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  • VLC Caching levels

    - by Svish
    When I open the Preferences of VLC and go to Input & Codecs, I have a setting called Default Caching Level. I can choose between Cusom Lowest latency Low latency Normal High latency Higher latency I'm used to caching being set in seconds or something like that. So, more seconds/higher buffer means less chane of buffer underrun while streaming. What is latency? What does it mean to set it lower or higher? In what cases should I go in what direction? If I'm struggling with buffer underruns, should I set it to lower or higher latency?

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  • [python] voice communication for python help!

    - by Eric
    Hello! I'm currently trying to write a voicechat program in python. All tips/trick is welcome to do this. So far I found pyAudio to be a wrapper of PortAudio. So I played around with that and got an input stream from my microphone to be played back to my speakers. Only RAW of course. But I can't send RAW-data over the netowrk (due the size duh), so I'm looking for a way to encode it. And I searched around the 'net and stumbled over this speex-wrapper for python. It seems to good to be true, and believe me, it was. You see in pyAudio you can set the size of the chunks you want to take from your input audiobuffer, and in that sample code on the link, it's set to 320. Then when it's encoded, its like ~40 bytes of data per chunk, which is fairly acceptable I guess. And now for the problem. I start a sample program which just takes the input stream, encodes the chunks, decodes them and play them (not sending over the network due testing). If I just let my computer idle and run this program it works great, but as soon as I do something, i.e start Firefox or something, the audio input buffer gets all clogged up! It just grows and then it all crashes and gives me an overflow error on the buffer.. OK, so why am I just taking 320 bytes of the stream? I could just take like 1024 bytes or something and that will easy the pressure on the buffer. BUT. If I give speex 1024 bytes of data to encode/decode, it either crashes and says that thats too big for its buffer. OR it encodes/decodes it, but the sound is very noisy and "choppy" as if it only encoded a tiny bit of that 1024 chunk and the rest is static noise. So the sound sounds like a helicopter, lol. I did some research and it seems that speex only can convert 320 bytes of data at time, and well, 640 for wide-band. But that's the standard? How can I fix this problem? How should I construct my program to work with speex? I could use a middle-buffer tho that takes all available data to read from the buffer, then chunk this up in 320 bits and encode/decode them. But this takes a bit longer time and seems like a very bad solution of the problem.. Because as far as I know, there's no other encoder for python that encodes the audio so it can be sent over the network in acceptable small packages, or? I've been googling for three days now. Also there is this pyMedia library, I don't know if its good to convert to mp3/ogg for this kind of software. Thank in in advance for reading this, hope anyone can help me! (:

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  • WinMo > ASMX WebException - how to get details?

    - by eidylon
    Okay, we've got an application which consists of a website hosting several ASMX webservices, and a handheld application running on WinMo 6.1 which calls the webservices. Been developing in the office, everything works perfect. Now we've gone to install it at the client's and we got all the servers set up and the handhelds installed. However the handhelds are now no longer able to connect to the webservice. I added in extra code in my error handler to specifically trap WebException exceptions and handle them differently in the logging to put out extra information (.Status and .Response). I am getting out the status, which is returning a [7], or ProtocolError. However when I try to read out the ResponseStream (using WebException.Response.GetResponseStream), it is returning a stream with CanRead set to False, and I thus am unable to get any further details of what is going wrong. So I guess there are two things I am asking for help with... a) Any help with trying to get more information out of the WebException? b) What could be causing a ProtocolError exception? Things get extra complicated by the fact that the client has a full-blown log-in-enabled proxy setup going on-site. This was stopping all access to the website initially, even from a browser. So we entered in the login details in the network connection for HTTP on the WinMo device. Now it can get to websites fine. In fact, I can even pull up the webservice fine and call the methods from the browser (PocketIE). So I know the device is able to see the webservices okay via HTTP. But when trying to call them from the .NET app, it throws ProtocolError [7]. Here is my code which is logging the exception and failing to read out the Response from the WebException. Public Sub LogEx(ByVal ex As Exception) Try Dim fn As String = Path.Combine(ini.CorePath, "error.log") Dim t = File.AppendText(fn) t.AutoFlush = True t.WriteLine(<s>===== <%= Format(GetDateTime(), "MM/dd/yyyy HH:mm:ss") %> =====<%= vbCrLf %><%= ex.Message %></s>.Value) t.WriteLine() t.WriteLine(ex.ToString) t.WriteLine() If TypeOf ex Is WebException Then With CType(ex, WebException) t.WriteLine("STATUS: " & .Status.ToString & " (" & Val(.Status) & ")") t.WriteLine("RESPONSE:" & vbCrLf & StreamToString(.Response.GetResponseStream())) End With End If t.WriteLine("=".Repeat(50)) t.WriteLine() t.Close() Catch ix As Exception : Alert(ix) : End Try End Sub Private Function StreamToString(ByVal s As IO.Stream) As String If s Is Nothing Then Return "No response found." // THIS IS THE CASE BEING EXECUTED If Not s.CanRead Then Return "Unreadable response found." Dim rv As String = String.Empty, bytes As Long, buffer(4096) As Byte Using mem As New MemoryStream() Do While True bytes = s.Read(buffer, 0, buffer.Length) mem.Write(buffer, 0, bytes) If bytes = 0 Then Exit Do Loop mem.Position = 0 ReDim buffer(mem.Length) mem.Read(buffer, 0, mem.Length) mem.Seek(0, SeekOrigin.Begin) rv = New StreamReader(mem).ReadToEnd() mem.Close() End Using Return rv.NullOf("Empty response found.") End Function Thanks in advance!

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  • Commit in SQL

    - by PRajkumar
    SQL Transaction Control Language Commands (TCL)                                           (COMMIT) Commit Transaction As a SQL language we use transaction control language very frequently. Committing a transaction means making permanent the changes performed by the SQL statements within the transaction. A transaction is a sequence of SQL statements that Oracle Database treats as a single unit. This statement also erases all save points in the transaction and releases transaction locks. Oracle Database issues an implicit COMMIT before and after any data definition language (DDL) statement. Oracle recommends that you explicitly end every transaction in your application programs with a COMMIT or ROLLBACK statement, including the last transaction, before disconnecting from Oracle Database. If you do not explicitly commit the transaction and the program terminates abnormally, then the last uncommitted transaction is automatically rolled back.   Until you commit a transaction: ·         You can see any changes you have made during the transaction by querying the modified tables, but other users cannot see the changes. After you commit the transaction, the changes are visible to other users' statements that execute after the commit ·         You can roll back (undo) any changes made during the transaction with the ROLLBACK statement   Note: Most of the people think that when we type commit data or changes of what you have made has been written to data files, but this is wrong when you type commit it means that you are saying that your job has been completed and respective verification will be done by oracle engine that means it checks whether your transaction achieved consistency when it finds ok it sends a commit message to the user from log buffer but not from data buffer, so after writing data in log buffer it insists data buffer to write data in to data files, this is how it works.   Before a transaction that modifies data is committed, the following has occurred: ·         Oracle has generated undo information. The undo information contains the old data values changed by the SQL statements of the transaction ·         Oracle has generated redo log entries in the redo log buffer of the System Global Area (SGA). The redo log record contains the change to the data block and the change to the rollback block. These changes may go to disk before a transaction is committed ·         The changes have been made to the database buffers of the SGA. These changes may go to disk before a transaction is committed   Note:   The data changes for a committed transaction, stored in the database buffers of the SGA, are not necessarily written immediately to the data files by the database writer (DBWn) background process. This writing takes place when it is most efficient for the database to do so. It can happen before the transaction commits or, alternatively, it can happen some times after the transaction commits.   When a transaction is committed, the following occurs: 1.      The internal transaction table for the associated undo table space records that the transaction has committed, and the corresponding unique system change number (SCN) of the transaction is assigned and recorded in the table 2.      The log writer process (LGWR) writes redo log entries in the SGA's redo log buffers to the redo log file. It also writes the transaction's SCN to the redo log file. This atomic event constitutes the commit of the transaction 3.      Oracle releases locks held on rows and tables 4.      Oracle marks the transaction complete   Note:   The default behavior is for LGWR to write redo to the online redo log files synchronously and for transactions to wait for the redo to go to disk before returning a commit to the user. However, for lower transaction commit latency application developers can specify that redo be written asynchronously and that transaction do not need to wait for the redo to be on disk.   The syntax of Commit Statement is   COMMIT [WORK] [COMMENT ‘your comment’]; ·         WORK is optional. The WORK keyword is supported for compliance with standard SQL. The statements COMMIT and COMMIT WORK are equivalent. Examples Committing an Insert INSERT INTO table_name VALUES (val1, val2); COMMIT WORK; ·         COMMENT Comment is also optional. This clause is supported for backward compatibility. Oracle recommends that you used named transactions instead of commit comments. Specify a comment to be associated with the current transaction. The 'text' is a quoted literal of up to 255 bytes that Oracle Database stores in the data dictionary view DBA_2PC_PENDING along with the transaction ID if a distributed transaction becomes in doubt. This comment can help you diagnose the failure of a distributed transaction. Examples The following statement commits the current transaction and associates a comment with it: COMMIT     COMMENT 'In-doubt transaction Code 36, Call (415) 555-2637'; ·         WRITE Clause Use this clause to specify the priority with which the redo information generated by the commit operation is written to the redo log. This clause can improve performance by reducing latency, thus eliminating the wait for an I/O to the redo log. Use this clause to improve response time in environments with stringent response time requirements where the following conditions apply: The volume of update transactions is large, requiring that the redo log be written to disk frequently. The application can tolerate the loss of an asynchronously committed transaction. The latency contributed by waiting for the redo log write to occur contributes significantly to overall response time. You can specify the WAIT | NOWAIT and IMMEDIATE | BATCH clauses in any order. Examples To commit the same insert operation and instruct the database to buffer the change to the redo log, without initiating disk I/O, use the following COMMIT statement: COMMIT WRITE BATCH; Note: If you omit this clause, then the behavior of the commit operation is controlled by the COMMIT_WRITE initialization parameter, if it has been set. The default value of the parameter is the same as the default for this clause. Therefore, if the parameter has not been set and you omit this clause, then commit records are written to disk before control is returned to the user. WAIT | NOWAIT Use these clauses to specify when control returns to the user. The WAIT parameter ensures that the commit will return only after the corresponding redo is persistent in the online redo log. Whether in BATCH or IMMEDIATE mode, when the client receives a successful return from this COMMIT statement, the transaction has been committed to durable media. A crash occurring after a successful write to the log can prevent the success message from returning to the client. In this case the client cannot tell whether or not the transaction committed. The NOWAIT parameter causes the commit to return to the client whether or not the write to the redo log has completed. This behavior can increase transaction throughput. With the WAIT parameter, if the commit message is received, then you can be sure that no data has been lost. Caution: With NOWAIT, a crash occurring after the commit message is received, but before the redo log record(s) are written, can falsely indicate to a transaction that its changes are persistent. If you omit this clause, then the transaction commits with the WAIT behavior. IMMEDIATE | BATCH Use these clauses to specify when the redo is written to the log. The IMMEDIATE parameter causes the log writer process (LGWR) to write the transaction's redo information to the log. This operation option forces a disk I/O, so it can reduce transaction throughput. The BATCH parameter causes the redo to be buffered to the redo log, along with other concurrently executing transactions. When sufficient redo information is collected, a disk write of the redo log is initiated. This behavior is called "group commit", as redo for multiple transactions is written to the log in a single I/O operation. If you omit this clause, then the transaction commits with the IMMEDIATE behavior. ·         FORCE Clause Use this clause to manually commit an in-doubt distributed transaction or a corrupt transaction. ·         In a distributed database system, the FORCE string [, integer] clause lets you manually commit an in-doubt distributed transaction. The transaction is identified by the 'string' containing its local or global transaction ID. To find the IDs of such transactions, query the data dictionary view DBA_2PC_PENDING. You can use integer to specifically assign the transaction a system change number (SCN). If you omit integer, then the transaction is committed using the current SCN. ·         The FORCE CORRUPT_XID 'string' clause lets you manually commit a single corrupt transaction, where string is the ID of the corrupt transaction. Query the V$CORRUPT_XID_LIST data dictionary view to find the transaction IDs of corrupt transactions. You must have DBA privileges to view the V$CORRUPT_XID_LIST and to specify this clause. ·         Specify FORCE CORRUPT_XID_ALL to manually commit all corrupt transactions. You must have DBA privileges to specify this clause. Examples Forcing an in doubt transaction. Example The following statement manually commits a hypothetical in-doubt distributed transaction. Query the V$CORRUPT_XID_LIST data dictionary view to find the transaction IDs of corrupt transactions. You must have DBA privileges to view the V$CORRUPT_XID_LIST and to issue this statement. COMMIT FORCE '22.57.53';

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  • SQL SERVER – Get Directory Structure using Extended Stored Procedure xp_dirtree

    - by pinaldave
    Many years ago I wrote article SQL SERVER – Get a List of Fixed Hard Drive and Free Space on Server where I demonstrated using undocumented Stored Procedure to find the drive letter in local system and available free space. I received question in email from reader asking if there any way he can list directory structure within the T-SQL. When I inquired more he suggested that he needs this because he wanted set up backup of the data in certain structure. Well, there is one undocumented stored procedure exists which can do the same. However, please be vary to use any undocumented procedures. xp_dirtree 'C:\Windows' Execution of the above stored procedure will give following result. If you prefer you can insert the data in the temptable and use the same for further use. Here is the quick script which will insert the data into the temptable and retrieve from the same. CREATE TABLE #TempTable (Subdirectory VARCHAR(512), Depth INT); INSERT INTO #TempTable (Subdirectory, Depth) EXEC xp_dirtree 'C:\Windows' SELECT Subdirectory, Depth FROM #TempTable; DROP TABLE #TempTable; Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Stored Procedure, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Order of operations to render VBO to FBO texture and then rendering FBO texture full quad

    - by cyberdemon
    I've just started using OpenGL with C# via the OpenTK library. I've managed to successfully render my game world using VBOs. I now want to create a pixellated affect by rendering the frame to an offscreen FBO with a size half of my GameWindow size and then render that FBO to a full screen quad. I've been looking at the OpenTK example here: http://www.opentk.com/doc/graphics/frame-buffer-objects ...but the result is a black form. I'm not sure which parts of the example code belongs in the OnLoad event and OnRenderFrame. Can someone please tell me if the below code shows the correct order of operations? OnLoad { // VBO. // DataArrayBuffer GenBuffers/BindBuffer/BufferData // ElementArrayBuffer GenBuffers/BindBuffer/BufferData // ColourArrayBuffer GenBuffers/BindBuffer/BufferData // FBO. // ColourTexture GenTextures/BindTexture/TexParameterx4/TexImage2D // Create FBO. // Textures Ext.GenFramebuffers/Ext.BindFramebuffer/Ext.FramebufferTexture2D/Ext.FramebufferRenderbuffer } OnRenderFrame { // Use FBO buffer. Ext.BindFramebuffer(FBO) GL.Clear // Set viewport to FBO dimensions. GL.DrawBuffer((DrawBufferMode)FramebufferAttachment.ColorAttachment0Ext) // Bind VBO arrays. GL.BindBuffer(ColourArrayBuffer) GL.ColorPointer GL.EnableClientState(ColorArray) GL.BindBuffer(DataArrayBuffer) // If world changed GL.BufferData(DataArrayBuffer) GL.VertexPointer GL.EnableClientState(VertexArray) GL.BindBuffer(ElementArrayBuffer) // Render VBO. GL.DrawElements // Bind visible buffer. GL.Ext.BindFramebuffer(0) GL.DrawBuffer(Back) GL.Clear // Set camera to view texture. GL.BindTexture(ColourTexture) // Render FBO texture GL.Begin(Quads) // Draw texture on quad // TexCoord2/Vertex2 GL.End SwapBuffers }

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • What relationship do software Scrum or Lean have to industrial engineering concepts like theory of constraints?

    - by DeveloperDon
    In Scrum, work is delivered to customers through a series of sprints in which project work is time boxed to a fixed number of days or weeks, usually 30 days. In lean software development, the goal is to deliver as soon as possible, permitting early feedback for the next iteration. Both techniques stress the importance of workflow in which software work product does not accumulate in development awaiting release at some future date. Both permit new or refined requirements and feedback from QA and customers to be acted on with as little delay as possible based on priority. A few years ago I heard a lecture where the speaker talked briefly about a family of concepts from industrial engineering called theory of constraints. In the factory, they use an operations model based on three components: drum, buffer, and rope. The drum synchronizes work product as it flows through the system. Buffers that protect the system by holding output from one stage as it waits to be consumed by the next. The rope pulls product from one work station to the next. Historically, are these ideas part of the heritage of Scrum and Lean, or are they on a separate track? It we wanted to think about Scrum and Lean in terms of drum-buffer-rope, what are the parts? Drum = {daily scrum meeting, monthly release)? Buffer = {burn down list, source control system)? Rope = { daily meeting, constant integration server, monthly releases}? Industrial engineers define work flow in terms of different kinds of factories. I-Factories: straight pipeline. One input, one output. A-Factories: many inputs and one output. V-Factories: one input, many output products. T-Plants: many inputs, many outputs. If it applies, what kind of factory is most like Scrum or Lean and why?

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  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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  • Is this a dual monitor reset bug?

    - by Tentresh
    My two displays are: Intel GMA x4500 Laptop (1280x800 native resolution of the built-in display) External display (1920x1080) A few minutes after I login to my dual monitor setup, it gets reset to mirror screens. If I restore the settings via the displays application, everything is fine. On each reset, the following messages are written into /var/log/Xorg.0.log: [ 60.852] (II) PM Event received: Capability Changed [ 60.852] I830PMEvent: Capability change [ 132.920] (II) intel(0): EDID vendor "SEC", prod id 12869 [ 132.920] (II) intel(0): Printing DDC gathered Modelines: [ 132.920] (II) intel(0): Modeline "1280x800"x0.0 68.94 1280 1296 1344 1408 800 801 804 816 -hsync -vsync (49.0 kHz) [ 134.228] (II) intel(0): Allocated new frame buffer 1280x800 stride 5120, tiled Whereas right on startup or manual resolution reset, /var/log/Xorg.0.log reports the expected frame buffer allocation: [ 1562.382] (II) intel(0): EDID vendor "SEC", prod id 12869 [ 1562.382] (II) intel(0): Printing DDC gathered Modelines: [ 1562.382] (II) intel(0): Modeline "1280x800"x0.0 68.94 1280 1296 1344 1408 800 801 804 816 -hsync -vsync (49.0 kHz) [ 1576.740] (II) intel(0): Allocated new frame buffer 3200x1080 stride 12800, tiled Is Ubuntu 12.04 not compatible with my video card? Can this be solved within Ubuntu? I like its interface, but manually fiddling with resolution on every login is not bearable.

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • How to focus on one topic? [closed]

    - by Brian
    I have a huge problem while reading computer books. Every couple pages I'll end up googling something I want to learn more about, but then I'll find something on that page that I'll want to learn more about and google that (sometimes programming related, sometime hardware related). Normally after wasting around 3 hours going into different subjects I'll return to the original text only to repeat the process a few pages later. Any advice for sticking to one subject and learning that in-depth? I have tons of programming books I've read half-way through since I'll become interested in other languages/topics (not that I'm not interested in the books I've started). Also, what would be worth focusing on in depth? I've gone into Python in the most depth but for classes I'm learning Java and assembly (ARM and Motorola 68000). Also, I've taken a class on C++. Lately I've been spending most of my time learning about Linux instead of programming though. I'm not sure what would be worth focusing on the most to get a job. In other words, how can you focus on one topic and not let curiosity about everything else get in the way? Thanks in advance, Brian

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • Understanding IDAT chunk of PNG file format

    - by DRapp
    From the sample image below, I have a border in yellow just for display purposes only. The actual .png file is a simple black/white image 3 pixels by 3 pixels. I was originally thinking to try as a 2x2, but that would not help trying to interpret low/hi vs hi/low drawing stream. At least this way, I would have two black, one white from the top, or one white, two black from the bottom.. So I read the chunks of data, get to the IDAT chunk, decode that (zlib) and come up with 12 bytes as follows 00 20 00 40 00 80 So, my question, how does the above get broken down into the 3x3 black and white sample... Also, it is saved in palette format and properly recognizes the bit depth of 1 and color palette of 2... color pallet[0] is RGBA all zeros. Palette1 has RGBA of 255, 255, 255, 0 I'll eventually get into the multiple other depth formats later, just wanted to start with what would expect to be the easiest. Part II. Any guidance on handling the other depth formats would help if anything special to be considered especially regarding alpha channel (which I am already looking for in the palette) that might trip me up.

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • radeon display driver clones monitors while using Xinerama

    - by gregmuellegger
    I'm trying to get my two Radeon HD 4770 cards working with three monitors. Xinerama works so far in the way that I have two fully working monitors were I can move windows from one to the other. My problem now is that my third monitor is a clone of my second monitor (displaying the exact same thing). These monitors are connected to the same graphic card ("Screen Middle" and "Screen Right" in the xorg.conf below). Here is my xorg.conf: Section "ServerLayout" Identifier "ThreeMonitors" Screen "Screen Left" 0 0 Screen "Screen Middle" RightOf "Screen Left" Screen "Screen Right" RightOf "Screen Middle" Option "Xinerama" EndSection Section "Monitor" Identifier "Monitor Left" Option "DPMS" EndSection Section "Monitor" Identifier "Monitor Middle" Option "DPMS" EndSection Section "Monitor" Identifier "Monitor Right" Option "DPMS" EndSection Section "Device" Identifier "Device Left" Driver "radeon" VendorName "ATI Technologies Inc" BoardName "ATI Radeon HD 4770 [RV740]" BusID "PCI:3:0:0" Screen 0 EndSection Section "Screen" Identifier "Screen Left" Device "Device Left" Monitor "Monitor Left" SubSection "Display" Depth 24 EndSubSection EndSection Section "Device" Identifier "Device Middle" Driver "radeon" VendorName "ATI Technologies Inc" BoardName "ATI Radeon HD 4770 [RV740]" BusID "PCI:2:0:0" Screen 0 EndSection Section "Screen" Identifier "Screen Middle" Device "Device Middle" Monitor "Monitor Middle" SubSection "Display" Depth 24 EndSubSection EndSection Section "Device" Identifier "Device Right" Driver "radeon" VendorName "ATI Technologies Inc" BoardName "ATI Radeon HD 4770 [RV740]" BusID "PCI:2:0:1" Screen 1 EndSection Section "Screen" Identifier "Screen Right" Device "Device Right" Monitor "Monitor Right" SubSection "Display" Depth 24 EndSubSection EndSection I'm using a fresh Kubuntu 10.10 installation with propsed-updates enabled since this repo contains a xorg fix for using multiple graphic cards. I hope someone can help me out. Very many thanks!!

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • Multi-screen and Nvidia GT220

    - by Bohors
    Excuse me first for my broken English I have 3 monitors on two Nvidia GT220. Unity 2D works fine after using the proprietary drivers. But no way to use compiz effects. I'm on Ubuntu 11.10 (I also tested for curiosity 12.04 for the same result) I noticed in the "System Settings" / "details" that my graphics card is not recognized (graphics card "unknown") and "View" only returns me my first screen (with the correct resolution) also in unknown. $ lspci | grep VGA 01:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 220] (rev a2) 05:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 220] (rev a2) xorg.conf : Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" Below "Screen0" Screen 2 "Screen2" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Acer V243HL" HorizSync 30.0 - 80.0 VertRefresh 55.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "LG Electronics L1920P" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "Acer V243HL" HorizSync 30.0 - 80.0 VertRefresh 55.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:5:0:0" Screen 0 EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:5:0:0" Screen 1 EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "metamodes" "1920x1080_60_0 +0+0; nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "CRT: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection Have you any idea? thanks

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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