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  • Perth's ADF Community Event now an open invite

    - by Chris Muir
    Yesterday saw the next ADF Community Event in Perth, and as promised we grew from 15 to 25 attendees (which is going to cause a bit of a problem soon if we keep growing as we're going to run out of powerpoints for laptops). This bimonthly enjoyed presentations from Matthew Carrigy from the Dept of Finance WA on the ADF UI Shell, a small presentation from me about how Fusion Apps uses ADF, and a hands on based on programatically extending ADF BC to call external web services.  For Matt, his first presentation to a user group, with two live demos, all kudos to him for making it look smooth (for the record I hate live demos, I always break something) - thank you Matt! We've already lined up our speakers for the next event in November, and will be inviting yet more customers to this event.  However the event will now move to an open invite, so if you'd like your staff to attend please let me know by emailing chris DOT muir AT oracle DOT com. Alternatively I've had a fair few requests now for an "Intro to ADF" 1 day session so I'll consider this soon.  Certainly if you're interested let me know as this will help organize the event earlier rather than later. 

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • What You Said: Where Do You Find Your Next Game?

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your favorite places and tricks for finding new video games to play. It turns out the least of your problems was finding new games! From the comments it became apparent How-To Geek readers had absolutely no problem finding new games to add to their gaming stable. Buzz writes: I have quite an elaborate procedure in finding my next game:For free games i simply follow the feeds on a few websites like Freegamer, LinuxGames, HappyPenguin and Penguspy. Every now and them i browse Wikipedia articles on free/FOSS games. For commercial games the procedure depends on what i enjoyed the most in that game:- If i enjoyed the story or the general feel: i usually start with a game i like and look for sequels, prequels, mods or spinoffs. I even go out on a limb and give other platforms (than a PC) a try, even if it usually means emulation. If you really enjoy a game series/saga it’s usually worth the effort.- If i enjoy the producer/gaming company then i seek out more of their games.- If i enjoy the technical achievements that went into making the game or if i am concerned for the system requirements of my gear i try to play games that are built on the same engine(s) as one of the games i ran smooth and enjoyed.- If i feel like playing a particular genre i usually start with a title i enjoyed and look for alternatives or similar games- You can always try searching for Game of The Year winners for a particular time period or other similar accomplishments. They usually yield great results. How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • what is the best program to capture my workings as an AVI or MPEG

    - by raihanchy
    I have already used recordmydesktop, xvidcap and kazam. My sound working fine with other audio or videos. xvidcap doesn't record sound at all. I have tried many ways. If I try as: 'padsp xvidcap', it also gives error, like: /dev/dsp cannot found or missing. I have changed it to /dev/snd. Still no effect. Even I can record sound through gnome-sound-recorder - after pressing record button, I open pavucontrol. Then from Recording tab, I choose 'Monitor of Analog Stereo'. But if I run xvidcap, I don't get that option in pavucontrol. kazam works a bit slow. It records at the beginning of the captured video. But for unknown reason, it eventually the sounds just go off. Also the video is not smooth as xvidcap. Though Kazam output as H64/MP4. Record my Desktop also doesn't give sound. Can you guys please help me, either - how to get sound with xvidcap or how kazam could be record nicely. I am looking something Camtasia, as used for Windows. Thanks in advance. Raihan

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  • Handling early/late/dropped packets for interpolation in a 3D multiplayer game

    - by Ben Cracknell
    I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this object could be another player) The packets are sent on a fixed interval, and linear interpolation will be used to smooth the transition between packets. Under normal circumstances, interpolation will occur between the second-to-last packet, and the last packet received. The linear interpolation algorithm is the same as this post: Interpolating positions in a multiplayer game I have the same issue as in that post, but the answers don't seem like they will work in my situation. Consider the following scenario: Normal packet timing, everything is okay The next expected packet is late. That's okay, we'll just extrapolate based on previous positions The late packet eventually arrives with corrections to our extrapolation. Now what do we do with its information? The answers on the above post suggest we should just interpolate to this new packet's position, but that would not work at all. If we have already extrapolated past that point in time, moving back would cause rubber-banding. The issue is similar in the case of an early or dropped packet. So I believe what I am looking for is some way to smoothly deal with new information in an ongoing interpolation/extrapolation process. Since I might be moving on to quadratic or even cubic interpolation, it would be great if the same solutiuon could be applied to those as well.

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  • HTML5 video capture and streaming?

    - by Shyatic
    I'm working on kind of an educational site, where there are teachers and students around the world (potentially). Since it's a non-profit site, and I don't have the need for it to be done tomorrow (kind of a side project of something bigger), I wanted to know the best way to figure out how to do this. I'm not a programmer by trade, I've been on the systems side of things for years, but I understand most technology and the question here is more how to gauge what to do so I can get the right resources in place. That said... here's what I am looking at. I figure the future is HTML5, and that's probably where I'd rather spend my efforts given that it will be cross platform and without the need for plugins. It will work on mobile as well. Question is, how well does HTML5 handle input media, say desktop capture and camera, or on mobile perhaps, where I'd want to use the user's phone camera, etc. Second question is dynamic streaming... I've read about MPEG DASH, then there are technologies like Smooth Streaming (which I think given the way Silverlight is going is going to be gone or useless), then also Apple and Flash, but if I'm doing HTML5 it doesn't benefit me. Any ideas here would be really helpful, and the more detail the better! :) That's about it... there are free chat services out there like using the MSN Web Chat controls (how good they are, I don't know, but worldwide most people have a Hotmail/MSN account) so I can use that for chat. I don't know its limitations of course, but that's something if people know or have suggestions, then I'm all ears. Thanks for the help, I greatly appreciate it!

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  • CodePlex Daily Summary for Friday, May 30, 2014

    CodePlex Daily Summary for Friday, May 30, 2014Popular ReleasesSEToolbox: 01.032.014 Release 2: Fixed flaw in startup if second Toolbox was started. Added thumbnail zooming in load dialog. Added mirror for new ConveyorTubeCurvedMedium. Added dedicated server support :- Repair will not add missing player to dedicated server. Distances measured to origin (0,0,0) when no player exists. Dedicated Service Server game denied write access unless SEToolbox is run as Admin. Additional information in Load dialog. Installation of this version will replace older version.Vi-AIO SearchBar: Vi – AIO Search Bar: Version 1.0Composite Iconote: Composite Iconote: This is a composite has been made by Microsoft Visual Studio 2013. Requirement: To develop this composite or use this component in your application, your computer must have .NET framework 4.5 or newer.HigLabo: HigLabo_20140529: Fixed HttpClient ContentLength bug.Magick.NET: Magick.NET 6.8.9.101: Magick.NET linked with ImageMagick 6.8.9.1. Breaking changes: - Int/short Set methods of WritablePixelCollection are now unsigned. - The Q16 build no longer uses HDRI, switch to the new Q16-HDRI build if you need HDRI.StudioShell: StudioShell 1.6.6: placeholder release for WIX issue work artifactsMath.NET Numerics: Math.NET Numerics v3.0.0-beta02: Full History Linear Algebra: optimized sparse-sparse and sparse-diagonal matrix products. ~Christian Woltering transpose at storage level, optimized sparse transpose. ~Christian Woltering optimized inplace-map, indexed submatrix-map. optimized clearing a set of rows or columns. matrix FoldRows/FoldColumns. matrix column/row norms, normalization. prefer enums over boolean parameters (e.g. `Zeros.AllowSkip`). IsSymmetric is now a method, add IsConjugateSymmetric. breaking Eigen...QuickMon: Version 3.13: 1. Adding an Audio/sound notifier that can be used to simply draw attention to the application of a warning pr error state is returned by a collector. 2. Adding a property for Notifiers so it can be set to 'Attended', 'Unattended' or 'Both' modes. 3. Adding a WCF method to remote agent host so the version can be checked remotely. 4. Adding some 'Sample' monitor packs to installer. Note: this release and the next release (3.14 aka Pie release) will have some breaking changes and will be incom...fnr.exe - Find And Replace Tool: 1.7: Bug fixes Refactored logic for encoding text values to command line to handle common edge cases where find/replace operation works in GUI but not in command line Fix for bug where selection in Encoding drop down was different when generating command line in some cases. It was reported in: https://findandreplace.codeplex.com/workitem/34 Fix for "Backslash inserted before dot in replacement text" reported here: https://findandreplace.codeplex.com/discussions/541024 Fix for finding replacing...VG-Ripper & PG-Ripper: VG-Ripper 2.9.59: changes NEW: Added Support for 'GokoImage.com' links NEW: Added Support for 'ViperII.com' links NEW: Added Support for 'PixxxView.com' links NEW: Added Support for 'ImgRex.com' links NEW: Added Support for 'PixLiv.com' links NEW: Added Support for 'imgsee.me' links NEW: Added Support for 'ImgS.it' linksXsemmel - XML Editor and Viewer: 29-MAY-2014: WINDOWS XP IS NO LONGER SUPPORTED If you need support for WinXP, download release 15-MAR-2014 instead. FIX: Some minor issues NEW: Better visualisation of validation issues NEW: Printing CHG: Disabled Jumplist CHG: updated to .net 4.5, WinXP NO LONGER SUPPORTEDPerformance Analyzer for Microsoft Dynamics: DynamicsPerf 1.20: Version 1.20 Improved performance in PERFHOURLYROWDATA_VW Fixed error handling encrypted triggers Added logic ACTIVITYMONITORVW to handle Context_Info for Dynamics AX 2012 and above with this flag set on AOS Added logic to optional blocking to handle Context_Info for Dynamics AX 2012 and above with this flag set on AOS Added additional queries for investigating blocking Added logic to collect Baseline capture data (NOTE: QUERY_STATS table has entire procedure cache for that db during...Toolbox for Dynamics CRM 2011/2013: XrmToolBox (v1.2014.5.28): XrmToolbox improvement XrmToolBox updates (v1.2014.5.28)Fix connecting to a connection with custom authentication without saved password Tools improvement New tool!Solution Components Mover (v1.2014.5.22) Transfer solution components from one solution to another one Import/Export NN relationships (v1.2014.3.7) Allows you to import and export many to many relationships Tools updatesAttribute Bulk Updater (v1.2014.5.28) Audit Center (v1.2014.5.28) View Layout Replicator (v1.2014.5.28) Scrip...Microsoft Ajax Minifier: Microsoft Ajax Minifier 5.10: Fix for Issue #20875 - echo switch doesn't work for CSS CSS should honor the SASS source-file comments JS should allow multi-line comment directivesClosedXML - The easy way to OpenXML: ClosedXML 0.71.1: More performance improvements. It's faster and consumes less memory.Kartris E-commerce: Kartris v2.6002: Minor release: Double check that Logins_GetList sproc is present, sometimes seems to get missed earlier if upgrading which can give error when viewing logins page Added CSV and TXT export option; this is not Google Products compatible, but can give a good base for creating a file for some other systems such as Amazon Fixed some minor combination and options issues to improve interface back and front Turn bitcoin and some other gateways off by default Minor CSS changes Fixed currenc...SimCityPak: SimCityPak 0.3.1.0: Main New Features: Fixed Importing of Instance Names (get rid of the Dutch translations) Added advanced editor for Decal Dictionaries Added possibility to import .PNG to generate new decals Added advanced editor for Path display entriesTiny Deduplicator: Tiny Deduplicator 1.0.1.0: Increased version number to 1.0.1.0 Moved all options to a separate 'Options' dialog window. Allows the user to specify a selection strategy which will help when dealing with large numbers of duplicate files. Available options are "None," "Keep First," and "Keep Last"Player Framework by Microsoft: Player Framework for Windows and WP v2.0: Support for new Universal and Windows Phone 8.1 projects for both Xaml and JavaScript projects. See a detailed list of improvements, breaking changes and a general overview of version 2 ADDITIONAL DOWNLOADSSmooth Streaming Client SDK for Windows 8 Applications Smooth Streaming Client SDK for Windows 8.1 Applications Smooth Streaming Client SDK for Windows Phone 8.1 Applications Microsoft PlayReady Client SDK for Windows 8 Applications Microsoft PlayReady Client SDK for Windows 8.1 Applicat...TerraMap (Terraria World Map Viewer): TerraMap 1.0.6: Added support for the new Terraria v1.2.4 update. New items, walls, and tiles Added the ability to select multiple highlighted block types. Added a dynamic, interactive highlight opacity slider, making it easier to find highlighted tiles with dark colors (and fixed blurriness from 1.0.5 alpha). Added ability to find Enchanted Swords (in the stone) and Water Bolt books Fixed Issue 35206: Hightlight/Find doesn't work for Demon Altars Fixed finding Demon Hearts/Shadow Orbs Fixed inst...New ProjectsBooki-Framework: A very super simple framework for develop application on .net (University assignment)C# Datalayer Using Stored Procedures for CRUD Operations: A C# .net data layer that uses stored procedures for crud operations working on any database, while still utilizing object orientated design practices.CoMaSy: Contact Management InfoComposite Iconote: Composite Iconote is a .NET composite. This is a Final Project of Component-Oriented Programming subject in Duta Wacana Christian University YogyakartaCredit Component: CreditComponent give you more attractive view to present who is the developer from any desktop software, many animation can introduce whom the developer isDaQiu: ?????????,??????????????????Database Helper: Rapid Development of CRUD Operationdi_academy_test: Test projectEasy Rent - Car rental software: Easy Rent software is an open source vehicle rental software.Excel Trader: Current project aims to provide an Excel(TM) interface through ExcelDNA for the IBRx, QFIXRx and SusicoTrader API.FXJ Learning Project: This is a learning project with TFS serviceImage View Slider: This is a .NET component. We create this using VB.NET. Here you can use an Image Viewer with several properties to your application form. Try this out!Indonesian Red-Letter Day Calendar: This is an Indonesian version of Red Letter Day Calendar, a final project for Component Oriented Programming course in Duta Wacana Christian University.jquery learning: jquery learningMakePanoForGoogle: Converts Panorama created by Microsoft ICE to format compatible to Google ViewsPWA_AppWeb: This page and all its content were developed by José Brazeta, Luis Carta and João Martins as an assignment for Advanced Web Programing (AEP).SoccerEvaluator: Proyecto para realizar evaluaciones de marcadores de futbolTooltip Web Preview: WebPreview is a component which was made to preview a web page before the link is clicked.Traditional Calendar Component: Hello this is a component which will help you to convert BC calendar to Javanese Calendar and Chinese Calendar. Hope this can help you on developing aps :)Typed YetiBowl The Game: Typescript Version of Yetibowl, intended for comparing Yetibowl in Javascript vs Typescript

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  • CodePlex Daily Summary for Monday, October 29, 2012

    CodePlex Daily Summary for Monday, October 29, 2012Popular ReleasesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.73: Fix issue in Discussion #401101 (unreferenced var in a for-in statement was getting removed). add the grouping operator to the parsed output so that unminified parsed code is closer to the original. Will still strip unneeded parens later, if minifying. more cleaning of references as they are minified out of the code.RiP-Ripper & PG-Ripper: PG-Ripper 1.4.03: changes FIXED: Kitty-Kats new Forum UrlMJP's DirectX 11 Samples: MSAA Resolve Filtering: Sample application and source code from the article "Experimenting with Reconstruction Filters for MSAA Resolve" http://mynameismjp.wordpress.com/2012/10/28/msaa-resolve-filters/Liberty: v3.4.0.1 Release 28th October 2012: Change Log -Fixed -H4 Fixed the save verification screen showing incorrect mission and difficulty information for some saves -H4 Hopefully fixed the issue where progress did not save between missions and saves would not revert correctly -H3 Fixed crashes that occurred when trying to load player information -Proper exception dialogs will now show in place of crashesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. IMPROVEMENTS & FIXESIMPORTANT: List of breaking changes from preview 6 Support for the latest smooth streaming SDK. Xaml only: Support for moving any of the UI elements outside the MediaPlayer (e.g. into the appbar). Note: Equivelent changes to the JS version due in coming week. Support for localizing all text used in t...Send multiple SMS via Way2SMS C#: SMS 1.1: Added support for 160by2Quick Launch: Quick Launch 1.0: A Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsPress Win+Q and start to search and run. http://www.codeplex.com/Download?ProjectName=quicklaunch&DownloadId=523536Orchard Project: Orchard 1.6: Please read our release notes for Orchard 1.6: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.Media Companion: Media Companion 3.507b: Once again, it has been some time since our release, and there have been a number changes since then. It is hoped that these changes will address some of the issues users have been experiencing, and of course, work continues! New Features: Added support for adding Home Movies. Option to sort Movies by votes. Added 'selectedBrowser' preference used when opening links in an external browser. Added option to fallback to getting runtime from the movie file if not available on IMDB. Added new Big...MSBuild Extension Pack: October 2012: Release Blog Post The MSBuild Extension Pack October 2012 release provides a collection of over 475 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUI...NAudio: NAudio 1.6: Release notes at http://mark-dot-net.blogspot.co.uk/2012/10/naudio-16-release-notes-10th.htmlPowerShell Community Extensions: 2.1 Production: PowerShell Community Extensions 2.1 Release NotesOct 25, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. See the ReleaseNotes.txt download above for more information.Umbraco CMS: Umbraco 4.9.1: Umbraco 4.9.1 is a bugfix release to fix major issues in 4.9.0 BugfixesThe full list of fixes can be found in the issue tracker's filtered results. A summary: Split buttons work again, you can now also scroll easier when the list is too long for the screen Media and Content pickers have information of the full path of the picked item Fixed: Publish status may not be accurate on nodes with large doctypes Fixed: 2 media folders and recycle bins after upgrade to 4.9 The template/code ...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...Rawr: Rawr 5.0.2: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...MCEBuddy 2.x: MCEBuddy 2.3.5: Changelog for 2.3.5 (32bit and 64bit) 1. Fixed a bug causing MCEBuddy to crash during or after installation on Windows XP 2. Bugfix for resource leak with UPnP which would lead to a failure after many days 3. Increased the UPnP discovery re-scan interval from 10 minutes to 30 minutes 4. Added support for specifying TVDB and IMDB id’s in the conversion task page (forcing the internet lookup for metadata)SharePoint 2010 - Community Projects: LifeInSharePoint - SP2013 Branding for 2010: The SharePoint 2013 Masterpage for 2010 has the following features: * SharePoint Sandbox Solution – Office 365 Compatible * Custom Site Actions Menu Link * “Focus on Content” – hide site navigation to allow user to focus on content only * Get the SharePoint 2013 interface without having to upgrade :)Perspective : Easy 2D and 3D programming with Silverlight: Version 3.0.1: A major release, for Silverlight 5. What's new ?New since version 3.0 : antialiasing, better dynamic scene support New since version 2 : a high-level 3D framework for Silverlight 5, similar to Perspective 3D for WPF. New since 3D-only version : a full featured demo application. http://www.odewit.net//Articles/Sl3DIntro/BitmapTexture.png Documentation : See Readme.txt in the sources for release details. Perspective : Easy 3D programming with Silverlight 5 Perspective : Basic 3D mod...CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1025.5): [NEW] Support for connecting to CRM Online via Office 365 (OSDP) [NEW] Current connection information and loaded ribbon name are displayed in the status bar [IMPROVED] Connect dialog minor improvements and error message descriptions [IMPROVED] Connecting to a CRM server will close currently loaded ribbon upon confirmation (if another ribbon was loaded previously) [FIX] Fixed bug in Open Ribbon dialog which would not allow to refresh entity list more than onceWPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.390: Version 2.5.0.390 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Fix recent file list remove issue. WAF: Minor code improvements. BookLibrary: Fix Blend design time support o...New Projects7COM0207 Web Scripting and Content Creation: .Access Viewer and Reporter: This is Access reader. This project provide facility to explorer access database file, provide facility to query them and also can generate reportAlienHack HackMap: AlienHack is an opensource hackmap for Thaicybergames(Cybergames) for Warcraft III written in VB.NETCleverBobCat: CleverBobCat is the Plugin developed to provide functionalities to BobCat Ind wheeled equipment for studying and colonization of planets in kerbal space programColorTranslator for Win8 Apps: This project will add the ColorTranslator class to the Windows.UI namespace so that you can convert colors easily like with the desktop winforms apps.Dnascout: A tool to search a DNA strand of {ACTG} characters for matches against a specified substring, calculate distances between matching substrings (span), and also generate lists of all unique/redundant strands in the file. dSUtilities: Here we will host Utilities for Plugin Manager and file system manipuationEnhancedRefinement: FAST?????????SharePoint Web?????????????。 ·??????????Web??? ·????????Web???Entity SQL for Linq to SQL: Entity SQL from Linq to SQL & ALinqFrameRateCounter: A C# XNA 3.0 GameComponent that calculates and displays the framerate of a game.Friend Analyzer: A Facebook friend parser that applies k-Means in order to determine relevant user categories and the most important person in said group.Give Me Menu: Project of TEPHeloWorld: Simple HelloWorld project. I missed a 'l' in the world HelloWorld and I got in.The HelloWorld project must have existed, I think.LprConfigurer: the config tool for kise lpr projectLTI Samples: This project is a collection of LTI sample projects.MCDA4ArcMap: Multi criteria decision analysis for ArcMap.My Diary - ??: My Diary - ?? Style Windows 8 Metronone111: noneOMR.Crawler: This project is experimental crawling on web and desktop contents. Simple implementation is bellow on console project.Plasmid OS: Plasmid is a free, open source operating system developed in C# on top of COSMOS. It is designed for speed and stability, and is planned to comply with POSIXproj_2_forum: forumowiskoRSLight: RSLightSLRTC#: Done for an IT competition by CS students from Romania.Speech Recognition: An application that uses speech commands to perform tasksStoragePeriod: StoragePeriod

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • What is wrong with my game loop/mechanic?

    - by elias94xx
    I'm currently working on a 2d sidescrolling game prototype in HTML5 canvas. My implementations so far include a sprite, vector, loop and ticker class/object. Which can be viewed here: http://elias-schuett.de/apps/_experiments/2d_ssg/js/ So my game essentially works well on todays lowspec PC's and laptops. But it does not on an older win xp machine I own and on my Android 2.3 device. I tend to get ~10 FPS with these devices which results in a too high delta value, which than automaticly gets fixed to 1.0 which results in a slow loop. Now I know for a fact that there is a way to implement a super smooth 60 or 30 FPS loop on both devices. Best example would be: http://playbiolab.com/ I don't need all the chunk and debugging technology impact.js offers. I could even write a super simple game where you just control a damn square and it still wouldn't run on a equally fast 30 or 60 fps. Here is the Loop class/object I'm using. It requires a requestAnimationFrame unify function. Both devices I've tested my game on support requestAnimationFrame, so there is no interval fallback. var Loop = function(callback) { this.fps = null; this.delta = 1; this.lastTime = +new Date; this.callback = callback; this.request = null; }; Loop.prototype.start = function() { var _this = this; this.request = requestAnimationFrame(function(now) { _this.start(); _this.delta = (now - _this.lastTime); _this.fps = 1000/_this.delta; _this.delta = _this.delta / (1000/60) > 2 ? 1 : _this.delta / (1000/60); _this.lastTime = now; _this.callback(); }); }; Loop.prototype.stop = function() { cancelAnimationFrame(this.request); };

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  • How do I create a third Person View using DXUTCamera in DX10?

    - by David
    I am creating a 3d flying game and using DXUTCamera for my view. I can get the camera to take on the characters position, But I would like to view my character in the 3rd person. Here is my code for first person view: //Put the camera on the object. D3DXVECTOR3 viewerPos; D3DXVECTOR3 lookAtThis; D3DXVECTOR3 up ( 5.0f, 1.0f, 0.0f ); D3DXVECTOR3 newUp; D3DXMATRIX matView; //Set the viewer's position to the position of the thing. viewerPos.x = character->x; viewerPos.y = character->y; viewerPos.z = character->z; // Create a new vector for the direction for the viewer to look character->setUpWorldMatrix(); D3DXVECTOR3 newDir, lookAtPoint; D3DXVec3TransformCoord(&newDir, &character->initVecDir, &character->matAllRotations); // set lookatpoint D3DXVec3Normalize(&lookAtPoint, &newDir); lookAtPoint.x += viewerPos.x; lookAtPoint.y += viewerPos.y; lookAtPoint.z += viewerPos.z; g_Camera.SetViewParams(&viewerPos, &lookAtPoint); So does anyone have an ideas how I can move the camera to the third person view? preferably timed so there is a smooth action in the camera movement. (I'm hoping I can just edit this code instead of bringing in another camera class)

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  • VLC Ati Radeon 6870 Ubuntu 12.04 image skewed flicker

    - by Aaron
    I'm running Ubuntu 12.04 with ATI Radeon 6870 connected to my 40' Sharp TV. The video image is slightly jigged, like breaking a bit and slightly delayed. It just isn't smooth. The computer is very fast, like i7 with 12gb ram. I tried to run the same video with my mac laptop and on the tv with the same connection cable and it was running smoothly. i tried changing the video output in VLC to x11, increase caching, h264 skip loop filter to all, increase monitor refresh rate although it's already at 60 and it's an LCD tv. this is my xorg.conf : Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[3]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-DFP9" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1920x1080" EndSection Section "Monitor" Identifier "0-DFP10" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x1024" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "amdcccle-Device[3]-0" Driver "fglrx" Option "Monitor-DFP9" "0-DFP9" BusID "PCI:3:0:0" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[3]-0" Device "amdcccle-Device[3]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Glitch-free cross-fades in HTML5

    - by Alexander Gladysh
    In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first sprite should vanish, and be replaced with the second one. How exactly the cross-fade is done — does not matter, as long as it is smooth and there are no visual glitches. I've tried two techniques: During the cross-fade I simultaneously interpolate alpha of the first sprite from 1.0 to 0.0, and alpha of the second sprite — from 0.0 to 1.0. With this technique I can see background in the middle of the cross-fade. That's because both sprites are semi-transparent most of the time. During the cross-fade I first interpolate alpha of the second sprite from 0.0 to 1.0 (first sprite alpha is at 1.0), and then interpolate alpha of the first sprite from 1.0 to 0.0. With this technique background is not seen, but the glow around sprites flashes during the cross-fide — when both sprites are near the full visibility. In non-HTML5 game I'd use shaders to do cross-fade separately in RGB and alpha channels. Is there a trick to do the cross-fade I need in HTML5 without visual glitches?

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  • CodePlex Daily Summary for Thursday, September 27, 2012

    CodePlex Daily Summary for Thursday, September 27, 2012Popular ReleasesVisual Studio Icon Patcher: Version 1.5.2: This version contains no new images from v1.5.1 Contains the following improvements: Better support for detecting the installed languages The extract & inject commands won’t run if Visual Studio is running You may now run in extract or inject mode The p/invoke code was cleaned up based on Code Analysis recommendations When a p/invoke method fails the Win32 error message is now displayed Error messages use red text Status messages use green textMCEBuddy 2.x: MCEBuddy 2.2.16: Changelog for 2.2.16 (32bit and 64bit) Now a standalone remote client also available to control the Engine remotely. 1. Added support for remote connections for status and configuration. MCEBuddy now uses port 23332. The remote server name, remote server port and local server port can be updated from the MCEBuddy.conf file BUT the Service or GUI needs to be restarted (i.e. reboot or restart service or restart program) for it to take effect. Refer to documentation for more details http://mce...LoLHQ - Personal League of Legends Assistant: LoLHQ v1.0: LoLHQ version 1.0 (full, portable) Instructions: - Download - Extract - Run LoLHQ.exe - If needed, specify League of Legends installation path.D3 Loot Tracker: 1.3.1 (patch): - Magic find value will now display properly and includes follower value. - ILevel of legendary items will now display properly.ZXing.Net: ZXing.Net 0.9.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2393 of the java version improved api better Unity support Windows RT binaries Windows CE binaries new Windows Service demo new WPF demoSSIS GoogleAnalyticsSource: Version 1.1 Alpha 2: The component uses now the Google API V2.4 including the management API.Ext Spec: Ext Spec 1.0.0: Completed remaining tasks: 7 12 17The GLMET Project: Sound Recorder: --WinRtBehaviors: V1.0.2: Includes simple Blend SupportMVC Bootstrap: MVC Boostrap 0.5.1: A small demo site, based on the default ASP.NET MVC 3 project template, showing off some of the features of MVC Bootstrap. This release uses Entity Framework 5 for data access and Ninject 3 for dependency injection. If you download and use this project, please give some feedback, good or bad!Simple PM - Project Management Simplified !: Simple Pm v1 - Aplha (Re-released): INSTALLATION GUIDE 1. Run the web setup, which will install the web app to IIS. 2. Make sure you select your application pool to "ASP.NET v4.0" during the installation. 3. Create a database named "SimplePm" 4. Run the attached database script on this database. 5. Change the database username and password in connection strings defined as SimplePmEntities and ApplicationServices from the Web.config file 6. Thats its ! Simple Pm are ready to go ! For any installation assistance feel free to c...menu4web: menu4web 1.0 - free javascript menu for web sites: menu4web 1.0 has been tested with all major browsers: Firefox, Chrome, IE, Opera and Safari. Minified m4w.js library is less than 9K. Includes 21 menu examples of different styles. Can be freely distributed under The MIT License (MIT).Rawr: Rawr 5.0.0: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Coevery - Free CRM: Coevery 1.0.0.26: The zh-CN issue has been solved. We also add a project management module.VidCoder: 1.4.1 Beta: Updated to HandBrake 4971. This should fix some issues with stuck PGS subtitles. Fixed build break which prevented pre-compiled XML serializers from showing up. Fixed problem where a preset would get errantly marked as modified when re-opening the encode settings window or importing a new preset.JSLint for Visual Studio 2010: 1.4.0: VS2012 support is alphaBlackJumboDog: Ver5.7.2: 2012.09.23 Ver5.7.2 (1)InetTest?? (2)HTTP?????????????????100???????????Player Framework by Microsoft: Player Framework for Windows 8 (Preview 6): IMPORTANT: List of breaking changes from preview 5 Added separate samples download with .vsix dependencies instead of source dependencies Support for FreeWheel SmartXML ad responses Support for Smooth Streaming SDK DownloaderPlugins Support for VMAP and TTML polling for live scenarios Support for custom smooth streaming byte stream and scheme handlers Support for new play time and position tracking plugin Added IsLiveChanged event Added AdaptivePlugin.MaxBitrate property Add...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.8: Version: 2.5.0.8 (Milestone 8): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Mark the class DataModel as serializable. InfoMan: Minor improvements. InfoMan: Add unit tests for all modules. Othe...LogicCircuit: LogicCircuit 2.12.9.20: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionToolbars on text note dialog are more flexible now. You can select font face, size, color, and background of text you are typing. RAM now can be initialized to one of the following: random va...New ProjectsAltairis Binary Store Provider: Altairis Binary Store is provider based system for storing arbitrary binary data either in file system or in Azure Blob Storage.Azure Diagnostic Log Viewer: This tool helps in viewing logs written in azure diagnostics log tables. <MORE DETAILS COMING SOON>bluequiz: Là d? án giúp các cá nhân, t? ch?c, tru?ng h?c, t? ch?c thi tr?c nghi?m tr?c tuy?n và qu?n lý di?m m?t cách d? dàng hon.Detect User Geo location: Detect site visitor geo location Detect geo location of the site visitors by html5 geolocation (first) or ipinfodb.com(second choice). Educards: Educational cards.EuWangSSO: SSO (single sign-on) solutionFree Aspx Image Gallery: This is first basic release of my free aspx image gallery project. It is free to use and modify by the user without any need of providing any credit to me.GEFe: GEFeguohai's project: a open source project!ISMOT - Async Helper: This is a wrapper library for Microsoft's Async Library (CTP). Using this library greatly facilitates async calls in Silverlight and Windows Phone projects.LoLHQ - Personal League of Legends Assistant: LoLHQ - Personal League of Legends Assistant Check detailed ELO ratings and statistics of your teammates. Personalize counter-pick lists, view Champions detailsMNK-HKM addon: Special thanks to: Kill Us Or Die TryingPCV_CLINIC: my project PCV_ClinicRemote Commands: Program which allow to control computer sending e-mails with commands.Resource File Comparer: Resource File Comparer is a quick utility to help compare the availability of required resource strings in all resource files for an application.Rich Client Template: The new Rich Client Template for Visual Studio 2012Simple Microsoft Excel Document Converter (Convert To XLS, XLSX, PDF, XPS): This library is based on Microsoft.Office.Interop.Excel. This library can convert Excel documents to PDF or XPS in C#.TCC News: testeTesPro: ???The Eggbert Chronicles: The Eggbert Chronicles, a 2.5D platformer built in Unity and created using Javascript and C#.Tombola XNA: Gioco della tombola utilizzando XNA.Tools and Company: "Tools and Company" is a DLL which contains a set of useful and generic classes and functions in C# language. I use this DLL in my different other C# projects.TradeIt: :)usermade: user made websiteWIT Sync Manager 2010: Enables you to synchronize virtually all aspects of work item types and related artifacts across collections and projects in TFS 2010.xebictetris: Xebic Tetris Web Testxmwms: xmwmsXNA for Windows 8(Windows RT).: Officially there is no support for XNA Game Studio in Windows 8(WinRT). So this is a light weight XNA Framework made using the .NET 4.5 and Metro Style APIs and????????????? ?????????: ???????? ?????? ?? ???????? ?????????????? ??????????

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • How to implement a no-login authentication system

    - by mrwooster
    I am looking to build a very loose authentication system that can track a user and link submitted data/comments to a specific user. The submissions are essentially anonymous, but a user may want to edit his submission/comment at a later date. I want the experience to be as smooth as possible so do not want to ask users to sign up for an account and then login each time. There is no point as their submissions are not in their name and to another user browsing the site, there is no way of linking a submission to a specific user (think anonymous comments on a blog post or pastie). However, the user should have the ability to edit (at least in the short term) the content they have posted. The way I imagine doing this would be to place a unique identifier in a cookie on the users machine. This would enable me to link a submission to a user, and while that cookie remained on the users machine, I would allow them to edit their content. Of course, if the cookie is lost, or the user accesses the site from a different browser, then they would not be able to edit their content, but this is not really an issue, they can always resubmit a new piece of content. Is there a better way of doing this? How can I implement this so that the user can edit their data for the longest possible amount of time.

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  • How to monetize and protect a engine's and its framework's copyrights and patents?

    - by Arthur Wulf White
    I created a game engine that handles: Rendering levels with 2d textured curved surfaces Collisions with curved surfaces Animationn paths on and navigation in 2d-sapce I have also made a framework for: Procedural organic level generation with round surfaces Level editing Light weight sprite design The engine and framework are written in AS3 and I am in the process of translating the code into HaXe to better support other platforms. I am also interested in adding Animated curved platforms More advanced level editing features Currently, I have a part time job and any time I spend on this engine is either taken out of my limited free time (I'm a student working to support myself through school) or out my time working at my job. I really believe this engine can make life much easier for people designing Tower Defence games, Shooters and and Platformers while also possibly improving their results. It could also support RTS, RPGs and racing games very well. It continains original algorithms that could be used for procedural generation of organic round and smooth levels. The algorithms I used are new and are not available in any other level editor I've seen. In order to constantly improve the Engine and have it tested thoroughly I think the best route is releasing it to the public. What are the best ways to benefit myself and others with my new framework? I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief. I am thinking of designing three sample games, releasing them and starting a kickstarter, any advice and thoughts on the matter would be valuable. My goal is like Markus von Broady suggested, to get people involved in developing the engine and let people use it for games for either a symbolic fee or for free and charge for support. That or use some form of croud sourcing. Do I need to hire a lawyer to get some sort of legal document to protect my work?

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  • Debian Server wont reboot from script

    - by Littlejon
    I have a script that is run to backup a server via Rsync, after that script is run I want the server to reboot. My script is run as root from the Crontab at 3am in the morning. #!/bin/bash HOST="email" RSYNC_OPTS="-a -v -v --progress --stats --delete" RSYNC_DEST="10.0.0.10::$HOST" BACKUP_LIST="/etc /home /root" TIMESTAMP="/timestamp-bkup-start.chk" TIMESTAMP2="/timestamp-bkup-stop.chk" touch $TIMESTAMP rsync $RSYNC_OPTS $TIMESTAMP $RSYNC_DEST for BACKUP_ITEM in $BACKUP_LIST; do rsync $RSYNC_OPTS $BACKUP_ITEM $RSYNC_DEST done /etc/init.d/zimbra stop sleep 60s rsync $RSYNC_OPTS /opt $RSYNC_DEST touch $TIMESTAMP2 rsync $RSYNC_OPTS $TIMESTAMP2 $RSYNC_DEST echo `date +%Y%m%d%H%M` >> /var/log/reset reboot # $# shows number of args passed # $1 to access first variable #if [ $# -eq 1 ]; then # if [ $1 = "withreboot" ]; then # echo "rebooting..."; # echo `date +%Y%m%d%H%M` >> /var/log/reset # /sbin/reboot # fi #fi I have tried using init 6 rather then reboot. I have tried /sbin/reboot. I also have another basic script that just echos to the reset log and runs reboot without issue. It is just with the script above the server wont restart. If anyone has any theories that would be great as I have run out of idea. Thanks, Jon

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  • CodePlex Daily Summary for Sunday, October 28, 2012

    CodePlex Daily Summary for Sunday, October 28, 2012Popular ReleasesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. IMPROVEMENTS & FIXESIMPORTANT: List of breaking changes from preview 6 Support for the latest smooth streaming SDK. Xaml only: Support for moving any of the UI elements outside the MediaPlayer (e.g. into the appbar). Note: Equivelent changes to the JS version due in coming week. Support for localizing all text used in t...Send multiple SMS via Way2SMS C#: SMS 1.1: Added support for 160by2Quick Launch: Quick Launch 1.0: A Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsPress Win+Q and start to search and run. http://www.codeplex.com/Download?ProjectName=quicklaunch&DownloadId=523536Orchard Project: Orchard 1.6: Please read our release notes for Orchard 1.6: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.ZXMAK2: Version 2.6.7.0: - small performance improvements - fix & improvements for Direct3D renderer (thanks to zebest for testing)Media Companion: Media Companion 3.507b: Once again, it has been some time since our release, and there have been a number changes since then. It is hoped that these changes will address some of the issues users have been experiencing, and of course, work continues! New Features: Added support for adding Home Movies. Option to sort Movies by votes. Added 'selectedBrowser' preference used when opening links in an external browser. Added option to fallback to getting runtime from the movie file if not available on IMDB. Added new Big...MSBuild Extension Pack: October 2012: Release Blog Post The MSBuild Extension Pack October 2012 release provides a collection of over 475 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUI...NAudio: NAudio 1.6: Release notes at http://mark-dot-net.blogspot.co.uk/2012/10/naudio-16-release-notes-10th.htmlPowerShell Community Extensions: 2.1 Production: PowerShell Community Extensions 2.1 Release NotesOct 25, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. See the ReleaseNotes.txt download above for more information.Umbraco CMS: Umbraco 4.9.1: Umbraco 4.9.1 is a bugfix release to fix major issues in 4.9.0 BugfixesThe full list of fixes can be found in the issue tracker's filtered results. A summary: Split buttons work again, you can now also scroll easier when the list is too long for the screen Media and Content pickers have information of the full path of the picked item Fixed: Publish status may not be accurate on nodes with large doctypes Fixed: 2 media folders and recycle bins after upgrade to 4.9 The template/code ...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...Rawr: Rawr 5.0.2: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...MCEBuddy 2.x: MCEBuddy 2.3.5: Changelog for 2.3.5 (32bit and 64bit) 1. Fixed a bug causing MCEBuddy to crash during or after installation on Windows XP 2. Bugfix for resource leak with UPnP which would lead to a failure after many days 3. Increased the UPnP discovery re-scan interval from 10 minutes to 30 minutes 4. Added support for specifying TVDB and IMDB id’s in the conversion task page (forcing the internet lookup for metadata)CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1025.5): [NEW] Support for connecting to CRM Online via Office 365 (OSDP) [NEW] Current connection information and loaded ribbon name are displayed in the status bar [IMPROVED] Connect dialog minor improvements and error message descriptions [IMPROVED] Connecting to a CRM server will close currently loaded ribbon upon confirmation (if another ribbon was loaded previously) [FIX] Fixed bug in Open Ribbon dialog which would not allow to refresh entity list more than onceReadable Passphrase Generator: KeePass Plugin 0.8.0: Changes: Interrogative phrases (questions) like why did the statesman burgle amidst lucid sunlamps Support transitive / intransitive verbs (whether a verb needs a subject or not). Change adverbs to be either before or after the verb, at random. Add an "equal" version of each strength, where each possibility is equally likely (for password purists). 3401 words in the default dictionary (~400 more than previous release) Fixed bugs when choosing verb tenseseWay payment gateway provider for NB_Store: NB_Store_Gateway_eWay: Install package for eWAY gateway for NB_Store.fastJSON: v2.0.9: - added support for root level DataSet and DataTable deserialize (you have to do ToObject<DataSet>(...) ) - added dataset testsMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.72: Fix for Issue #18819 - bad optimization of return/assign operator.WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.390: Version 2.5.0.390 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Fix recent file list remove issue. WAF: Minor code improvements. BookLibrary: Fix Blend design time support o...Fiskalizacija za developere: FiskalizacijaDev 1.1: Ovo je prva nadogradnja ovog projekta nakon inicijalnog predstavljanja - dodali smo nekoliko feature-a, bilo zato što smo sami primijetili da bi ih bilo dobro dodati, bilo na osnovu vaših sugestija - hvala svima koji su se ukljucili :) Ovo su stvari riješene u v1.1.: 1. Bilo bi dobro da se XML dokument koji se šalje u CIS može snimiti u datoteku (http://fiskalizacija.codeplex.com/workitem/612) 2. Podrška za COM DLL (VB6) (http://fiskalizacija.codeplex.com/workitem/613) 3. Podrška za DOS (unu...New ProjectsAnalytics for Windows 8: SIlverlight / WPF User control integrated in WPF / SILVERLIGHT / WINDOWS PHONE Apps in order to collect user data ( Action , Timespan etc ) . bGui - User Interfaces in Batch: A small project for allowing basic user interface creation in batch. Still under strict development, see documentation for current functionality.Blog Projects: Projects wich i use in my blog postsCloud Sync Service: This Windows Service lets you sync your files across other machines by using Cloud File Storage as gateway. Amazon S3 and Windows Azure supported.CocoaVP8: CocoaVP8 is a dual-licensed commercial/GPL native library which allows Mac and iOS applications to easily use the VP8 video codec.DarkSky Orchard Microdata: Microdata is an Orchard module that exposes a MicrodataPart that will render microdata for your content items.Gerenciador Paroquial: Um conjunto de ferramentas desenvolvido para auxiliar a administração de comunidades eclesiásticas episcopais.Quick Launch: Quick Launch - a New Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsRDI Alef: RDI ALEF (ALef Entities Framework) é uma biblioteca desenvolvida em C# para persistência de objetos em um banco de dados. Encapsula um manipulador SQL e o funciSend multiple SMS via Way2SMS C#: Way2SMS, 160BY2, SMS, INDIATrending: Trending program; calculates the highest and lowest changes in frequency of specific words in two files.

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • My Windows Phone 7 experience: 45 days in

    - by Enrique Lima
    November 13th, 2010 was the day I got my Windows Phone 7.  It was an exciting day, a lot of anxiety too.  Over a phone? Sadly, yes! Being a Zune Pass subscriber, it was something worth looking forward too, being a consultant that relies and works with Microsoft technologies and having the option of OneNote (without converters and such) on my phone was a great thing too. Has that changed over 45 days?  No, not really.  But I find myself at the very same place I was with my iPhone, I don’t really use the music player as I spend enough time in front of a computer where I have Pandora and the Zune Desktop.  Or in a car with Satellite Radio.  As for OneNote, that keeps me hooked and with access to my notes no matter where I take them. The Device: Samsung Focus Likes: OneNote integration, Zune capabilities (just note my comment above), fast and smooth interface, calendar, tiles, the device itself. Dislikes: Heavy glitches in SharePoint interaction. And a very weird one I have experienced is, any pictures I get sent from an iPhone via email will register as an attachment but the pictures are not listed as the attachment once I open the message … weird!!  Then, of course, some apps have not made it to the platform (not sure they ever will … Pandora??!!??  Chase??!!??).  But those apps missing is not the phone, or Microsoft’s fault (IMO).  In summary, I am happy with it, and some of the missing apps have made me shift the way I work with the products or features affected … meaning I rely on my desktop stuff for that.

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  • Processing Kinect v2 Color Streams in Parallel

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/08/20/processing-kinect-v2-color-streams-in-parallel.aspxProcessing Kinect v2 Color Streams in Parallel I've really been enjoying being a part of the Kinect for Windows Developer's Preview. The new hardware has some really impressive capabilities. However, with great power comes great system specs. Unfortunately, my little laptop that could is not 100% up to the task; I've had to get a little creative. The most disappointing thing I've run into is that I can't always cleanly display the color camera stream in managed code. I managed to strip the code down to what I believe is the bear minimum: using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   BitmapToDisplay.Lock(); _ColorFrame.CopyConvertedFrameDataToIntPtr( BitmapToDisplay.BackBuffer, Convert.ToUInt32( BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight ), ColorImageFormat.Bgra ); BitmapToDisplay.AddDirtyRect( new Int32Rect( 0, 0, _ColorFrame.FrameDescription.Width, _ColorFrame.FrameDescription.Height ) ); BitmapToDisplay.Unlock(); } With this snippet, I'm placing the converted Bgra32 color stream directly on the BackBuffer of the WriteableBitmap. This gives me pretty smooth playback, but I still get the occasional freeze for half a second. After a bit of profiling, I discovered there were a few problems. The first problem is the size of the buffer along with the conversion on the buffer. At this time, the raw image format of the data from the Kinect is Yuy2. This is great for direct video processing. It would be ideal if I had a WriteableVideo object in WPF. However, this is not the case. Further digging led me to the real problem. It appears that the SDK is converting the input serially. Let's think about this for a second. The color camera is a 1080p camera. As we should all know, this give us a native resolution of 1920 x 1080. This produces 2,073,600 pixels. Yuy2 uses 4 bytes per 2 pixel, for a buffer size of 4,147,200 bytes. Bgra32 uses 4 bytes per pixel, for a buffer size of 8,294,400 bytes. The SDK appears to be doing this on one thread. I started wondering if I chould do this better myself. I mean, I have 8 cores in my system. Why can't I use them all? The first problem is converting a Yuy2 frame into a Bgra32 frame. It is NOT trivial. I spent a day of research of just how to do this. In the end, I didn't even produce the best algorithm possible, but it did work. After I managed to get that to work, I knew my next step was the get the conversion operation off the UI Thread. This was a simple process of throwing the work into a Task. Of course, this meant I had to marshal the final write to the WriteableBitmap back to the UI thread. Finally, I needed to vectorize the operation so I could run it safely in parallel. This was, mercifully, not quite as hard as I thought it would be. I had my loop return an index to a pair of pixels. From there, I had to tell the loop to do everything for this pair of pixels. If you're wondering why I did it for pairs of pixels, look back above at the specification for the Yuy2 format. I won't go into full detail on why each 4 bytes contains 2 pixels of information, but rest assured that there is a reason why the format is described in that way. The first working attempt at this algorithm successfully turned my poor laptop into a space heater. I very quickly brought and maintained all 8 cores up to about 97% usage. That's when I remembered that obscure option in the Task Parallel Library where you could limit the amount of parallelism used. After a little trial and error, I discovered 4 parallel tasks was enough for most cases. This yielded the follow code: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   private void ColorFrameArrived( object sender, ColorFrameArrivedEventArgs e ) { if( null == e.FrameReference ) return;   // If you do not dispose of the frame, you never get another one... using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   Task.Factory.StartNew( () => { ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   Application.Current.Dispatcher.Invoke( () => { BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } ); } ); } } This seemed to yield a results I wanted, but there was still the occasional stutter. This lead to what I realized was the second problem. There is a race condition between the UI Thread and me locking the WriteableBitmap so I can write the next frame. Again, I'm writing approximately 8MB to the back buffer. Then, I started thinking I could cheat. The Kinect is running at 30 frames per second. The WPF UI Thread runs at 60 frames per second. This made me not feel bad about exploiting the Composition Thread. I moved the bulk of the code from the FrameArrived handler into CompositionTarget.Rendering. Once I was in there, I polled from a frame, and rendered it if it existed. Since, in theory, I'm only killing the Composition Thread every other hit, I decided I was ok with this for cases where silky smooth video performance REALLY mattered. This ode looked like this: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   void CompositionTarget_Rendering( object sender, EventArgs e ) { using( ColorFrame _ColorFrame = FrameReader.AcquireLatestFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } }

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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