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  • Reliable and fast way to convert a zillion ODT files in PDF?

    - by Marco Mariani
    I need to pre-produce a million or two PDF files from a simple template (a few pages and tables) with embedded fonts. Usually, I would stay low level in a case like this, and compose everything with a library like ReportLab, but I joined late in the project. Currently, I have a template.odt and use markers in the content.xml files to fill with data from a DB. I can smoothly create the ODT files, they always look rigth. For the ODT to PDF conversion, I'm using openoffice in server mode (and PyODConverter w/ named pipe), but it's not very reliable: in a batch of documents, there is eventually a point after which all the processed files are converted into garbage (wrong fonts and letters sprawled all over the page). Problem is not predictably reproducible (does not depend on the data), happens in OOo 2.3 and 3.2, in Ubuntu, XP, Server 2003 and Windows 7. My Heisenbug detector is ticking. I tried to reduce the size of batches and restarting OOo after each one; still, a small percentage of the documents are messed up. Of course I'll write about this on the Ooo mailing lists, but in the meanwhile, I have a delivery and lost too much time already. Where do I go? Completely avoid the ODT format and go for another template system. Suggestions? Anything that takes a few seconds to run is way too slow. OOo takes around a second and it sums to 15 days of processing time. I had to write a program for clustering the jobs over several clients. Keep the format but go for another tool/program for the conversion. Which one? There are many apps in the shareware or commercial repositories for windows, but trying each one is a daunting task. Some are too slow, some cannot be run in batch without buying it first, some cannot work from command line, etc. Open source tools tend not to reinvent the wheel and often depend on openoffice. Converting to an intermediate .DOC format could help to avoid the OOo bug, but it would double the processing time and complicate a task that is already too hairy. Try to produce the PDFs twice and compare them, discarding the whole batch if there's something wrong. Although the documents look equal, I know of no way to compare the binary content. Restart OOo after processing each document. it would take a lot more time to produce them it would lower the percentage of the wrong files, and make it very hard to identify them. Go for ReportLab and recreate the pages programmatically. This is the approach I'm going to try in a few minutes. Learn to properly format bulleted lists Thanks a lot.

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  • Is there a fast alternative to creating a Texture2D from a Bitmap object in XNA?

    - by Matthew Bowen
    I've looked around a lot and the only methods I've found for creating a Texture2D from a Bitmap are: using (MemoryStream s = new MemoryStream()) { bmp.Save(s, System.Drawing.Imaging.ImageFormat.Png); s.Seek(0, SeekOrigin.Begin); Texture2D tx = Texture2D.FromFile(device, s); } and Texture2D tx = new Texture2D(device, bmp.Width, bmp.Height, 0, TextureUsage.None, SurfaceFormat.Color); tx.SetData<byte>(rgbValues, 0, rgbValues.Length, SetDataOptions.NoOverwrite); Where rgbValues is a byte array containing the bitmap's pixel data in 32-bit ARGB format. My question is, are there any faster approaches that I can try? I am writing a map editor which has to read in custom-format images (map tiles) and convert them into Texture2D textures to display. The previous version of the editor, which was a C++ implementation, converted the images first into bitmaps and then into textures to be drawn using DirectX. I have attempted the same approach here, however both of the above approaches are significantly too slow. To load into memory all of the textures required for a map takes for the first approach ~250 seconds and for the second approach ~110 seconds on a reasonable spec computer. If there is a method to edit the data of a texture directly (such as with the Bitmap class's LockBits method) then I would be able to convert the custom-format images straight into a Texture2D and hopefully save processing time. Any help would be very much appreciated. Thanks

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  • Reporting services genius only: a fast way to get Reporting Services local site working?

    - by Junior Mayhé
    Hello I was here trying to figure out why my Reports manager is empty, there's no tabs at all. I installed SQL Server 2008 complete, but didn't not configure Reporting Services. When installing SQL Server 2008, this Windows 7 version didn't have yet IIS installed, I installed it later. I don't see where is this localhost/Reports physically on my Hard Drive, where is the physic folder? I don't see on IIS where is Report folder, would it exist? The site settings people talk about, I can't find it. The "Reporting Services" service is running on automatic at SQL Server Configuration Manager. How can I get Reporting Services this working without struggling? (I can't see why is necessary to customize all these user permissions)

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  • An algorithm Problem

    - by Vignesh
    For coverage, I've a set of run time variables of from my program execution. It happens that I get it from a series of executions(Automated testing). ie. its a vector<vector<var,value>> I've a limited set of variables with expected values and generate combination s, that is I have vector<vector<var,value>(smaller than the execution vector)>. Now I need to compare and tell which of the combination I generated were exactly executed in one of the tests. My algo is O(n^4). Is there any way to bring it down. Something like set intersection. I'm using java, and vectors because of thread safety.

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  • How to create a controllable flip effect (flip as far (and fast) as you drag) of an UIView

    - by allisone
    I have a card (a flashcard you could say) What I can do: On fingersweeping over the flashcard the card gets turned. It's happening by detecting touchesBegan and touchesMoved and then I do stuff like [UIView beginAnimations:@"View Flip" context:nil]; [UIView setAnimationDuration:0.5]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; if (left) { [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:self.flashCardView cache:YES]; }else{ [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:self.flashCardView cache:YES]; } What I can't do (but want to): I want to somehow drag the flip. Imagine this, you have a flashcard and you think you know the answer, you start flipping the card around because you want to see if you are correct, but then... no stop... you hesitate, turn back the card to the way it was, rethink, get the real answer and then finally flip to see that you were right to hesitate. Now I only have: once you start flipping, you can't stop it.

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  • Why do we use Pythagoras in game physics?

    - by Starkers
    I've recently learned that we use Pythagoras a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagoras! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagoras to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagoras so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • How does git save space and is fast at the same time?

    - by eSKay
    I just saw the first git tutorial at http://blip.tv/play/Aeu2CAI How does git store all the versions of all the files and still be more economical in space than subversion which saves only the latest version of the code? I know this can be done using compression but that would be at the cost of speed, but this also says that git is much faster (though where is gains the max is the fact that most of its operations are offline). So, my guess is that git compresses data extensively it is still faster because uncompression + work is still faster than network_fetch + work Am I correct? even close?

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  • Fast way to perform addition of 2 LARGE float arrays in Android. Optional JNI or Opengl ES

    - by nathan
    I simply need to add floatArray1 to floatArray2 storing the result in floatArray2.. no third array.. all arrays are one dimensional but are very large... probibly as large as the os will let me get away with. Max i would need is two float arrays with 40,000 floats each... but i could get away with 1/10th that i suppose minimum. Would love to do this in 1/30th or 1/60th of a second but that does not seem possible? Also if the code is JNI,NDK or OpenGL ES thats fine.. does android have an assembly language or like machine code i could use somehow?

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  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Is there a FAST way to export and install an app on my phone, while signing it with my own keystore?

    - by Alexei Andreev
    So, I've downloaded my own application from the market and installed it on my phone. Now, I am trying to install a temporary new version from Eclipse, but here is the message I get: Re-installation failed due to different application signatures. You must perform a full uninstall of the application. WARNING: This will remove the application data! Please execute 'adb uninstall com.applicationName' in a shell. Launch canceled! Now, I really really don't want to uninstall the application, because I will lose all my data. One solution I found is to Export my application, creating new .apk, and then install it via HTC Sync (probably a different program based on what phone you have). The problem is this takes a long time to do, since I need to enter the password for the keystore each time and then wait for HTC Sync. It's a pain in the ass! So the question is: Is there a way to make Eclipse automatically use my keystore to sign the application (quickly and automatically)? Or perhaps to replace debug keystore with my own? Or perhaps just tell it to remember the password, so I don't have to enter it every time...? Or some other way to solve this problem?

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  • Best Chrome Extensions to Increase your productivity

    - by Ravish
    Google Chrome has gained excellent position in browsing category in comparison to other browsers due to its lightweight and fast browsing capability. For web surfing, chat, email, reading news, watching videos online and more..You can do a lot more in lightening fast moments. Google chrome can help you become productive even further, checkout these plugins [...] Related posts:Google Chrome WordPress Theme Tweak Firefox To Increase Viewing Screen Area Google Chrome Review, Looks Nice And Works Fast

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  • What is a fast way to set debugging code at a given line in a function?

    - by Josh O'Brien
    Preamble: R's trace() is a powerful debugging tool, allowing users to "insert debugging code at chosen places in any function". Unfortunately, using it from the command-line can be fairly laborious. As an artificial example, let's say I want to insert debugging code that will report the between-tick interval calculated by pretty.default(). I'd like to insert the code immediately after the value of delta is calculated, about four lines up from the bottom of the function definition. (Type pretty.default to see where I mean.) To indicate that line, I need to find which step in the code it corresponds to. The answer turns out to be step list(c(12, 3, 3)), which I zero in on by running through the following steps: as.list(body(pretty.default)) as.list(as.list(body(pretty.default))[[12]]) as.list(as.list(as.list(body(pretty.default))[[12]])[[3]]) as.list(as.list(as.list(body(pretty.default))[[12]])[[3]])[[3]] I can then insert debugging code like this: trace(what = 'pretty.default', tracer = quote(cat("\nThe value of delta is: ", delta, "\n\n")), at = list(c(12,3,3))) ## Try it a <- pretty(c(1, 7843)) b <- pretty(c(2, 23)) ## Clean up untrace('pretty.default') Questions: So here are my questions: Is there a way to print out a function (or a parsed version of it) with the lines nicely labeled by the steps to which they belong? Alternatively, is there another easier way, from the command line, to quickly set debugging code for a specific line within a function? Addendum: I used the pretty.default() example because it is reasonably tame, but with real/interesting functions, repeatedly using as.list() quickly gets tiresome and distracting. Here's an example: as.list(as.list(as.list(as.list(as.list(as.list(as.list(as.list(as.list(body(# model.frame.default))[[26]])[[3]])[[2]])[[4]])[[3]])[[4]])[[4]])[[4]])[[3]]

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  • How to avoid fast rate page refresh in ASP.NET ?

    - by eugeneK
    I have a page that shows statistics for users, this cannot be cached because each user has different statistics and there are many thus the real time query must be made. What the way to avoid database server overload when user will click F5's to refresh or to ask different queries in short time intervals ?

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  • can't explain NullPointerException

    - by John Pope
    In the following code, i have a method to get a Vector of persons with the same zodiac sign. persoane is a Vector. I keep getting a NullPointerException at the if condition (persoane is definetly not null). I am unable to see why. Any help would be greatly appreciated public Vector<Persoana> cautaDupaZodie(String zodie) { Vector<Persoana> rezultat= new Vector<Persoana>(); for(int i=0; i<persoane.size(); i++) { if(persoane.get(i).getData().getZodie().equals(zodie)) //the exception occurs here { rezultat.add(persoane.get(i)); } } return rezultat; }

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  • Is there a module that implements an efficient array type in Erlang?

    - by dsmith
    I have been looking for an array type with the following characteristics in Erlang. append(vector(), term()) O(1) nth(Idx, vector()) O(1) set(Idx, vector(), term()) O(1) insert(Idx, vector(), term()) O(N) remove(Idx, vector()) O(N) I normally use a tuple for this purpose, but the performance characteristics are not what I would want for large N. My testing shows the following performance characteristics... erlang:append_element/2 O(N). erlang:setelement/3 O(N). I have started on a module based on the clojure.lang.PersistentVector implementation, but if it's already been done I won't reinvent the wheel.

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  • How can I store this kind of graph in neo4j for fast traversal?

    - by James
    This is a graph whose nodes exist in many connected components at once because a node's relationships are a collection of edge groups such that only one edge per edge group can be present at once. I need to be able to find all of the connected components that a node exists in. What would be the best way to store this graph in neo4j to quickly find all of the connected components that a node exists in? Is there a way to use the built in traversals to do this? Also: is there a name for this kind of graph? I'd appreciate any help/ideas. Update: Sorry for not being clear. All nodes are of the same type. Nodes have a variable number of edge groups. Exactly one edge from each edge group needs to be chosen for a particular connected component. I'm going to try to explain through example: Node x1 is related to: (x2 or x3 or x4) AND (x5 or x6) AND (x7) Node x2 is related to: (x8) AND (x9 or x10) So x1's first edge group is (x2, x3, x4), its second edge group is (x5, x6), and its third edge group is (x7). So here are a few connected components that x1 exists in: CC1: x1 is related to: x2, x5, x7 x2 is related to: x8 x9 CC2: x1 is related to: x2, x6, x7 x2 is related to: x8, x9 CC3: x1 is related to: x3, x5, x7 CC4: x1 is related to: x3, x6, x7 etc. I'm grateful for your help in this.

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  • How can I copy unmanaged data in C# and how fast is it?

    - by Danvil
    I have two unmanaged pointers in the form of IntPtr and want to copy data between them. How can I do this? I know the method Marshal.Copy, but it can only copy between unmanaged and managed. And the second part: Is copying unmanaged data from C# slower than doing it in unmanaged C/C++ using memcopy?

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  • Inline function and calling cost in C

    - by Eonil
    I'm making a vector/matrix library. (GCC, ARM NEON, iPhone) typedef struct{ float v[4]; } Vector; typedef struct{ Vector v[4]; } Matrix; I passed struct data as pointer to avoid performance degrade from data copying when calling function. So I thought designed function like this: void makeTranslation(const Vector* factor, Matrix* restrict result); But, if function is inline, is there any reason to pass values as pointer for performance? Do those variables copied too? How about register and caches? inline Matrix makeTranslation(Vector factor) __attribute__ ((always_inline)); How do you think about calling costs of each cases?

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  • OpenGL fast texture drawing with vertex buffer objects. Is this the way to do it?

    - by Matthew Mitchell
    Hello. I am making a 2D game with OpenGL. I would like to speed up my texture drawing by using VBOs. Currently I am using the immediate mode. I am generating my own coordinates when I rotate and scale a texture. I also have the functionality of rounding the corners of a texture, using the polygon primitive to draw those. I was thinking, would it be fastest to make a VBO with vertices for the sides of the texture with no offset included so I can then use glViewport, glScale (Or glTranslate? What is the difference and most suitable here?) and glRotate to move the drawing position for my texture. Then I can use the same VBO with no changes to draw the texture each time. I could only change the VBO when I need to add coordinates for the rounded corners. Is that the best way to do this? What things should I look out for while doing it? Is it really fastest to use GL_TRIANGLES instead of GL_QUADS in modern graphics cards? Thank you for any answer.

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