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  • (Ogre3D) Using a 3D texture slice as a 2D texture input.

    - by ~mech
    Hello, I am trying to do something with Ogre using 3D textures. I would like to update a 3D-texture by going through it slice-by-slice and recalculating the color values. However, in each step I also need to access the previous slice somehow to read the values. Setting up a slice as a render target is easy, but is it possible to feed such a slice as a 2D-texture input to a shader, or do I need to explicitly copy it into a separate 2D texture? Thanks.

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  • Optional structural typing possibilty in C++ or anyother language?

    - by ambhai
    In C++ how to tell compiler that Ogre::Vector3 IS_SAME_AS SomeOtherLIB::Vector3 ? I feel that.. in languages like c++ which are not structural typed but there are cases when it makes sense. Normally as game developer when working with 4+ libraries that provide sort or their own Vector3 implementation. The code is littered with ToOgre, ToThis, ToThat conversion function. Thats a lot of Float3 copying around which should not happen on first place. Is in C++ or any other languages where we dont have to convert (copying) from one type to another which is essentially the samething. But any solution in C++ as most of the good gamedevs libs are for c/c++.

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  • What would be a good starting point for development of a 3D application for representation of struct

    - by Lela Dax
    I was thinking QT on OpenGL. Multiplatform ability and being able to be closed (at no cost) at a later point would be important points. But I'm very interested in finding a way that is not only viable but also has the least amount of reinvention of the wheel. e.g. "Why not Ogre? A ready powerful 3D engine without reinventing that part". But I'm very uncertain in what is the optimal collection of tools for that job.

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  • SharpDX and game engines, back to zero?

    - by Baboon
    I'm a desktop developer (I mainly do WPF for a living) but I want to make games as a hobby. So a few months ago, I started reading blogs, gamedevSE, you name it. I understand in the C++ DirectX world, you have engines such as Unity3D with designers and whatnot, but as much as I'm ok to spend months understanding game development, I'd prefer to stay with my comfy C#. So I thought I'd develop my first games in /C#/DirectX through SharpDX But then, I can't use game engines anymore, since they're made for C++DirectX and not SharpDX. (ok, I could do P/Invokes but that defeats the purpose of SharpDX). I do know about XNA, and I also do know I can't publish to the marketplace with it (and quite frankly, I don't really want to learn an API that is in jeopardy). So how do you conceal writing games in C# and using existing game engines instead of reinventing the wheel? wait for ports? So I've found out the following: After doing the first tutorials of MOgre and digging around, it seems MOgre gives you the worse of both worlds: . You can't port it with Mono because it directly references a C++/CLI dll (Ogre) and C++/CLI isn't supported by Mono. And since it's not C++ itself, you can't make a pure build. Which, as far as I understand, means I'd be stuck on windows (and not even WinRT/Metro compatible), without capability of porting anything to mobiles or other OS (Mac/Linux). Even though it looks really nice to develop with MOgre, I'd like to learn something a little more open to future broadening. On the other hand, MonoGame seems to be a rewrite of XNA with SharpDX which sounds very promising: Mono allows me to easily port my games to other platforms, mobiles included. SharpDX allows me to access the latest DirectX versions XNA would be my first choice if only MS showed some hope for the future It really looks like MonoGame is nothing else than XNA on SharpDX. Axiom looks good too but I lack info on the subject (and pages with poor design don't give me a good feeling about an API...) XNA with SunBurn looks good: It should be portable to Mono (can anyone with experience give us feedback on that?), thus multi-platform. It's then marketplace-able since Mono itself is. Did I miss something or are 2) and 4) my best options (aside from the fact Mono doesn't support any XAML)?

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  • The name capture does not exist in the current context ERROR

    - by Haxed
    Hi I am developing a campera capture application. I am currently using EmguCV 2.0. I get an error with the following line of code : Image image = capture.QueryFrame(); I have added all the required references of EmguCV like Emgu.CV,Emgu.CV.UI, Emgu.CV.ML, Emgu.Util, but still it gives a error saying : Error 1 The name 'capture' does not exist in the current context C:\Documents and Settings\TLNA\my documents\visual studio 2010\Projects\webcamcapture\webcamcapture\Form1.cs 27 38 webcamcapture I got this code from here. The full program code is given below:- using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using Emgu.CV; using Emgu.CV.UI; using Emgu.CV.Structure; using Emgu.CV.ML; namespace webcamcapture { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void timer1_Tick(object sender, EventArgs e) { Image<Bgr, Byte> image = capture.QueryFrame(); pictureBox1.Image = image.ToBitmap(pictureBox1.Width, pictureBox1.Height); } } }

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  • Extracting DCT coefficients from encoded images and video

    - by misha
    Is there a way to easily extract the DCT coefficients (and quantization parameters) from encoded images and video? Any decoder software must be using them to decode block-DCT encoded images and video. So I'm pretty sure the decoder knows what they are. Is there a way to expose them to whomever is using the decoder? I'm implementing some video quality assessment algorithms that work directly in the DCT domain. Currently, the majority of my code uses OpenCV, so it would be great if anyone knows of a solution using that framework. I don't mind using other libraries (perhaps libjpeg, but that seems to be for still images only), but my primary concern is to do as little format-specific work as possible (I don't want to reinvent the wheel and write my own decoders). I want to be able to open any video/image (H.264, MPEG, JPEG, etc) that OpenCV can open, and if it's block DCT-encoded, to get the DCT coefficients. In the worst case, I know that I can write up my own block DCT code, run the decompressed frames/images through it and then I'd be back in the DCT domain. That's hardly an elegant solution, and I hope I can do better. Presently, I use the fairly common OpenCV boilerplate to open images: IplImage *image = cvLoadImage(filename); // Run quality assessment metric The code I'm using for video is equally trivial: CvCapture *capture = cvCaptureFromAVI(filename); while (cvGrabFrame(capture)) { IplImage *frame = cvRetrieveFrame(capture); // Run quality assessment metric on frame } cvReleaseCapture(&capture); In both cases, I get a 3-channel IplImage in BGR format. Is there any way I can get the DCT coefficients as well?

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  • Looking For iPhone 4S Alternatives? Here Are 3 Smartphones You Should Consider

    - by Gopinath
    If you going to buy iPhone 4S on a two year contract in USA, Europe or Australia you may not find it expensive. But if you are planning to buy it in any other parts of the world, you will definitely feel the heat of ridiculous iPhone 4S price. In India iPhone 4S costs approximately costs $1000 which is 30% more than the price tag of an unlocked iPhone sold in USA. Personally I love iPhones as there is no match for the user experience provided by Apple as well as the wide range of really meaning applications available for iPhone. But it breaks heart to spend $1000 for a phone and I’m forced to look at alternates available in the market. Here are the four iPhone 4S alternates available in almost all the countries where we can buy iPhone 4S Google Galaxy Nexus The Galaxy Nexus is Google’s own Android smartphone manufactured by Samsung and sold under the brand name of Google Nexus. Galaxy Nexus is the pure Android phone available in the market without any bloat software or custom user interfaces like other Androids available in the market. Galaxy Nexus is also the first Android phone to be shipped with the latest version of Android OS, Ice Cream Sandwich. This phone is the benchmark for the rest of Android phones that are going to enter the market soon. In the words of Google this smartphone is called as “Galaxy Nexus: Simple. Beautiful. Beyond Smart.”.  BGR review summarizes the phone as This is almost comical at this point, but the Samsung Galaxy Nexus is my favourite Android device in the world. Easily replacing the HTC Rezound, the Motorola DROID RAZR, and Samsung Galaxy S II, the Galaxy Nexus champions in a brand new version of Android that pushes itself further than almost any other mobile OS in the industry. Samsung Galaxy S II The one single company that is able to sell more smartphones than Apple is Samsung. Samsung recently displaced Apple from the top smartphone seller spot and occupied it with loads of pride. Samsung’s Galaxy S II fits as one the best alternatives to Apple’s iPhone 4S with it’s beautiful design and remarkable performance. Engadget summarizes Samsung Galaxy S2 review as It’s the best Android smartphone yet, but more importantly, it might well be the best smartphone, period. Of course, a 4.3-inch screen size won’t suit everyone, no matter how stupendously thin the device that carries it may be, and we also can’t say for sure that the Galaxy S II would justify a long-term iOS user foresaking his investment into one ecosystem and making the leap to another. Nonetheless, if you’re asking us what smartphone to buy today, unconstrained by such externalities, the Galaxy S II would be the clear choice. Sometimes it’s just as simple as that. Nokia Lumia 800 Here comes unexpected Windows Phone in to the boxing ring. May be they are not as great as Androids available in the market today, but they are picking up very quickly. Especially the Nokia Lumia 800 seems to be first ever Windows Phone 7 aimed at competing serious with Androids and iPhones available in the market. There are reports that Nokia Lumia 800 is outselling all Androids in UK and few high profile tech blogs are calling it as the king of Windows Phone. Considering this phone while evaluating the alternative of iPhone 4S will not disappoint you. We assure. Droid RAZR Remember the Motorola Driod that swept entire Android market share couple of years ago? The first two version of Motorola Droids were the best in the market and they out performed almost every other Android phone those days. The invasion of Samsung Androids, Motorola lost it charm. With the recent release of Droid RAZR, Motorola seems to be in the right direction to reclaiming the prestige. Droid RAZR is the thinnest smartphone available in the market and it’s beauty is not just skin deep. Here is a review of the phone from Engadget blog the RAZR’s beauty is not only skin deep. The LTE radio, 1.2GHz dual-core processor and 1GB of RAM make sure this sleek number is ready to run with the big boys. It kept pace with, and in some cases clearly outclassed its high-end competition. Despite its deficiencies in the display department and underwhelming battery life, the RAZR looks to be a perfectly viable alternative when considering the similarly-pricey Rezound and Galaxy Nexus Further Reading So we have seen the four alternates of iPhone 4S available in the market and I personally love to buy a Samsung smartphone if I’m don’t have money to afford an iPhone 4S. If you are interested in deep diving into the alternates, here few links that help you do more research Apple iPhone 4S vs. Samsung Galaxy Nexus vs. Motorola Droid RAZR: How Their Specs Compare by Huffington Post Nokia Lumia 800 vs. iPhone 4S vs. Nexus Galaxy: Spec Smackdown by PC World Browser Speed Test: Nokia Lumia 800 vs. iPhone 4S vs. Samsung Galaxy S II – by Gizmodo iPhone 4S vs Samsung Galaxy S II by pocket lint Apple iPhone 4S vs. Samsung Galaxy S II by techie buzz This article titled,Looking For iPhone 4S Alternatives? Here Are 3 Smartphones You Should Consider, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • What technology should I use to write my game?

    - by Alon
    I have a great idea for a 3D network game, and I've concluded that it is possible to write it in Java as an applet which will live under the web browser, just like a full software in C++. And it will look and feel the same. The main advantage of Java on C++ is that with Java you can play without downloading any software. I have already thought about the download of the graphics, sound, etc but I found a solution for it. RuneScape just proves that it is possible. So my first question is, should my game live on a web browser or on the operating system? I think that in a web browser it is much more portable, although you need install Java and stuff. But the fact is, that most MMO games are currently not in the web. If you suggest in a software so please suggest a language either - C++ or something more productive like Python or C#? So after choosing a language, I need a graphics solution. Should I write directly with OpenGL/DirectX or use a game engine? What game engine should I use? Ogre? jMonkeyEngine? What's your opinion? Thank you! P.S: Please don't use answers like "Use what you know".

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  • Screen Casting using ffmpeg (too fast)

    - by rowman
    I can use ffmpeg to make screen casts: ffmpeg -f x11grab -s 1280x800 -i :0.0 -c:v libx264 -framerate 30 -r 30 -crf 18 out.mkv However the output comes out to be too fast paced. It also happens with GTK RecordMyDesktop if I enable the encode on the fly. So, the questions is how to get a normal video pace. Also in order to capture the sound with ffmpeg what option should be used? FFmpeg Output: ffmpeg -f x11grab -s 1280x800 -r 30 -i :0.0 -c:v libx264 -framerate 30 -r 30 -crf 18 out.mkv ffmpeg version N-35162-g87244c8 Copyright (c) 2000-2012 the FFmpeg developers built on Oct 7 2012 15:56:19 with gcc 4.6 (Ubuntu/Linaro 4.6.3-1ubuntu5) configuration: --enable-gpl --enable-libfaac --enable-libfdk-aac --enable-libmp3lame --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-librtmp --enable-libtheora --enable-libvorbis --enable-libvpx --enable-x11grab --enable-libx264 --enable-nonfree --enable-version3 libavutil 51. 73.102 / 51. 73.102 libavcodec 54. 64.100 / 54. 64.100 libavformat 54. 29.105 / 54. 29.105 libavdevice 54. 3.100 / 54. 3.100 libavfilter 3. 19.102 / 3. 19.102 libswscale 2. 1.101 / 2. 1.101 libswresample 0. 16.100 / 0. 16.100 libpostproc 52. 1.100 / 52. 1.100 [x11grab @ 0xab896a0] device: :0.0 -> display: :0.0 x: 0 y: 0 width: 1280 height: 800 [x11grab @ 0xab896a0] shared memory extension found [x11grab @ 0xab896a0] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0': Duration: N/A, start: 1350136942.608988, bitrate: 983040 kb/s Stream #0:0: Video: rawvideo (BGR[0] / 0x524742), bgr0, 1280x800, 983040 kb/s, 30 tbr, 1000k tbn, 30 tbc [libx264 @ 0xab87320] using cpu capabilities: MMX2 SSE2Fast SSSE3 Cache64 SlowCTZ SlowAtom [libx264 @ 0xab87320] profile High 4:4:4 Predictive, level 3.2, 4:4:4 8-bit [libx264 @ 0xab87320] 264 - core 128 r2 198a7ea - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=3 deblock=1:0:0 analyse=0x3:0x113 me=hex subme=7 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=4 threads=6 lookahead_threads=1 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=2 b_adapt=1 b_bias=0 direct=1 weightb=1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=40 rc=crf mbtree=1 crf=18.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 ip_ratio=1.40 aq=1:1.00 Output #0, matroska, to 'out.mkv': Metadata: encoder : Lavf54.29.105 Stream #0:0: Video: h264, yuv444p, 1280x800, q=-1--1, 1k tbn, 30 tbc Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Press [q] to stop, [?] for help frame= 10 fps=0.0 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 19 fps= 17 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 28 fps= 17 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 37 fps= 17 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 45 fps= 16 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 47 fps= 14 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 52 fps= 13 q=24.0 size= 257kB time=00:00:00.00 bitrate=2101632.0kbiframe= 55 fps= 12 q=24.0 size= 257kB time=00:00:00.10 bitrate=20808.2kbitsframe= 59 fps= 11 q=24.0 size= 289kB time=00:00:00.23 bitrate=10145.0kbitsframe= 64 fps= 11 q=24.0 size= 289kB time=00:00:00.40 bitrate=5894.7kbits/frame= 70 fps= 11 q=24.0 size= 289kB time=00:00:00.60 bitrate=3933.1kbits/frame= 72 fps= 10 q=24.0 size= 289kB time=00:00:00.66 bitrate=3549.2kbits/frame= 77 fps=9.8 q=24.0 size= 289kB time=00:00:00.83 bitrate=2837.7kbits/frame= 80 fps=9.6 q=24.0 size= 289kB time=00:00:00.93 bitrate=2533.5kbits/frame= 85 fps=9.3 q=24.0 size= 289kB time=00:00:01.10 bitrate=2146.9kbits/frame= 89 fps=9.3 q=24.0 size= 289kB time=00:00:01.23 bitrate=1917.1kbits/frame= 92 fps=9.1 q=24.0 size= 289kB time=00:00:01.33 bitrate=1773.3kbits/frame= 96 fps=9.0 q=24.0 size= 289kB time=00:00:01.46 bitrate=1612.4kbits/frame= 99 fps=8.8 q=24.0 size= 321kB time=00:00:01.56 bitrate=1676.8kbits/frame= 104 fps=8.7 q=24.0 size= 321kB time=00:00:01.73 bitrate=1515.2kbits/frame= 109 fps=5.3 q=24.0 Lsize= 1093kB time=00:00:03.56 bitrate=2511.5kbits/s video:1092kB audio:0kB subtitle:0 global headers:0kB muxing overhead 0.120198% [libx264 @ 0xab87320] frame I:3 Avg QP:18.93 size:142610 [libx264 @ 0xab87320] frame P:43 Avg QP:20.79 size: 15751 [libx264 @ 0xab87320] frame B:63 Avg QP:23.75 size: 195 [libx264 @ 0xab87320] consecutive B-frames: 21.1% 1.8% 11.0% 66.1% [libx264 @ 0xab87320] mb I I16..4: 50.0% 21.1% 28.9% [libx264 @ 0xab87320] mb P I16..4: 6.1% 0.9% 3.2% P16..4: 5.5% 1.2% 0.6% 0.0% 0.0% skip:82.5% [libx264 @ 0xab87320] mb B I16..4: 0.4% 0.1% 0.0% B16..8: 2.9% 0.1% 0.0% direct: 0.0% skip:96.5% L0:40.7% L1:57.0% BI: 2.3% [libx264 @ 0xab87320] 8x8 transform intra:14.5% inter:46.1% [libx264 @ 0xab87320] coded y,u,v intra: 33.5% 24.1% 25.4% inter: 0.9% 0.4% 0.4% [libx264 @ 0xab87320] i16 v,h,dc,p: 70% 26% 1% 3% [libx264 @ 0xab87320] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 11% 21% 30% 5% 7% 5% 7% 4% 10% [libx264 @ 0xab87320] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 32% 35% 12% 2% 4% 3% 4% 3% 5% [libx264 @ 0xab87320] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0xab87320] ref P L0: 57.0% 5.6% 26.8% 10.6% [libx264 @ 0xab87320] ref B L0: 69.4% 22.6% 8.0% [libx264 @ 0xab87320] ref B L1: 93.7% 6.3% [libx264 @ 0xab87320] kb/s:2460.40

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  • OpenGL texture misaligned on quad

    - by user308226
    I've been having trouble with this for a while now, and I haven't gotten any solutions that work yet. Here is the problem, and the specifics: I am loading a 256x256 uncompressed TGA into a simple OpenGL program that draws a quad on the screen, but when it shows up, it is shifted about two pixels to the left, with the cropped part appearing on the right side. It has been baffling me for the longest time, people have suggested clamping and such, but somehow I think my problem is probably something really simple, but I just can't figure out what it is! Here is a screenshot comparing the TGA (left) and how it appears running in the program (right) for clarity. Also take note that there's a tiny black pixel on the upper right corner, I'm hoping that's related to the same problem. Here's the code for the loader, I'm convinced that my problem lies in the way that I'm loading the texture. Thanks in advance to anyone who can fix my problem. bool TGA::LoadUncompressedTGA(char *filename,ifstream &texturestream) { cout << "G position status:" << texturestream.tellg() << endl; texturestream.read((char*)header, sizeof(header)); //read 6 bytes into the file to get the tga header width = (GLuint)header[1] * 256 + (GLuint)header[0]; //read and calculate width and save height = (GLuint)header[3] * 256 + (GLuint)header[2]; //read and calculate height and save bpp = (GLuint)header[4]; //read bpp and save cout << bpp << endl; if((width <= 0) || (height <= 0) || ((bpp != 24) && (bpp !=32))) //check to make sure the height, width, and bpp are valid { return false; } if(bpp == 24) { type = GL_RGB; } else { type = GL_RGBA; } imagesize = ((bpp/8) * width * height); //determine size in bytes of the image cout << imagesize << endl; imagedata = new GLubyte[imagesize]; //allocate memory for our imagedata variable texturestream.read((char*)imagedata,imagesize); //read according the the size of the image and save into imagedata for(GLuint cswap = 0; cswap < (GLuint)imagesize; cswap += (bpp/8)) //loop through and reverse the tga's BGR format to RGB { imagedata[cswap] ^= imagedata[cswap+2] ^= //1st Byte XOR 3rd Byte XOR 1st Byte XOR 3rd Byte imagedata[cswap] ^= imagedata[cswap+2]; } texturestream.close(); //close ifstream because we're done with it cout << "image loaded" << endl; glGenTextures(1, &texID); // Generate OpenGL texture IDs glBindTexture(GL_TEXTURE_2D, texID); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, imagedata); delete imagedata; return true; } //Public loading function for TGA images. Opens TGA file and determines //its type, if any, then loads it and calls the appropriate function. //Returns: TRUE on success, FALSE on failure bool TGA::loadTGA(char *filename) { cout << width << endl; ifstream texturestream; texturestream.open(filename,ios::binary); texturestream.read((char*)header,sizeof(header)); //read 6 bytes into the file, its the header. //if it matches the uncompressed header's first 6 bytes, load it as uncompressed LoadUncompressedTGA(filename,texturestream); return true; }

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  • Why is my unsafe code block slower than my safe code?

    - by jomtois
    I am attempting to write some code that will expediently process video frames. I am receiving the frames as a System.Windows.Media.Imaging.WriteableBitmap. For testing purposes, I am just applying a simple threshold filter that will process a BGRA format image and assign each pixel to either be black or white based on the average of the BGR pixels. Here is my "Safe" version: public static void ApplyFilter(WriteableBitmap Bitmap, byte Threshold) { // Let's just make this work for this format if (Bitmap.Format != PixelFormats.Bgr24 && Bitmap.Format != PixelFormats.Bgr32) { return; } // Calculate the number of bytes per pixel (should be 4 for this format). var bytesPerPixel = (Bitmap.Format.BitsPerPixel + 7) / 8; // Stride is bytes per pixel times the number of pixels. // Stride is the byte width of a single rectangle row. var stride = Bitmap.PixelWidth * bytesPerPixel; // Create a byte array for a the entire size of bitmap. var arraySize = stride * Bitmap.PixelHeight; var pixelArray = new byte[arraySize]; // Copy all pixels into the array Bitmap.CopyPixels(pixelArray, stride, 0); // Loop through array and change pixels to black or white based on threshold for (int i = 0; i < pixelArray.Length; i += bytesPerPixel) { // i=B, i+1=G, i+2=R, i+3=A var brightness = (byte)((pixelArray[i] + pixelArray[i + 1] + pixelArray[i + 2]) / 3); var toColor = byte.MinValue; // Black if (brightness >= Threshold) { toColor = byte.MaxValue; // White } pixelArray[i] = toColor; pixelArray[i + 1] = toColor; pixelArray[i + 2] = toColor; } Bitmap.WritePixels(new Int32Rect(0, 0, Bitmap.PixelWidth, Bitmap.PixelHeight), pixelArray, stride, 0); } Here is what I think is a direct translation using an unsafe code block and the WriteableBitmap Back Buffer instead of the forebuffer: public static void ApplyFilterUnsafe(WriteableBitmap Bitmap, byte Threshold) { // Let's just make this work for this format if (Bitmap.Format != PixelFormats.Bgr24 && Bitmap.Format != PixelFormats.Bgr32) { return; } var bytesPerPixel = (Bitmap.Format.BitsPerPixel + 7) / 8; Bitmap.Lock(); unsafe { // Get a pointer to the back buffer. byte* pBackBuffer = (byte*)Bitmap.BackBuffer; for (int i = 0; i < Bitmap.BackBufferStride*Bitmap.PixelHeight; i+= bytesPerPixel) { var pCopy = pBackBuffer; var brightness = (byte)((*pBackBuffer + *pBackBuffer++ + *pBackBuffer++) / 3); pBackBuffer++; var toColor = brightness >= Threshold ? byte.MaxValue : byte.MinValue; *pCopy = toColor; *++pCopy = toColor; *++pCopy = toColor; } } // Bitmap.AddDirtyRect(new Int32Rect(0,0, Bitmap.PixelWidth, Bitmap.PixelHeight)); Bitmap.Unlock(); } This is my first foray into unsafe code blocks and pointers, so maybe the logic is not optimal. I have tested both blocks of code on the same WriteableBitmaps using: var threshold = Convert.ToByte(op.Result); var copy2 = copyFrame.Clone(); Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); BinaryFilter.ApplyFilterUnsafe(copyFrame, threshold); stopWatch.Stop(); var unsafesecs = stopWatch.ElapsedMilliseconds; stopWatch.Reset(); stopWatch.Start(); BinaryFilter.ApplyFilter(copy2, threshold); stopWatch.Stop(); Debug.WriteLine(string.Format("Unsafe: {1}, Safe: {0}", stopWatch.ElapsedMilliseconds, unsafesecs)); So I am analyzing the same image. A test run of an incoming stream of video frames: Unsafe: 110, Safe: 53 Unsafe: 136, Safe: 42 Unsafe: 106, Safe: 36 Unsafe: 95, Safe: 43 Unsafe: 98, Safe: 41 Unsafe: 88, Safe: 36 Unsafe: 129, Safe: 65 Unsafe: 100, Safe: 47 Unsafe: 112, Safe: 50 Unsafe: 91, Safe: 33 Unsafe: 118, Safe: 42 Unsafe: 103, Safe: 80 Unsafe: 104, Safe: 34 Unsafe: 101, Safe: 36 Unsafe: 154, Safe: 83 Unsafe: 134, Safe: 46 Unsafe: 113, Safe: 76 Unsafe: 117, Safe: 57 Unsafe: 90, Safe: 41 Unsafe: 156, Safe: 35 Why is my unsafe version always slower? Is it due to using the back buffer? Or am I doing something wrong? Thanks

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  • OpenGL texture shifted somewhat to the left when applied to a quad

    - by user308226
    I'm a bit new to OpenGL and I've been having a problem with using textures. The texture seems to load fine, but when I run the program, the texture displays shifted a couple pixels to the left, with the section cut off by the shift appearing on the right side. I don't know if the problem here is in the my TGA loader or if it's the way I'm applying the texture to the quad. Here is the loader: #include "texture.h" #include <iostream> GLubyte uncompressedheader[12] = {0,0, 2,0,0,0,0,0,0,0,0,0}; GLubyte compressedheader[12] = {0,0,10,0,0,0,0,0,0,0,0,0}; TGA::TGA() { } //Private loading function called by LoadTGA. Loads uncompressed TGA files //Returns: TRUE on success, FALSE on failure bool TGA::LoadCompressedTGA(char *filename,ifstream &texturestream) { return false; } bool TGA::LoadUncompressedTGA(char *filename,ifstream &texturestream) { cout << "G position status:" << texturestream.tellg() << endl; texturestream.read((char*)header, sizeof(header)); //read 6 bytes into the file to get the tga header width = (GLuint)header[1] * 256 + (GLuint)header[0]; //read and calculate width and save height = (GLuint)header[3] * 256 + (GLuint)header[2]; //read and calculate height and save bpp = (GLuint)header[4]; //read bpp and save cout << bpp << endl; if((width <= 0) || (height <= 0) || ((bpp != 24) && (bpp !=32))) //check to make sure the height, width, and bpp are valid { return false; } if(bpp == 24) { type = GL_RGB; } else { type = GL_RGBA; } imagesize = ((bpp/8) * width * height); //determine size in bytes of the image cout << imagesize << endl; imagedata = new GLubyte[imagesize]; //allocate memory for our imagedata variable texturestream.read((char*)imagedata,imagesize); //read according the the size of the image and save into imagedata for(GLuint cswap = 0; cswap < (GLuint)imagesize; cswap += (bpp/8)) //loop through and reverse the tga's BGR format to RGB { imagedata[cswap] ^= imagedata[cswap+2] ^= //1st Byte XOR 3rd Byte XOR 1st Byte XOR 3rd Byte imagedata[cswap] ^= imagedata[cswap+2]; } texturestream.close(); //close ifstream because we're done with it cout << "image loaded" << endl; glGenTextures(1, &texID); // Generate OpenGL texture IDs glBindTexture(GL_TEXTURE_2D, texID); // Bind Our Texture glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, imagedata); delete imagedata; return true; } //Public loading function for TGA images. Opens TGA file and determines //its type, if any, then loads it and calls the appropriate function. //Returns: TRUE on success, FALSE on failure bool TGA::loadTGA(char *filename) { cout << width << endl; ifstream texturestream; texturestream.open(filename,ios::binary); texturestream.read((char*)header,sizeof(header)); //read 6 bytes into the file, its the header. //if it matches the uncompressed header's first 6 bytes, load it as uncompressed LoadUncompressedTGA(filename,texturestream); return true; } GLubyte* TGA::getImageData() { return imagedata; } GLuint& TGA::getTexID() { return texID; } And here's the quad: void Square::show() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture.texID); //Move to offset glTranslatef( x, y, 0 ); //Start quad glBegin( GL_QUADS ); //Set color to white glColor4f( 1.0, 1.0, 1.0, 1.0 ); //Draw square glTexCoord2f(0.0f, 0.0f); glVertex3f( 0, 0, 0 ); glTexCoord2f(1.0f, 0.0f); glVertex3f( SQUARE_WIDTH, 0, 0 ); glTexCoord2f(1.0f, 1.0f); glVertex3f( SQUARE_WIDTH, SQUARE_HEIGHT, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex3f( 0, SQUARE_HEIGHT, 0 ); //End quad glEnd(); //Reset glLoadIdentity(); }

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  • CodePlex Daily Summary for Tuesday, May 22, 2012

    CodePlex Daily Summary for Tuesday, May 22, 2012Popular ReleasesBlackJumboDog: Ver5.6.3: 2012.05.22 Ver5.6.3  (1) HTTP????????、ftp://??????????????????????Internals Viewer (updated) for SQL Server 2008 R2.: Internals Viewer for SSMS 2008 R2: Updated code to work with SSMS 2008 R2. Changed dependancies, removing old assemblies no longer present and replacing them with updated versions.Orchard Project: Orchard 1.4.2: This is a service release to address 1.4 and 1.4.1 bugs. Please read our release notes for Orchard 1.4.2: http://docs.orchardproject.net/Documentation/Orchard-1-4-Release-NotesVirtu: Virtu 0.9.2: Source Requirements.NET Framework 4 Visual Studio 2010 with SP1 or Visual Studio 2010 Express with SP1 Silverlight 5 Tools for Visual Studio 2010 with SP1 Windows Phone 7 Developer Tools (which includes XNA Game Studio 4) Binaries RequirementsSilverlight 5 .NET Framework 4 XNA Framework 4SharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.0): New fetures:View other users predictions Hide/Show background image (web part property) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...State Machine .netmf: State Machine Example: First release.... Contains 3 state machines running on separate threads. Event driven button to change the states. StateMachineEngine to support the Machines Message class with the type of data to send between statesSilverlight socket component: Smark.NetDisk: Smark.NetDisk?????Silverlight ?.net???????????,???????????????????????。Smark.NetDisk??????????,????.net???????????????????????tcp??;???????Silverlight??????????????????????callisto: callisto 2.0.28: Update log: - Extended Scribble protocol. - Updated HTML5 client code - now supports the latest versions of Google Chrome.ExtAspNet: ExtAspNet v3.1.6: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://bbs.extasp.net/ ??:http://demo.extasp.net/ ??:http://doc.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-05-20 v3.1.6 -??RowD...Dynamics XRM Tools: Dynamics XRM Tools BETA 1.0: The Dynamics XRM Tools 1.0 BETA is now available Seperate downloads are available for On Premise and Online as certain features are only available On Premise. This is a BETA build and may not resemble the final release. Many enhancements are in development and will be made available soon. Please provide feedback so that we may learn and discover how to make these tools better.WatchersNET CKEditor™ Provider for DotNetNuke®: CKEditor Provider 1.14.05: Whats New Added New Editor Skin "BootstrapCK-Skin" Added New Editor Skin "Slick" Added Dnn Pages Drop Down to the Link Dialog (to quickly link to a portal tab) changes Fixed Issue #6956 Localization issue with some languages Fixed Issue #6930 Folder Tree view was not working in some cases Changed the user folder from User name to User id User Folder is now used when using Upload Function and User Folder is enabled File-Browser Fixed Resizer Preview Image Optimized the oEmbed Pl...PHPExcel: PHPExcel 1.7.7: See Change Log for details of the new features and bugfixes included in this release. BREAKING CHANGE! From PHPExcel 1.7.8 onwards, the 3rd-party tcPDF library will no longer be bundled with PHPExcel for rendering PDF files through the PDF Writer. The PDF Writer is being rewritten to allow a choice of 3rd party PDF libraries (tcPDF, mPDF, and domPDF initially), none of which will be bundled with PHPExcel, but which can be downloaded seperately from the appropriate sites.GhostBuster: GhostBuster Setup (91520): Added WMI based RestorePoint support Removed test code from program.cs Improved counting. Changed color of ghosted but unfiltered devices. Changed HwEntries into an ObservableCollection. Added Properties Form. Added Properties MenuItem to Context Menu. Added Hide Unfiltered Devices to Context Menu. If you like this tool, leave me a note, rate this project or write a review or Donate to Ghostbuster. Donate to GhostbusterEXCEL??、??、????????:DataPie(??MSSQL 2008、ORACLE、ACCESS 2007): DataPie_V3.2: V3.2, 2012?5?19? ????ORACLE??????。AvalonDock: AvalonDock 2.0.0795: Welcome to the Beta release of AvalonDock 2.0 After 4 months of hard work I'm ready to upload the beta version of AvalonDock 2.0. This new version boosts a lot of new features and now is stable enough to be deployed in production scenarios. For this reason I encourage everyone is using AD 1.3 or earlier to upgrade soon to this new version. The final version is scheduled for the end of June. What is included in Beta: 1) Stability! thanks to all users contribution I’ve corrected a lot of issues...myCollections: Version 2.1.0.0: New in this version : Improved UI New Metro Skin Improved Performance Added Proxy Settings New Music and Books Artist detail Lot of Bug FixingAspxCommerce: AspxCommerce1.1: AspxCommerce - 'Flexible and easy eCommerce platform' offers a complete e-Commerce solution that allows you to build and run your fully functional online store in minutes. You can create your storefront; manage the products through categories and subcategories, accept payments through credit cards and ship the ordered products to the customers. We have everything set up for you, so that you can only focus on building your own online store. Note: To login as a superuser, the username and pass...SiteMap Editor for Microsoft Dynamics CRM 2011: SiteMap Editor (1.1.1616.403): BUG FIX Hide save button when Titles or Descriptions element is selectedMapWindow 6 Desktop GIS: MapWindow 6.1.2: Looking for a .Net GIS Map Application?MapWindow 6 Desktop GIS is an open source desktop GIS for Microsoft Windows that is built upon the DotSpatial Library. This release requires .Net 4 (Client Profile). Are you a software developer?Instead of downloading MapWindow for development purposes, get started with with the DotSpatial template. The extensions you create from the template can be loaded in MapWindow.DotSpatial: DotSpatial 1.2: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...New ProjectsBunch of Small Tools: Il s'agit du code source de petits projets principalement en rapport avec le japonais ou le chinois, destinés à des apprenants de ces langues. D'autres petits programmes de ma création peuvent y être ajoutés à ma discrétion. Ces projets ne sont plus en développement, et le code source présenté ici est mis à disposition dans le cadre de mon portefolio.Cat: summaryClínica DECORação: Projeto desenvolvido em ASP.NETDnD Campaing Manager: A little project to create a full campaing manager for D&D 3.5 DMsExcel add-in for Ranges: Slice, dice, and splice Excel ranges to your hearts content. Use RANGE.KEY to do "named argument" style programing.FirstPong: bla bla blaHP TRIM Stream Record Attachment Web App: A simple ASP.Net 4.0 Web application that streams the electronic attachment of a record from Hewlett Packard's TRIM record management software (HP TRIM), to the browser. It uses Routing to retrieve an attachment based on the Record Number, ie: http://localhost/View/D12/45 Where D12/45 is a HP TRIM record number. Code was originally from a HP TRIM sample for ASP.Net 2.0, but I expanded upon it and converted it to .Net 4.0 and added routing for a nicer URL. Json Services: Json Services is a web services framework that intended to make the creation and consumption of SOA based applications easier and more efficient. Json Services framework is built using the .NET framework 4.0 and depends heavily on reflection features of .NET, it is depends on the great Json.NET library for serialization. Json Services framework is intended to be simple and efficient and can be consumed using a wide range of clients, Java Script clients will gain the benefit of automatic...LAVAA: LAVAAlion: abcloja chocolate: Utilização de C# para criar uma loja virtual.Mega Terrain ++: This project presents a method to render large terrains with multiple materials using the Ogre graphics engine.Minería de datos - Reglas de asociación: Laboratorio N° 2 del curso Minería de datos, semestre 1 año 2012. Universidad de Santiago de ChileMNT Cryptography: A very simple cryptography classMsAccess to Sqlite converter: This project aims to create a small application to convert a MSAccess Database file into SQLite format. It needs the SQLite ADO library in order to workMSI Previewer: MSI Previewer is a tool, which extracts the given msi and displays the directory structure in which the files will be placed after the installation. It helps to preview the directory structure of the files present in the msi, which will be placed exactly after installation. muvonni: css3 stylesheet developmentMyModeler: MyModeler is a modeling tool for IT professional and ArchitectsNewSite: First asp.net test project i have on codeplex. I'm not entirely sure where this project is headed at the moment and only have some initial ideas. More details to follow soon.PHLTest: Test team foundationPhoto Studio Nana: ?????????? ???????? ? ???playm_20120517_00365: just a colaboration plan...PROJETO CÓDIGO ABDI: Códigos da ABDIsample project for data entry: hi this is summary for first project....Sharepoint WP List Sinc Mapper: loren ipsum dolorSocialAuth4Net: SocialAuth4Net is open authentication wrapper for populer social platforms for example Facebook, LinkedIn and soon Twitter, Google+tiger: abctweetc: tweetc is a windows command line twitter client written in F#

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  • CodePlex Daily Summary for Sunday, June 05, 2011

    CodePlex Daily Summary for Sunday, June 05, 2011Popular ReleasesSizeOnDisk: 1.0.8.1: Toolbar: Show total of selected folder and hard drive usage of the entire disk Fix: Command binding do not work Execution State Toolbar state by selection Progress task barEnhSim: EnhSim 2.4.6 BETA: 2.4.6 BETAThis release supports WoW patch 4.1 at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Added in the proper...patterns & practices: Project Silk: Project Silk Community Drop 10 - June 3, 2011: Changes from previous drop: Many code changes: please see the readme.mht for details. New "Application Notifications" chapter. Updated "Server-Side Implementation" chapter. Guidance Chapters Ready for Review The Word documents for the chapters are included with the source code in addition to the CHM to help you provide feedback. The PDF is provided as a separate download for your convenience. Installation Overview To install and run the reference implementation, you must perform the fol...Claims Based Identity & Access Control Guide: Release Candidate: Highlights of this release This is the release candidate drop of the new "Claims Identity Guide" edition. In this release you will find: All code samples, including all ACS v2: ACS as a Federation Provider - Showing authentication with LiveID, Google, etc. ACS as a FP with Multiple Business Partners. ACS and REST endpoints. Using a WP7 client with REST endpoints. All ACS specific chapters. Two new chapters on SharePoint (SSO and Federation) All revised v1 chapters We are now ...Media Companion: MC 3.404b Weekly: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. Refer to the documentation on this site for the Installation & Setup Guide Important! *** Due to an issue where the date added & the full genre information was not being read into the Movie cache, it is highly recommended that you perform a Rebuild Movies when first running this latest version. This will read in the information from the nfo's & repopulate the cache used by MC during operation. Fi...Terraria Map Generator: TerrariaMapTool 1.0.0.4 Beta: 1) Fixed the generated map.html file so that the file:/// is included in the base path. 2) Added the ability to use parallelization during generation. This will cause the program to use as many threads as there are physical cores. 3) Fixed some background overdraw.DotRas: DotRas v1.2 (Version 1.2.4168): This release includes compiled (and signed) versions of the binaries, PDBs, CHM help documentation, along with both C# and VB.NET examples. Please don't forget to rate the release! If you find a bug, please open a work item and give as much description as possible. Stack traces, which operating system(s) you're targeting, and build type is also very helpful for bug hunting. If you find something you believe to be a bug but are not sure, create a new discussion on the discussions board. Thank...Caliburn Micro: WPF, Silverlight and WP7 made easy.: Caliburn.Micro v1.1 RTW: Download ContentsDebug and Release Assemblies Samples Changes.txt License.txt Release Highlights For WP7A new Tombstoning API based on ideas from Fluent NHibernate A new Launcher/Chooser API Strongly typed Navigation SimpleContainer included The full phone lifecycle is made easy to work with ie. we figure out whether your app is actually Resurrecting or just Continuing for you For WPFSupport for the Client Profile Better support for WinForms integration All PlatformsA power...VidCoder: 0.9.1: Added color coding to the Log window. Errors are highlighted in red, HandBrake logs are in black and VidCoder logs are in dark blue. Moved enqueue button to the right with the other control buttons. Added logic to report failures when errors are logged during the encode or when the encode finishes prematurely. Added Copy button to Log window. Adjusted audio track selection box to always show the full track name. Changed encode job progress bar to also be colored yellow when the enco...AutoLoL: AutoLoL v2.0.1: - Fixed a small bug in Auto Login - Fixed the updaterEPPlus-Create advanced Excel 2007 spreadsheets on the server: EPPlus 2.9.0.1: EPPlus-Create advanced Excel 2007 spreadsheets on the server This version has been updated to .Net Framework 3.5 New Features Data Validation. PivotTables (Basic functionalliy...) Support for worksheet data sources. Column, Row, Page and Data fields. Date and Numeric grouping Build in styles. ...and more And some minor new features... Ranges Text-Property|Get the formated value AutofitColumns-method to set the column width from the content of the range LoadFromCollection-metho...jQuery ASP.Net MVC Controls: Version 1.4.0.0: Version 1.4.0.0 contains the following additions: Upgraded to MVC 3.0 Upgraded to jQuery 1.6.1 (Though the project supports all jQuery version from 1.4.x onwards) Upgraded to jqGrid 3.8 Better Razor View-Engine support Better Pager support, includes support for custom pagers Added jqGrid toolbar buttons support Search module refactored, with full suport for multiple filters and ordering And Code cleanup, bug-fixes and better controller configuration support.Nearforums - ASP.NET MVC forum engine: Nearforums v6.0: Version 6.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: Authentication using Membership Provider for SQL Server and MySql Spam prevention: Flood Control Moderation: Flag messages Content management: Pages: Create pages (about us/contact/texts) through web administration Allow nearforums to run as an IIS subapp Migrated Facebook Connect to OAuth 2.0 Visit the project Roadmap for more details.NetOffice - The easiest way to use Office in .NET: NetOffice Release 0.8b: Changes: - fix critical issue 15922(AccessViolationException) once and for all ...update is strongly recommended Known Issues: - some addin ribbon examples has a COM Register function with missing codebase entry(win32 registry) ...the problem is only affected to c# examples. fixed in latest source code. NetOffice\ReleaseTags\NetOffice Release 0.8.rar Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:...................Serviio for Windows Home Server: Beta Release 0.5.2.0: Ready for widespread beta. Synchronized build number to Serviio version to avoid confusion.AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta4: ??AcDown?????????????,??????????????,????、????。?????Acfun????? ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??v3.0 Beta4 2011-5-31?? ???Bilibili.us????? ???? ?? ???"????" ???Bilibili.us??? ??????? ?? ??????? ?? ???????? ?? ?? ???Bilibili.us?????(??????????????????) ??????(6.cn)?????(????) ?? ?????Acfun?????????? ?????????????? ???QQ???????? ????????????Discussion...CodeCopy Auto Code Converter: Code Copy v0.1: Full add-in, setup project source code and setup fileWordpress Theme 'Windows Metro': v1.00.0017: v1.00.0017 Dies ist eine Vorab-Version aus der Entwickler-Phase. This is a preview version from the development phase.TerrariViewer: TerrariViewer v2.4.1: Added Piggy Bank editor and fixed some minor bugs.Kooboo CMS: Kooboo CMS 3.02: Updated the Kooboo_CMS.zip at 2011-06-02 11:44 GMT 1.Fixed: Adding data rule issue on page. 2.Fixed: Caching issue for higher performance. Updated the Kooboo_CMS.zip at 2011-06-01 10:00 GMT 1. Fixed the published package throwed a compile error under WebSite mode. 2. Fixed the ContentHelper.NewMediaFolderObject return TextFolder issue. 3. Shorten the name of ContentHelper API. NewMediaFolderObject=>MediaFolder, NewTextFolderObject=> TextFolder, NewSchemaObject=>Schema. Also update the C...New ProjectsbuddyAgent: buddyAgent is a Classified PortalDataReaderMapping: use linq expression make mapping sqldatareader to DTO model easyForeign eXchange Center: Foreign eXchange CenterGoogleAuthCLONE: Use this like the Google Authenticator you may have on your Android device to interact with Google's Two Factor Authentication scheme. This allows you to log into Google without having to whip out your phone. Stores account information securely!Grammar and Spell Checking Plugin for Windows Live Writer: This project is a spelling and grammar checker plugin for Windows Live Writer. It uses the "After the Deadline" web service to provide advanced grammar checking abilities.GUNDEMAS: Gundemas.comInstantMods: LolLig4 => Análise e Desenvolvimento de Sistemas: Beta teste App_SERVERLight Time Sheet: Silverlight Time SheetMort8088s XmlHelper: XmlHelper makes it easier for developers to create and read data in XML documents by condensing common tasks into a simple static helper class. XmlHelper's developed in c#. Feel free to suggest new methods or better ways to achieve the existing methods.NeuroForecast: This project is designed to study neural network technologies on the example of predicting currency quotes.Orchard Forums: a forums moduleRules Engine: Rules Engine is a C# project that makes it easier for developers to define business rules on domain objects without coupling the domain object to the business rule. The rules engine supports cross-field validation and conditional validation. Rules are interface-based and are easily extensible. Rules can be added using a fluent interface.Super Byte: Super Byte makes it easier for everyone to use your computer .You'll no longer have to strugle. We are always looking for new devlopers. It's developed in C#. Need a fast and reliable "Operating System"? Well SuperByte can give that to you. We have spent many hours of work to bring this project to you. Enjoy! Taygeta - The video shadering library: This library allows rendering YUV and RGB pixel formats using Direct3D 9 runtime. You can also apply shaders and add text, bitmap and line overlays.Test Driver Program: Testing driver programTowerDefense: ????,??ogre??YAPE: Yet Another Pacman Emulator.

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