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  • How can I run my program on a large number of computers? [closed]

    - by zenpoy
    I'm looking for a (preferably free) service for running an executable I wrote? It's not malicious, it's not a virus, it's not scam, and if this is really important I can upload the python source code instead. I wrote a small crawler to gather information regarding the style of web pages for my MA project, and I need a lot more data. EDIT Here is more information on my problem and how I approach on solving it, and where I'm stuck. As part of my research I'm trying to classify text based on it's style (font-family for now), my data is based web pages, so I wrote a client/server application - the client is a crawler that gathers this data and send it to the server. The problem is that like 99% of the internet is Arial, Verdana and Helvetica - other fonts are far more rare, so I need to spend very long time to gather enough data regarding these fonts. Hope this explains it.

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  • using sed to replace two patterns within a larger pattern

    - by Hair of the Dog
    Using sed how could I replace two patterns within a larger pattern on a single line? Given a single line of text I want to find a pattern (Let's call this the outer pattern) and then within that outer pattern replace two inner patterns. Here's a one line example of the input text: Z:\source\private\main\developer\foo\setenv.sh(25): export 'FONTCONFIG_PATH'="$WINE_SHARED_SUPPORT/X11/etc/fonts" In the example above the outer pattern is "/^.*([[:digit:]]+):/" which should equal "Z:\source\private\main\developer\foo\setenv.sh(25):" The two inner patterns are "/^[A-Za-z]:/" and "/\/". Another way to phrase my question is: Using sed I know how to perform replacements of a pattern using the "s" command, but how do I limit the range of "s" command so it only works on the portion of the input string up to the "(25):"? The ultimate result I am trying to get is the line of text is transformed into this: /enlistments/source/private/main/developer/foo/setenv.sh(25): export 'FONTCONFIG_PATH'="$WINE_SHARED_SUPPORT/X11/etc/fonts"

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  • Adding UL to jQuery UI Tabs

    - by Dave Kiss
    It seems like whenever I try to add a UL inside of the containers when using jQuery UI - Tabs, it breaks the javascript. Is there a way I can use a UL inside of these containers that I am missing? Thanks <div id="tabs"> <div id="fragment-1"> <h4>Pre-Press Requirements</h4> ? SAMPLE of final artwork with noted sizes. ? NATIVE FILES & High Resolution PDF preferred. Files must be created or saved to the listed accepted file formats. ? FONTS used in files need to be supplied in a separate folder marked "fonts". Please ensure all families (screen & printer) fonts are supplied for the job. ? IMAGES must be saved as CMYK and no less than 300dpi. NO RGB FILES! We prefer images to be TIF or EPS formats. If you are submitting artwork for spot color printing vector artwork is preferred. Your images should be supplied in a separate folder marked "links". This will ensure proper reproduction of your artwork. ? COLORS need to be clearly specified. Pantone (PMS) colors preferred. Please specify if job is to be printed CMYK, spot color, etc. ? BLEEDS should be no less than .25" ? PDF's should be High Resolution. Please include any spot colors or CMYK format for full color printing. NO RGB FILES! All bleeds should be included with trim marks. All fonts must be embedded or outlined. No "layered" PDF files. </div> <div id="fragment-2"> <p>Our presses are all capable of sizes up to 11" x 17" using spot color or full color.</p> </div> <div id="fragment-3"> <p>USA Quickprint has complete in house bindery to finish each job to meet your needs.</p> <ul> <li>Folding</li> <li>Scoring</li> <li>Perforation</li> <li>Drilling</li> <li>Shrink Wrap</li> <li>Trimming</li> <li>Collating</li> <li>Spiral Binding</li> <li>GBC Binding</li> <li>Padding</li> <li>Stapling</li> <li>Numbering</li> <li>Lamination</li> </ul> </div>

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  • Java: how to do fast copy of a BufferedImage's pixels? (include unit test)

    - by WizardOfOdds
    I want to do a copy (of a rectangle area) of the ARGB values from a source BufferedImage into a destination BufferedImage. No compositing should be done: if I copy a pixel with an ARGB value of 0x8000BE50 (alpha value at 128), then the destination pixel must be exactly 0x8000BE50, totally overriding the destination pixel. I've got a very precise question and I made a unit test to show what I need. The unit test is fully functional and self-contained and is passing fine and is doing precisely what I want. However, I want a faster and more memory efficient method to replace copySrcIntoDstAt(...). That's the whole point of my question: I'm not after how to "fill" the image in a faster way (what I did is just an example to have a unit test). All I want is to know what would be a fast and memory efficient way to do it (ie fast and not creating needless objects). The proof-of-concept implementation I've made is obviously very memory efficient, but it is slow (doing one getRGB and one setRGB for every pixel). Schematically, I've got this: (where A indicates corresponding pixels from the destination image before the copy) AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA And I want to have this: AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAABBBBAAA AAAAAAAAAAAAABBBBAAA AAAAAAAAAAAAAAAAAAAA where 'B' represents the pixels from the src image. I'm looking for an exact replacement of the method, not for an API link/quote. import org.junit.Test; import java.awt.image.BufferedImage; import static org.junit.Assert.*; public class TestCopy { private static final int COL1 = 0x8000BE50; // alpha at 128 private static final int COL2 = 0x1732FE87; // alpha at 23 @Test public void testPixelsCopy() { final BufferedImage src = new BufferedImage( 5, 5, BufferedImage.TYPE_INT_ARGB ); final BufferedImage dst = new BufferedImage( 20, 20, BufferedImage.TYPE_INT_ARGB ); convenienceFill( src, COL1 ); convenienceFill( dst, COL2 ); copySrcIntoDstAt( src, dst, 3, 4 ); for (int x = 0; x < dst.getWidth(); x++) { for (int y = 0; y < dst.getHeight(); y++) { if ( x >= 3 && x <= 7 && y >= 4 && y <= 8 ) { assertEquals( COL1, dst.getRGB(x,y) ); } else { assertEquals( COL2, dst.getRGB(x,y) ); } } } } // clipping is unnecessary private static void copySrcIntoDstAt( final BufferedImage src, final BufferedImage dst, final int dx, final int dy ) { // TODO: replace this by a much more efficient method for (int x = 0; x < src.getWidth(); x++) { for (int y = 0; y < src.getHeight(); y++) { dst.setRGB( dx + x, dy + y, src.getRGB(x,y) ); } } } // This method is just a convenience method, there's // no point in optimizing this method, this is not what // this question is about private static void convenienceFill( final BufferedImage bi, final int color ) { for (int x = 0; x < bi.getWidth(); x++) { for (int y = 0; y < bi.getHeight(); y++) { bi.setRGB( x, y, color ); } } } }

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  • Function calls not working in my page

    - by Vivek Dragon
    I made an select menu that works with the google-font-Api. I made to function in JSBIN here is my work http://jsbin.com/ocutuk/18/ But when i made the copy of my code in a html page its not even loading the font names in page. i tried to make it work but still it is in dead end. This is my html code <!DOCTYPE html> <html> <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"> </script> <meta charset=utf-8 /> <title>FONT API</title> <script> function SetFonts(fonts) { for (var i = 0; i < fonts.items.length; i++) { $('#styleFont') .append($("<option></option>") .attr("value", fonts.items[i].family) .text(fonts.items[i].family)); } } var script = document.createElement('script'); script.src = 'https://www.googleapis.com/webfonts/v1/webfonts?key=AIzaSyB8Ua6XIfe-gqbkE8P3XL4spd0x8Ft7eWo&callback=SetFonts'; document.body.appendChild(script); WebFontConfig = { google: { families: ['ABeeZee', 'Abel', 'Abril Fatface', 'Aclonica', 'Acme', 'Actor', 'Adamina', 'Advent Pro', 'Aguafina Script', 'Akronim', 'Aladin', 'Aldrich', 'Alegreya', 'Alegreya SC', 'Alex Brush', 'Alfa Slab One', 'Alice', 'Alike', 'Alike Angular', 'Allan', 'Allerta', 'Allerta Stencil', 'Allura', 'Almendra', 'Almendra Display', 'Almendra SC', 'Amarante', 'Amaranth', 'Amatic SC', 'Amethysta', 'Anaheim', 'Andada', 'Andika', 'Angkor', 'Annie Use Your Telescope', 'Anonymous Pro', 'Antic', 'Antic Didone', 'Antic Slab', 'Anton', 'Arapey', 'Arbutus', 'Arbutus Slab', 'Architects Daughter', 'Archivo Black', 'Archivo Narrow', 'Arimo', 'Arizonia', 'Armata', 'Artifika', 'Arvo', 'Asap', 'Asset', 'Astloch', 'Asul', 'Atomic Age', 'Aubrey', 'Audiowide', 'Autour One', 'Average', 'Average Sans', 'Averia Gruesa Libre', 'Averia Libre', 'Averia Sans Libre', 'Averia Serif Libre', 'Bad Script', 'Balthazar', 'Bangers', 'Basic', 'Battambang', 'Baumans', 'Bayon', 'Belgrano', 'Belleza', 'BenchNine', 'Bentham', 'Berkshire Swash', 'Bevan', 'Bigelow Rules', 'Bigshot One', 'Bilbo', 'Bilbo Swash Caps', 'Bitter', 'Black Ops One', 'Bokor', 'Bonbon', 'Boogaloo', 'Bowlby One', 'Bowlby One SC', 'Brawler', 'Bree Serif', 'Bubblegum Sans', 'Bubbler One', 'Buda', 'Buenard', 'Butcherman', 'Butterfly Kids', 'Cabin', 'Cabin Condensed', 'Cabin Sketch', 'Caesar Dressing', 'Cagliostro', 'Calligraffitti', 'Cambo', 'Candal', 'Cantarell', 'Cantata One', 'Cantora One', 'Capriola', 'Cardo', 'Carme', 'Carrois Gothic', 'Carrois Gothic SC', 'Carter One', 'Caudex', 'Cedarville Cursive', 'Ceviche One', 'Changa One', 'Chango', 'Chau Philomene One', 'Chela One', 'Chelsea Market', 'Chenla', 'Cherry Cream Soda', 'Cherry Swash', 'Chewy', 'Chicle', 'Chivo', 'Cinzel', 'Cinzel Decorative', 'Clicker Script', 'Coda', 'Coda Caption', 'Codystar', 'Combo', 'Comfortaa', 'Coming Soon', 'Concert One', 'Condiment', 'Content', 'Contrail One', 'Convergence', 'Cookie', 'Copse', 'Corben', 'Courgette', 'Cousine', 'Coustard', 'Covered By Your Grace', 'Crafty Girls', 'Creepster', 'Crete Round', 'Crimson Text', 'Croissant One', 'Crushed', 'Cuprum', 'Cutive', 'Cutive Mono']} }; (function() { var wf = document.createElement('script'); wf.src = ('https:' == document.location.protocol ? 'https' : 'http') + '://ajax.googleapis.com/ajax/libs/webfont/1/webfont.js'; wf.type = 'text/javascript'; wf.async = 'true'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(wf, s); })(); $("#styleFont").change(function (){ var id =$('#styleFont option' +':selected').val(); $("#custom_text").css('font-family',id); }); </script> <style> #custom_text { font-family: Arial; resize: none; margin-top: 20px; width: 500px; } #styleFont { width: 100px; } </style> </head> <body> <select id="styleFont"> </select><br> <textarea id="custom_text"></textarea> </body> </html> How can i make it work. Whats the mistake i am making here.

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  • Different cursor formats in IOFrameBufferShared

    - by Thomi
    Hi, I'm reading the moust cursor pixmap data from the StdFBShmem_t structure, as defined in the IOFrameBufferShared API. Everything works fine, 90% of the time. However, I have noticed that some applications on the mac set a cursor in a different format. According to the documentation for the data structures, the cursor pixmap format should always be in the same format as the frame buffer. My frame buffer is 32BPP. I expect the pixmap data to be in the format 0xAARRGGBB, which is it. However, in some cases, I'm reading data that looks like a mask. Specifically, the pixel will either be 0x00FFFFFF or `0x00000000. This looks to me to be a mask for separate pixel data stored somewhere else. As far as I can tell, the only application that uses this cursor pixel format is Qt Creator, but I need to work with all applications, so I'd like to sort this out. The code I'm using to read the cursor pixmap data is: NSAutoreleasePool *autoReleasePool = [[NSAutoreleasePool alloc] init]; NSPoint mouseLocation = [NSEvent mouseLocation]; NSArray *allScreens = [NSScreen screens]; NSEnumerator *screensEnum = [allScreens objectEnumerator]; NSScreen *screen; NSDictionary *screenDesc = nil; while ((screen = [screensEnum nextObject])) { NSRect screenFrame = [screen frame]; screenDesc = [screen deviceDescription]; if (NSMouseInRect(mouseLocation, screenFrame, NO)) break; } if (screen) { kern_return_t err; CGDirectDisplayID displayID = (CGDirectDisplayID) [[screenDesc objectForKey:@"NSScreenNumber"] pointerValue]; task_port_t taskPort = mach_task_self(); io_service_t displayServicePort = CGDisplayIOServicePort(displayID); io_connect_t displayConnection =0; err = IOFramebufferOpen(displayServicePort, taskPort, kIOFBSharedConnectType, &displayConnection); if (KERN_SUCCESS == err) { union { vm_address_t vm_ptr; StdFBShmem_t *fbshmem; } cursorInfo; vm_size_t size; err = IOConnectMapMemory(displayConnection, kIOFBCursorMemory, taskPort, &cursorInfo.vm_ptr, &size, kIOMapAnywhere | kIOMapDefaultCache | kIOMapReadOnly); if (KERN_SUCCESS == err) { // for some reason, cursor data is not always in the same format as the frame buffer. For this reason, we need // some way to detect which structure we should be reading. QByteArray pixData((const char*)cursorInfo.fbshmem->cursor.rgb24.image[currentFrame], m_mouseInfo.currentSize.width() * m_mouseInfo.currentSize.height() * 4); IOConnectUnmapMemory(displayConnection, kIOFBCursorMemory, taskPort, cursorInfo.vm_ptr); } // IOConnectMapMemory else qDebug() << "IOConnectMapMemory Failed:" << err; IOServiceClose(displayConnection); } // IOServiceOpen else qDebug() << "IOFramebufferOpen Failed:" << err; }// if screen [autoReleasePool release]; My question is: How can I detect if the cursor is a different format from the framebuffer? Where can I read the actual pixel data? the bm18Cursor structure contains a mask section, but it's not in the right place for me to be reading it using the code above. Cheers,

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  • Parallelism in .NET – Part 2, Simple Imperative Data Parallelism

    - by Reed
    In my discussion of Decomposition of the problem space, I mentioned that Data Decomposition is often the simplest abstraction to use when trying to parallelize a routine.  If a problem can be decomposed based off the data, we will often want to use what MSDN refers to as Data Parallelism as our strategy for implementing our routine.  The Task Parallel Library in .NET 4 makes implementing Data Parallelism, for most cases, very simple. Data Parallelism is the main technique we use to parallelize a routine which can be decomposed based off data.  Data Parallelism refers to taking a single collection of data, and having a single operation be performed concurrently on elements in the collection.  One side note here: Data Parallelism is also sometimes referred to as the Loop Parallelism Pattern or Loop-level Parallelism.  In general, for this series, I will try to use the terminology used in the MSDN Documentation for the Task Parallel Library.  This should make it easier to investigate these topics in more detail. Once we’ve determined we have a problem that, potentially, can be decomposed based on data, implementation using Data Parallelism in the TPL is quite simple.  Let’s take our example from the Data Decomposition discussion – a simple contrast stretching filter.  Here, we have a collection of data (pixels), and we need to run a simple operation on each element of the pixel.  Once we know the minimum and maximum values, we most likely would have some simple code like the following: for (int row=0; row < pixelData.GetUpperBound(0); ++row) { for (int col=0; col < pixelData.GetUpperBound(1); ++col) { pixelData[row, col] = AdjustContrast(pixelData[row, col], minPixel, maxPixel); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This simple routine loops through a two dimensional array of pixelData, and calls the AdjustContrast routine on each pixel. As I mentioned, when you’re decomposing a problem space, most iteration statements are potentially candidates for data decomposition.  Here, we’re using two for loops – one looping through rows in the image, and a second nested loop iterating through the columns.  We then perform one, independent operation on each element based on those loop positions. This is a prime candidate – we have no shared data, no dependencies on anything but the pixel which we want to change.  Since we’re using a for loop, we can easily parallelize this using the Parallel.For method in the TPL: Parallel.For(0, pixelData.GetUpperBound(0), row => { for (int col=0; col < pixelData.GetUpperBound(1); ++col) { pixelData[row, col] = AdjustContrast(pixelData[row, col], minPixel, maxPixel); } }); Here, by simply changing our first for loop to a call to Parallel.For, we can parallelize this portion of our routine.  Parallel.For works, as do many methods in the TPL, by creating a delegate and using it as an argument to a method.  In this case, our for loop iteration block becomes a delegate creating via a lambda expression.  This lets you write code that, superficially, looks similar to the familiar for loop, but functions quite differently at runtime. We could easily do this to our second for loop as well, but that may not be a good idea.  There is a balance to be struck when writing parallel code.  We want to have enough work items to keep all of our processors busy, but the more we partition our data, the more overhead we introduce.  In this case, we have an image of data – most likely hundreds of pixels in both dimensions.  By just parallelizing our first loop, each row of pixels can be run as a single task.  With hundreds of rows of data, we are providing fine enough granularity to keep all of our processors busy. If we parallelize both loops, we’re potentially creating millions of independent tasks.  This introduces extra overhead with no extra gain, and will actually reduce our overall performance.  This leads to my first guideline when writing parallel code: Partition your problem into enough tasks to keep each processor busy throughout the operation, but not more than necessary to keep each processor busy. Also note that I parallelized the outer loop.  I could have just as easily partitioned the inner loop.  However, partitioning the inner loop would have led to many more discrete work items, each with a smaller amount of work (operate on one pixel instead of one row of pixels).  My second guideline when writing parallel code reflects this: Partition your problem in a way to place the most work possible into each task. This typically means, in practice, that you will want to parallelize the routine at the “highest” point possible in the routine, typically the outermost loop.  If you’re looking at parallelizing methods which call other methods, you’ll want to try to partition your work high up in the stack – as you get into lower level methods, the performance impact of parallelizing your routines may not overcome the overhead introduced. Parallel.For works great for situations where we know the number of elements we’re going to process in advance.  If we’re iterating through an IList<T> or an array, this is a typical approach.  However, there are other iteration statements common in C#.  In many situations, we’ll use foreach instead of a for loop.  This can be more understandable and easier to read, but also has the advantage of working with collections which only implement IEnumerable<T>, where we do not know the number of elements involved in advance. As an example, lets take the following situation.  Say we have a collection of Customers, and we want to iterate through each customer, check some information about the customer, and if a certain case is met, send an email to the customer and update our instance to reflect this change.  Normally, this might look something like: foreach(var customer in customers) { // Run some process that takes some time... DateTime lastContact = theStore.GetLastContact(customer); TimeSpan timeSinceContact = DateTime.Now - lastContact; // If it's been more than two weeks, send an email, and update... if (timeSinceContact.Days > 14) { theStore.EmailCustomer(customer); customer.LastEmailContact = DateTime.Now; } } Here, we’re doing a fair amount of work for each customer in our collection, but we don’t know how many customers exist.  If we assume that theStore.GetLastContact(customer) and theStore.EmailCustomer(customer) are both side-effect free, thread safe operations, we could parallelize this using Parallel.ForEach: Parallel.ForEach(customers, customer => { // Run some process that takes some time... DateTime lastContact = theStore.GetLastContact(customer); TimeSpan timeSinceContact = DateTime.Now - lastContact; // If it's been more than two weeks, send an email, and update... if (timeSinceContact.Days > 14) { theStore.EmailCustomer(customer); customer.LastEmailContact = DateTime.Now; } }); Just like Parallel.For, we rework our loop into a method call accepting a delegate created via a lambda expression.  This keeps our new code very similar to our original iteration statement, however, this will now execute in parallel.  The same guidelines apply with Parallel.ForEach as with Parallel.For. The other iteration statements, do and while, do not have direct equivalents in the Task Parallel Library.  These, however, are very easy to implement using Parallel.ForEach and the yield keyword. Most applications can benefit from implementing some form of Data Parallelism.  Iterating through collections and performing “work” is a very common pattern in nearly every application.  When the problem can be decomposed by data, we often can parallelize the workload by merely changing foreach statements to Parallel.ForEach method calls, and for loops to Parallel.For method calls.  Any time your program operates on a collection, and does a set of work on each item in the collection where that work is not dependent on other information, you very likely have an opportunity to parallelize your routine.

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  • XNA - Strange Texture Rendering Issue Using XNA BasicEffect

    - by Spencer Marr
    I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point in the right direction. I am not expecting the Models to look identical to Blender but there is some serious discoloring from the texture files once rendering through XNA. The Character model is using completely incorrect colors (Red where Grey should be) and the Cube is rendering a strange pattern where a flat color should be drawn. My sampling mode is set to PointClamp. The Character model that I created has a 32 by 32 pixel texture that has been UV mapped to the model in blender. The model was then exported to .FBX. For the Cube Model a 64 by 64 pixel texture is used. foreach (ModelMesh mesh in samuraiModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = Projection; effect.View = View; effect.World = World; } mesh.Draw(); } Does this look like it is caused by a mistake I made while UV Mapping or Creating Materials in Blender? Is this a problem with using the default XNA BasicEffect? Or something completely different that i have not considered? Thank You!

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  • error X3501: 'main': entrypoint not found

    - by Pasha
    I am trying to learn DX10 by following this tutorial. However, my shader won't compile. Below is the detailed error message. Build started 9/10/2012 10:22:46 PM. 1>Project "D:\code\dx\Engine\Engine\Engine.vcxproj" on node 2 (Build target(s)). C:\Program Files (x86)\Windows Kits\8.0\bin\x86\fxc.exe /nologo /E"main" /Fo "D:\code\dx\Engine\Debug\color.cso" /Od /Zi color.fx 1>FXC : error X3501: 'main': entrypoint not found compilation failed; no code produced 1>Done Building Project "D:\code\dx\Engine\Engine\Engine.vcxproj" (Build target(s)) -- FAILED. Build FAILED. Time Elapsed 00:00:00.05 I can easily compile the downloaded code, but I want to know how to fix this error myself. My color.fx looks like this //////////////////////////////////////////////////////////////////////////////// // Filename: color.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 ColorPixelShader(PixelInputType input) : SV_Target { return input.color; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } }

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  • Desktop Fun: Merry Christmas Wallpaper Collection [Bonus Edition]

    - by Asian Angel
    Are you ready for all of the gifts, assorted goodies, and great food that are a part of Christmas? As part of the build-up to the festivities, we have a larger than normal set of wallpapers to help add those final bits of holiday cheer and decoration to your desktops. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. For more Christmas desktop goodness be sure to check out our Merry Christmas icon packs & fonts collections (links at bottom)! Note: You can download an additional wallpaper of Rudolph by himself here. Note: There are two wallpapers from “Frosty Returns” available here and here. Note: The Garfield image will need to be slightly sharpened in a photo program and placed on a background to increase the height. Desktop Fun: Merry Christmas Icon Packs Desktop Fun: Merry Christmas Fonts Looking for more Merry Christmas wallpapers? Browse through our 2009 collection here: Awesome Holiday Themed Desktop Wallpapers For more wallpapers be certain to see our great collections in the Desktop Fun section. Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation

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  • Slick 2D first trial error

    - by pringlesinn
    I followed some advices to learn Slick2D and when I started doing the "SimpleGame" I got my first error. Does anyone have any idea of what is it and how to fix? Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:Slick Build #274 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:LWJGL Version: 2.0b1 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:OriginalDisplayMode: 1024 x 768 x 16 @60Hz Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz Sun Dec 26 23:09:12 GMT-03:00 2010 ERROR:Could not find a valid pixel format org.lwjgl.LWJGLException: Could not find a valid pixel format at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:158) at org.lwjgl.opengl.Display.createWindow(Display.java:299) at org.lwjgl.opengl.Display.create(Display.java:848) at org.lwjgl.opengl.Display.create(Display.java:800) at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:299) at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34) at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:364) at java.security.AccessController.doPrivileged(Native Method) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:345) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38) Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:375) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38)

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Modern techniques for spriting

    - by DevilWithin
    Hello, I would like to know the flow for making modern 2D game artwork. How are the assets made nowadays? Bitmap? Vector-based? Hand-drawn and painted? Drawn digitally? Modeled in 3D and exported to bitmaps? I would like some information on programs as well, for fine looking art. Why does Flash's vector art style look good in most games? How do I make equivalent graphics with external tools? Or equaly good and not vector-based, anyway. Any special hints for animating? An answer oriented towards a one-man-army indie developer with little experience but some artistic sense would be appreciated! Not a complete dummy with paint programs, but also not a master at all, just need efficient ways to achieve results. Thanks. NOTE: Pixel art is not the goal of this question, nothing related to direct pixel manipulation should be brought up here, but you're free to do exactly that :)

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  • Level Creating Help

    - by Brandon oubiub
    I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile how I want it, but having to place each tile gets annoying after a while. I noticed that in a lot of games, even extremely simple ones, they have LOTS of levels with LOTS of tiles in each. Creating all that in this fashion would take forever. So I guess my question is, as a game developer, am I supposed to do all that, or maybe make a little level editor so I can see things as I create it? What do game developers do? I'm using Java. EDIT: Okay, say if I had an image for a map, that I made in MS paint or photoshop, and each pixel represent a tile value, could I somehow in Java detect what color an individual pixel is? If so, that would be perfect. If so, how?

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  • What's the best algorithm for... [closed]

    - by Paska
    Hi programmers! Today come out a little problem. I have an array of coordinates (latitude and longitude) maded in this way: [0] = "45.01234,9.12345" [1] = "46.11111,9.12345" [2] = "47.22222,9.98765" [...] etc In a loop, convert these coordinates in meters (UTM northing / UTM easting) and after that i convert these coords in pixel (X / Y) on screen (the output device is an iphone) to draw a route line on a custom map. [0] = "512335.00000,502333.666666" [...] etc The returning pixel are passed to a method that draw a line on screen (simulating a route calculation). [0] = "20,30" [1] = "21,31" [2] = "25,40" [...] etc As coordinate (lat/lon) are too many, i need to truncate lat/lon array eliminating the values that doesn't fill in the map bound (the visible part of map on screen). Map bounds are 2 couple of coords lat/lon, upper left and lower right. Now, what is the best way to loop on this array (NOT SORTED) and check if a value is or not in bound and after remove the value that is outside? To return a clean array that contains only the coords visible on screen? Note: the coords array is a very big array. 4000/5000 couple of items. This is a method that should be looped every drag or zoom. Anyone have an idea to optimize search and controls in this array? many thanks, A

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • How should a developer reject impossible requirements?

    - by sugar
    Here's the problem I'm facing: Quote From Project Manager: Hey Sugar, I'm assigning you the task of developing a framework that could be used for many different iOS applications. Here are the requirements: It should be able to detect the thickness of the thumb or fingers being used to manipulate the UI. With this information, all elements of the UI should be arranged & sized automatically. For a larger thumb, elements should be arranged nearer the center of the screen. For a smaller thumb, elements should be arranged nearer the corners of the screen. For a larger thumb, all fonts should be smaller. (We're assuming an adult in this case.) For a smaller thumb, all fonts should be larger. (We're assuming a younger person in this case.) Summary: This framework is required for creating user-friendly user interfaces programmatically. The framework should be developed in such a way that we can use for as many projects as needed, so it must also be very developer-friendly. I am the developer given this task, so my questions are as follows: How can I explain that these requirements are a little ridiculous? How can I explain that it would be better to concentrate on developing actual projects? How can I explain that even if this were possible, I wouldn't recommended developing such a thing? How do I say NO to this project politely, gently, and respectfully? How can I explain that even for a developer with 3 years of experience, this might not be possible?

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  • Error message when running OpenGL programs with bumblebee

    - by user170860
    X Error of failed request: BadDrawable (invalid Pixmap or Window parameter) Major opcode of failed request: 152 (DRI2) Minor opcode of failed request: 8 (DRI2SwapBuffers ) Resource id in failed request: 0x4200005 Serial number of failed request: 2166 Current serial number in output stream: 2167 primus: warning: timeout waiting for display worker Segmentation fault (core dumped) I don't get this on all OGL programs, but only particularly GPU intense ones. Also, I only get this using primusrun. optirun gives the same error no matter what I run: [VGL] NOTICE: Pixel format of 2D X server does not match pixel format of [VGL] Pbuffer. Disabling PBO readback. I don't know what either of these mean. Neither of them stop the programs from running, but I'd like to fix the problem if there is one. Also, I prefer to use primusrun because it is faster and it does a better job with vertical sync, however, it only supports OGL 4.2. This isn't a big issue because the programs I write are forward compatible, but it still seems odd to me. So basically I'd just like it if someone could explain to me what is happening and if there is something I can do about it. Thanks.

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  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

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  • UPDATE MANAGER UNABLE TO UPDATE

    - by muguro
    Requires installation of untrusted packages The action would require the installation of packages from not authenticated sources. i get this error every time i try updating. the system shows that it has 466 updates but fails after clicking update more details have this accountsservice apparmor apport apport-gtk apt apt-transport-https apt-utils aptdaemon aptdaemon-data at-spi2-core bamfdaemon base-files bcmwl-kernel-source bind9-host compiz compiz-core compiz-gnome compiz-plugins-default cron cups cups-bsd cups-client cups-common cups-filters cups-ppdc dbus dbus-x11 dconf-gsettings-backend dconf-service desktop-file-utils dmsetup dnsutils empathy empathy-common eog evince evince-common evolution-data-server evolution-data-server-common firefox firefox-globalmenu firefox-gnome-support firefox-locale-en fontconfig fontconfig-config fonts-liberation fonts-opensymbol foomatic-filters gcalctool gdb ghostscript ghostscript-cups ghostscript-x ginn gir1.2-atspi-2.0 gir1.2-dbusmenu-glib-0.4 gir1.2-dbusmenu-gtk-0.4 gir1.2-gst-plugins-base-0.10 gir1.2-gtk-3.0 gir1.2-gtksource-3.0 gir1.2-gudev-1.0 gir1.2-javascriptcoregtk-3.0 gir1.2-launchpad-integration-3.0 gir1.2-pango-1.0 gir1.2-rb-3.0 gir1.2-totem-1.0 gir1.2-ubuntuoneui-3.0 gir1.2-unity-5.0 gir1.2-webkit-3.0 glib-networking glib-networking-common glib-networking-services gnome-accessibility-themes gnome-control-center gnome-control-center-data gnome-desktop3-data gnome-games-data gnome-icon-theme gnome-media gnome-orca gnome-settings-daemon gnome-sudoku gnomine gnupg google-talkplugin gpgv grub-common grub-pc grub-pc-bin grub2-common gstreamer0.10-alsa gstreamer0.10-plugins-base gstreamer0.10-plugins-base-apps gstreamer0.10-x gvfs gvfs-backends gvfs-bin gvfs-common gvfs-daemons gvfs-fuse gvfs-libs gwibber gwibber-service gwibber-service-facebook gwibber-service-identica gwibber-service-twitter hdparm hplip hplip-data indicator-sound initscripts isc-dhcp-client isc-dhcp-common jockey-common jockey-gtk krb5-locales landscape-client-ui-install language-pack-en language-pack-en-base language-pack-gnome-en language-pack-gnome-en-base launchpad-integration libaccountsservice0 libapt-inst1.4 libapt-pkg4.12 libart-2.0-2 libasound2 libatspi2.0-0 libbamf0 libbamf3-0 libbind9-80 libc-bin libc-dev-bin libc6 libc6-dev libcairo-gobject2 libcairo2

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Browser privacy improvement implications for websites

    - by phq
    On https://panopticlick.eff.org/ EFF let you test the number of uniquely identifying bits that the browser gives a website. Among these are HTTP header fields such as User-Agent, Accept, Accept-Language and later perhaps ETAG and If-Modified-Since. Also there is a lot of Information that javascript can get from the browser such as time-zone, screen resolution, complete list of fonts and plugins available. My first impression is, is all this information really usable/used on a majority of all websites? For example, how many sites does really send different content-types depending on the http accept header, or what fonts are available(I thought css had taken care of this)? Let's say of these headers/js functionality on day would be gone. Which ones would; never be noticed they were gone? impact user experience? impact server performance? immediately reimplemented because the Internet cannot work without it? Extra credit for differentiating between what can be done, what should be done and what is done in most situations.

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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