheme. So is there any way to accomplish what I'm trying to do?

    Read the article

  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

    Read the article

  • How to reduce the size of a pdf file?

    - by Nicole
    I'm looking for a way in Ubuntu to reduce the size of a pdf (by reducing the quality of the images). I know that this can be done in Ghostscript by typing the following command in terminal: gs -sDEVICE=pdfwrite -dCompatibilityLevel=1.4 -dPDFSETTINGS=/screen -dNOPAUSE -dQUIET -dBATCH -sOutputFile=output.pdf input.pdf The problem is that I can't specify the quality with any accuracy. The parameter -dPDFSETTINGS=/screen is the one that decides the quality; but the alternatives are quite rigid (for example it is possible to do -dPDFSETTINGS=/ebook for slightly better quality). I'm looking for a way to reduce the size of a pdf in a way that allows me to specify the desired quality numerically. I know that this is possible in a Mac, so it must be possible in Linux -- right? Any help would be well appreciated.

    Read the article

  • UIView using Quartz rendering engine to display PDF has poor quality compared to original.

    - by Josh Kerr
    I'm using the quartz rendering engine to display a PDF file on the iphone using the 3.0 SDK. The result is a bit blurry compared to a PDF being shown in a UIWebView. How can I improve the quality in the UIView so that I don't need to rewrite my app to use the UIWebView. I'm using pretty much close to the example code that Apple provides. Here is some of my sample code: CGContextRef gc = UIGraphicsGetCurrentContext(); CGContextSaveGState(gc); CGContextTranslateCTM(gc, 0.0, rect.size.height); CGContextScaleCTM(gc, 1.0, -1.0); CGAffineTransform m = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, rect, 0, false); CGContextConcatCTM(gc, m); CGContextSetGrayFillColor(gc, 1.0, 1.0); CGContextFillRect(gc, rect); CGContextDrawPDFPage(gc, page); CGContextRestoreGState(gc); Apple's tutorial code actually results in a blurry PDF view as well. If you drop the same PDF into a UIWebView you'll see it is actually sharper. Anyone have any ideas? This one issue is holding a two year development project from launching. :(

    Read the article

  • How can I compare market data feed sources for quality and latency improvement?

    - by yves Baumes
    I am in the very first stages of implementing a tool to compare 2 market data feed sources in order to prove the quality of new developed sources to my boss ( meaning there are no regressions, no missed updates, or wrong ), and to prove latencies improvement. So the tool I need must be able to check updates differences as well as to tell which source is the best (in term of latency). Concrectly, reference source could be Reuters while the other one is a Feed handler we develop internally. People warned me that updates might not arrive in the same order as Reuters implementation could differs totally from ours. Therefore a simple algorithm based on the fact that updates could arrive in the same order is likely not to work. My very first idea would be to use fingerprint to compare feed sources, as Shazaam application does to find the title of the tube you are submitting. Google told me it is based on FFT. And I was wondering if signal processing theory could behaves well with market access applications. I wanted to know your own experience in that field, is that possible to develop a quite accurate algorithm to meet the needs? What was your own idea? What do you think about fingerprint based comparison?

    Read the article

  • How can a software agency deliver quality software/win projects?

    - by optician
    I currently work for a bespoke software agency. Does anyone have any experience of how to win well priced work? It seems there is so much competition from offshore/bedroom program teams, that cost is extremely competetive these days. I feel that it is very different compared to a software product company or an internal it department, in terms of budget. As someone else said before, we only ever really get to version 1.0 of a lot of our software, unless the client is big enough. In which case it doesn't make business sense to spend ages making the software the best we can. Its like we are doing the same quality of work of internal it. Also a Lot of our clients are not technically minded and so therefor will not pay for things they don't understand. As our company does not have the money to turn down work it often goes that we take on complicated work for far too little money. I have got a lot better at managing change and keeping tight specs etc. It is still hard.

    Read the article

  • How do I correctly Re-render a Recaptcha in ASP.NET MVC 2 after an AJAX POST

    - by Eoin Campbell
    Ok... I've downloaded and implemented this Recaptcha implementation for MVC which uses the ModelState to confirm the validity of the captcha control. It works brilliantly... except when I start to use it in an AJAX Form. In a nutshell, when a div is re-rendered with AJAX, the ReCaptcha that it should contain does not appear, even though the relevant <scripts> are in the source after the partial render. Code Below. using (Ajax.BeginForm("CreateComment", "Blog", new AjaxOptions() { HttpMethod = "POST", UpdateTargetId = "CommentAdd", OnComplete="ReloadRecaptcha", OnSuccess = "ShowComment", OnFailure = "ShowComment", OnBegin = "HideComment" })) {%> <fieldset class="comment"> <legend>Add New Comment</legend> <%= Html.ValidationSummary()%> <table class="postdetails"> <tbody> <tr> <td rowspan="3" id="blahCaptcha"> <%= Html.CreateRecaptcha("recaptcha", "blackglass") %> </td> .... Remainder of Form Omitted for Brevity I've confirmed the Form is perfectly functional when the Recaptcha Control is not present and the Javascript calls in the AjaxOptions are all working fine. The problem is that if the ModelState is Invalid as a result of the Recaptcha or some other validation, then the ActionResult returns the View to reshow the form. [RecaptchaFilter(IgnoreOnMobile = true)] [HttpPost] public ActionResult CreateComment(Comment c) { if (ModelState.IsValid) { try { //Code to insert Comment To DB return Content("Thank You"); } catch { ModelState.AddRuleViolations(c.GetRuleViolations()); } } else { ModelState.AddRuleViolations(c.GetRuleViolations()); } return View("CreateComment", c); } When it's InValid and the form posts back, for some reason the ReCaptcha Control does not re-render. I've checked the source and the <script> & <noscript> blocks are present in the HTML so the HTML Helper function below is obviously working <%= Html.CreateRecaptcha("recaptcha", "blackglass") %> I assume this has something to do with scripts injected into the DOM by AJAX are not re-executed. As you can see from the HTML snippet above, I've tried to add an OnComplete= javascript function to re-create the Captcha on the client side, but although the script executes with no errors, it doesn't work. OnComplete Function is. function ReloadRecaptcha() { Recaptcha.create("my-pub-key", 'blahCaptcha', { //blahCaptcha is the ID of the <td> where the ReCaptcha should go. theme: 'blackglass' }); } Can anyone shed any light on this ? Thanks, Eoin C

    Read the article

  • Why can't I render objects to texture properly using FBO?

    - by Brett
    Hello, I'm trying to implement a simple program using 3 FBO's to render a scene to a texture and display a textured quad. I've successfully done this previously using fragment shaders before projecting to the textured quad but can't get it to work without a shader. What could be wrong? First I set up my textures glGenTextures(3, renderTextureID); for (GLint i = 0; i < 3; i++) { glBindTexture(GL_TEXTURE_2D, renderTextureID[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // this may change with window size changes glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); } Next some framebuffer state glGenFramebuffersEXT(3, framebufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0); GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "FBO Error!"); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[1], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[2]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[2], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); Then I render the scene glViewport(0, 0, fboWidth, fboHeight); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawModels(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glBindTexture(GL_TEXTURE_2D, renderTextureID[0]); glEnable(GL_SCISSOR_TEST); glViewport(windowWidth/2, 0, fboWidth, fboHeight); glScissor(windowWidth/2, 0, fboWidth, fboHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2i(0, 0); glVertex2f(-1.0f, -1.0f); glTexCoord2i(1, 0); glVertex2f(1.0f, -1.0f); glTexCoord2i(1, 1); glVertex2f(1.0f, 1.0f); glTexCoord2i(0, 1); glVertex2f(-1.0f, 1.0f); glEnd(); glDisable(GL_SCISSOR_TEST); glutSwapBuffers(); The result is a yellow square. Draw models draws yellow wireframe cubes if not using the FBO so the problem is not that. I've read a previous similar post that talks about using glTexParameterf after generating and binding textures but i've done this. Thanks...

    Read the article

< Previous Page | 37 38 39 40 41 42 43 44 45 46 47 48  | Next Page >