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  • Which TLD would be suited to a personal site?

    - by Grant Palin
    I'm planning what is essentially a "business card" website for myself, and have been looking at domains. My primary site (a .com) is for my blog and portfolio and the like, but I want a separate site for basic information, contact, networks, and the like. In this light, there are a few TLDs that seem to be suitable: .info, .me, and .name. I'd appreciate remarks on the differences between these options, and suggestion on which would be suitable for my need.

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  • Desktop Fun: Beaches Wallpaper Collection Series 2

    - by Asian Angel
    The sun is shining and the waves are gently rolling in as a light wind caresses the beach and all that resides there. Indulge in this classic vacation destination on your desktop with the second in our series of Beaches Wallpaper collections. How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Using machine learning to aim mirrors in a solar array?

    - by Buttons840
    I've been thinking about solar collectors where several independent mirrors to focus the light on a solar collector, similar to the following design from Energy Innovations. Because there will be flaws in the assembly of this solar array, I am proceeding with the following assumptions (or lack thereof): The software knows the "position" of each mirror, but doesn't know how this position relates to the real world or to other mirrors. This will account for poor mirror calibration or other environmental factors which may effect one mirror but not the others. If a mirror moves 10 units in one direction, and then 10 units in the opposite direction, it will end up where it originally started. I would like to use machine learning to position the mirrors correctly and focus the light on the collector. I expect I would approach this as an optimization problem, optimizing the mirror positions to maximize the heat inside the collector and the power output. The problem is finding a small target in a noisy high-dimensional space (considering each mirror has 2 axis of rotation). Some of the problems I anticipate are: cloudy days, even if you stumble upon the perfect mirror alignment, it might be cloudy at the time noisy sensor data the sun is a moving target, it moves along a path, and follows a different path every day - although you could calculate the exact position of the sun at any time, you wouldn't know how that position relates to your mirrors My question isn't about the solar array, but possible machine learning techniques that would help in this "small target in a noisy high dimensional-space" problem. I mentioned the solar array because it was the catalyst for this question and a good example. What machine learning techniques can find such a small target in a noisy high-dimensional space? EDIT: A few additional thoughts: Yes, you can calculate the suns position in the real world, but you don't know how the mirrors position is related to the real world (unless you've learned it somehow). You might know the suns azimuth is 220 degrees, and the suns elevation is 60 degrees, and you might know a mirror is at position (-20, 42); now tell me, is that mirror correctly aligned with the sun? You don't know. Lets assume you have some very sophisticated heat measurements, and you know "with this heat level, there must be 2 mirrors correctly aligned". Now the question is, which two mirrors (out of 25 or more) are correctly aligned? One solution I considered was to approximate the correct "alignment function" using a neural network which would take the suns azimuth and elevation as input and output a large array with 2 values for each mirror which correspond to the 2 axis of each mirror. I'm not sure what the best training method is though.

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  • "mcp power or thermal limit exceeded" excessive in messages.log

    - by Stefan Thyberg
    I keep getting "mcp power or thermal limit exceeded" every five seconds while my computer is on, regardless of what it's doing. I googled it and found some Intel patches but I don't really know exactly what they do or how to apply them and I also don't want to patch my kernel with these random bits of code from some newsgroup. Can anyone shed some light on what exactly is going on and what the right fix is in this case? Am I better off just waiting for a kernel patch?

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • How does Minecraft renders its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • looking for dark, high contrast theme

    - by d3pd
    I am looking for a dark, contrast theme. Most dark, high-contrast themes I have tried do not give sufficient contrast to many edges, such as the edges of buttons, tabs, windows and other borders. Could you recommend themes that would provide such features? Alternatively, could you recommend a guide to changing a fairly dark theme, such as Numix-Cyanogen, such that it would feature light button, tab, window and other borders? Roughly visually, what I mean is to from this: to something like this:

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  • SilverlightShow for November 14 - 20, 2011

    - by Dave Campbell
    Check out the Top Five most popular news at SilverlightShow for SilverlightShow Top 5 News for November 14 - 20, 2011. Here are the top 5 news on SilverlightShow for last week: Why Adobe had to Kill Flash Player for Mobile; and Silverlight, Flex, HTML5 parallels PhoneGap on Windows Phone Tips 10 tips about porting Silverlight apps to WinRT/Metro style apps (Part 1) Microsoft reportedly rolling out 7740 OS update for Windows Phone The WinRT Genome Project Visit and bookmark SilverlightShow. Stay in the 'Light 

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  • Everything turning black when pitching down

    - by Gordon
    Just a quick questions about something that's occurring in my world. Every time I pitch my camera downward, everything starts turning black, and if I pitch upward, everything sort of intensifies. I'm multiplying my normals by the normal matrix in the shader, and I'm multiplying my lights direction by the model view matrix. If I leave the normal and light dir in world space everything ends up fine. I thought putting them both in view space would not cause those weird things to happen?

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  • Are Java servers really more preferable for web-development? [closed]

    - by Gerald Goward
    Many experienced people I know tell me that many web-projects, including enterprise ones, are better to develop with Java being back-end. Reasons: Ubuntu servers being cheaper and more reliable. MySql being much more "light" rather than "heavyweighted" MS Sql. I heard some more, but I really cant remember all of them. My question: I believe ASP.NET and Java are BOTH good for web-development and its just holywar subject. Am I right or not?

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  • Which is the best method to install/uninstall apps in Ubuntu?

    - by Mujahid
    While apps can be installed with the apt-get command, Synaptic Package Manager or Ubuntu Software Centre, can anybody throw some light on which is the best method? I recently installed kubuntu-desktop and as a result even Ubuntu Software Centre showed that it was installed. When I tried uninstalling it with Ubuntu Software Centre, the package didn't actually uninstall until I used Synaptic once again.

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  • Javascript - is this a grey area for anyone else?

    - by Anonymous -
    I have a firm understanding of HTML, CSS, PHP, MySQL (and to some extent apache/linux) and find that one of the things missing from my 'web development knowledge base' is javascript - creating richer user interfaces. I'd like to learn Javascript before I look at any frameworks (I've used light javascript/jquery before, but that's besides the point). Can anyone recommend a firm book or online documentation from 'absolute beginner' to 'expert' for javascript? I seem to be finding too many 'display the time' and 'hello world' tutorials...

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  • How to test issues in a local development environment that can only be introduced by clustering in production?

    - by Brian Reindel
    We recently clustered an application, and it came to light that because of how we're doing SSL offloading via the load balancer in production it didn't work right. I had to mimic this functionality on my local machine by SSL offloading Apache with a proxy, but it still isn't a 1-to-1 comparison. Similar issues can arise when dealing with stateful applications and sticky sessions. What would be the industry standard for testing this kind of production "black box" scenario in a local environment, especially as it relates to clustering?

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  • SilverlightShow for March 7-13, 2011

    - by Dave Campbell
    Check out the Top Five most popular news at SilverlightShow for March 7-13, 2011. Here are the top 5 news on SilverlightShow for last week: SilverlightShow EcoContest Grand Prize Winner and First Runner-up Selected WCF RIA Services V1.0 SP1 Visual Studio 2010 enhancements Upcoming Silverlight Show Webinar: Switching on the Cloud for Silverlight 30+ Projects Will be at Open Source Fest at MIX11 Visit and bookmark SilverlightShow. Stay in the 'Light

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  • Why profile applications using AOP?

    - by Vance
    When tuning performance in a web application, I am looking for good and light-weight performance profiling tools to measure the execution time for each method. I know that the easiest profiling method is to log the start time and end time for each method, but I see more and more people using AOP to profile (add @profiled before each method). What's the benefit of AOP profiling compared to the common "log" way? Thanks in advance Vance

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  • Changing Ogre3D terrain lighting in real time

    - by lezebulon
    I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that the global illumination and shadows of the terrain have to be pre-computed, which kinda makes it impossible to integrate this with a day / night cycle. Is there a way to change the terrain light sources in real time? If so it is possible to do it and keep a decent FPS?

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • iwlwifi on lenovo z570 disabled by hardware switch

    - by Kevin Gallagher
    It was working fine with windows 7. The hardware switch is not disabled. I've toggled it back and forth dozens of times. The wifi light never turns on and it always lists as hardware disabled. I have the latest updates installed. I've been searching for solutions, but none of them seem to work for me. I've tried removing acer-wmi. I've tried setting 11n_disable=1. I've tried resetting the bios. I've tried using rfkill to unblock (only removes soft block). I've rebooted dozens of times. The wifi light turns off as soon as grub loads. Edit: I have a usb edimax wireless nic. It shows hardware disabled as well (although rfkill lists as unblocked). If I unload iwlwifi the usb nic works fine. uname -a `Linux xxx-Ideapad-Z570 3.2.0-55-generic #85-Ubuntu SMP Wed Oct 2 12:29:27 UTC 2013 x86_64 x86_64 x86_64 GNU/Linu`x rfkill list 19: phy18: Wireless LAN Soft blocked: no Hard blocked: yes dmesg [43463.022996] Intel(R) Wireless WiFi Link AGN driver for Linux, in-tree: [43463.023002] Copyright(c) 2003-2011 Intel Corporation [43463.023107] iwlwifi 0000:03:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [43463.023190] iwlwifi 0000:03:00.0: setting latency timer to 64 [43463.023253] iwlwifi 0000:03:00.0: pci_resource_len = 0x00002000 [43463.023257] iwlwifi 0000:03:00.0: pci_resource_base = ffffc900057c8000 [43463.023261] iwlwifi 0000:03:00.0: HW Revision ID = 0x0 [43463.023797] iwlwifi 0000:03:00.0: irq 43 for MSI/MSI-X [43463.024013] iwlwifi 0000:03:00.0: Detected Intel(R) Centrino(R) Wireless-N 1000 BGN, REV=0x6C [43463.024250] iwlwifi 0000:03:00.0: L1 Enabled; Disabling L0S [43463.045496] iwlwifi 0000:03:00.0: device EEPROM VER=0x15d, CALIB=0x6 [43463.045501] iwlwifi 0000:03:00.0: Device SKU: 0X50 [43463.045504] iwlwifi 0000:03:00.0: Valid Tx ant: 0X1, Valid Rx ant: 0X3 [43463.045542] iwlwifi 0000:03:00.0: Tunable channels: 13 802.11bg, 0 802.11a channels [43463.045744] iwlwifi 0000:03:00.0: RF_KILL bit toggled to disable radio. [43463.047652] iwlwifi 0000:03:00.0: loaded firmware version 39.31.5.1 build 35138 [43463.047823] Registered led device: phy18-led [43463.047895] cfg80211: Ignoring regulatory request Set by core since the driver uses its own custom regulatory domain [43463.048037] ieee80211 phy18: Selected rate control algorithm 'iwl-agn-rs' [43463.055533] ADDRCONF(NETDEV_UP): wlan0: link is not ready nm-tool State: connected (global) - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: iwlwifi State: unavailable Default: no HW Address: 74:E5:0B:4A:9F:C2 Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points lshw -C network *-network DISABLED description: Wireless interface product: Centrino Wireless-N 1000 [Condor Peak] vendor: Intel Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 00 serial: 74:e5:0b:4a:9f:c2 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.2.0-55-generic firmware=39.31.5.1 build 35138 latency=0 link=no multicast=yes wireless=IEEE 802.11bg resources: irq:43 memory:f1500000-f1501fff lspci 03:00.0 Network controller: Intel Corporation Centrino Wireless-N 1000 [Condor Peak]

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  • SilverlightShow for June 13 - 19, 2011

    - by Dave Campbell
    Check out the Top Five most popular news at SilverlightShow for SilverlightShow Top 5 News for June 13 - 19, 2011. Here are the top 5 news on SilverlightShow for last week: Panorama "Windows 8" template for Silverlight Premature cries of Silverlight / WPF skill loss. Windows 8 supports all programming models HTML 5 & Silverlight 5 10 Silverlight 5 Demos Recording of recent SilverlightShow webinar 'Blend for Silverlight Developers' now available online Visit and bookmark SilverlightShow. Stay in the 'Light

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  • A little on speaking and evaluations...

    - by AaronBertrand
    Buck Woody ( blog | twitter ) just published a great post on session evaluations , and a lot of his points hit home for me. The premise is that the evaluations are not really meant for the attendee or the event organizers, but so that the speaker can get better and make the next session better. In light of this, at least in my opinion, the existing evaluation forms (and the way attendees tend to fill them out) do not achieve this at all. It may be a little more work for events to generate a more...(read more)

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  • The Dubstep Dispute [Video]

    - by Jason Fitzpatrick
    If you’ve listened to Dubstep and wondered exactly what you were listening to, this video will shed some light on the matter. Dubstep, an electronic music genre best known for intensive bass lines and drum patterns, takes on a more personal touch when remixed over this domestic scene. [via Geeks Are Sexy] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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