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  • Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 2

    - by rajbk
    In the previous post, you saw how to create an OData feed and pre-filter the data. In this post, we will see how to shape the data. A sample project is attached at the bottom of this post. Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 1 Shaping the feed The Product feed we created earlier returns too much information about our products. Let’s change this so that only the following properties are returned – ProductID, ProductName, QuantityPerUnit, UnitPrice, UnitsInStock. We also want to return only Products that are not discontinued.  Splitting the Entity To shape our data according to the requirements above, we are going to split our Product Entity into two and expose one through the feed. The exposed entity will contain only the properties listed above. We will use the other Entity in our Query Interceptor to pre-filter the data so that discontinued products are not returned. Go to the design surface for the Entity Model and make a copy of the Product entity. A “Product1” Entity gets created.   Rename Product1 to ProductDetail. Right click on the Product entity and select “Add Association” Make a one to one association between Product and ProductDetails.   Keep only the properties we wish to expose on the Product entity and delete all other properties on it (see diagram below). You delete a property on an Entity by right clicking on the property and selecting “delete”. Keep the ProductID on the ProductDetail. Delete any other property on the ProductDetail entity that is already present in the Product entity. Your design surface should look like below:    Mapping Entity to Database Tables Right click on “ProductDetail” and go to “Table Mapping”   Add a mapping to the “Products” table in the Mapping Details.   After mapping ProductDetail, you should see the following.   Add a referential constraint. Lets add a referential constraint which is similar to a referential integrity constraint in SQL. Double click on the Association between the Entities and add the constraint with “Principal” set to “Product”. Let us review what we did so far. We made a copy of the Product entity and called it ProductDetail We created a one to one association between these entities Excluding the ProductID, we made sure properties were not duplicated between these entities  We added a ProductDetail entity to Products table mapping (Entity to Database). We added a referential constraint between the entities. Lets build our project. We get the following error: ”'NortwindODataFeed.Product' does not contain a definition for 'Discontinued' and no extension method 'Discontinued' accepting a first argument of type 'NortwindODataFeed.Product' could be found …" The reason for this error is because our Product Entity no longer has a “Discontinued” property. We “moved” it to the ProductDetail entity since we want our Product Entity to contain only properties that will be exposed by our feed. Since we have a one to one association between the entities, we can easily rewrite our Query Interceptor like so: [QueryInterceptor("Products")] public Expression<Func<Product, bool>> OnReadProducts() { return o => o.ProductDetail.Discontinued == false; } Similarly, all “hidden” properties of the Product table are available to us internally (through the ProductDetail Entity) for any additional logic we wish to implement. Compile the project and view the feed. We see that the feed returns only the properties that were part of the requirement.   To see the data in JSON format, you have to create a request with the following request header Accept: application/json, text/javascript, */* (easy to do in jQuery) The result should look like this: { "d" : { "results": [ { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(1)", "type": "NorthwindModel.Product" }, "ProductID": 1, "ProductName": "Chai", "QuantityPerUnit": "10 boxes x 20 bags", "UnitPrice": "18.0000", "UnitsInStock": 39 }, { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(2)", "type": "NorthwindModel.Product" }, "ProductID": 2, "ProductName": "Chang", "QuantityPerUnit": "24 - 12 oz bottles", "UnitPrice": "19.0000", "UnitsInStock": 17 }, { ... ... If anyone has the $format operation working, please post a comment. It was not working for me at the time of writing this.  We have successfully pre-filtered our data to expose only products that have not been discontinued and shaped our data so that only certain properties of the Entity are exposed. Note that there are several other ways you could implement this like creating a QueryView, Stored Procedure or DefiningQuery. You have seen how easy it is to create an OData feed, shape the data and pre-filter it by hardly writing any code of your own. For more details on OData, Google it with your favorite search engine :-) Also check out the one of the most passionate persons I have ever met, Pablo Castro – the Architect of Aristoria WCF Data Services. Watch his MIX 2010 presentation titled “OData: There's a Feed for That” here. Download Sample Project for VS 2010 RTM NortwindODataFeed.zip

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  • Oracle Linux Events in December

    - by Zeynep Koch
    December will be a busy month for Oracle Linux team. We will be showcasing Oracle Linux and Oracle VM in conferences all around the world. Here's a list of December events we will showcase Oracle Linux: Gartner Data Center – North America Oracle will have a session and booth - Register today Dec 3-6, Las Vegas, USA 0 0 1 66 377 Oracle Corporation 3 1 442 14.0 96 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman";} Oracle Open World Latin America Oracle OpenWorld Latin America December 4–6, Sao Paulo, Brazil 0 0 1 25 145 Oracle Corporation 1 1 169 14.0 96 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman";} HP Discover EMEA HP Discover – EMEA December 4 – 6, Messe Frankfurt, Germany (Oracle Platinum sponsor) 0 0 1 41 239 Oracle Corporation 1 1 279 14.0 96 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman";} Oracle Superior Solutions and Cost Savings with Oracle Linux and Oracle VM See Location Details and register Dec 4 Kansas City and Tampa Dec 6 Milwaukee and Miami Dec 11 Washington, DC Dec 13 Raleigh Visit our booth and you can grab an Oracle Linux/Oracle VM DVD Kit and talk to Oracle Linux experts.

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  • Ubuntu can't find the correct max resolution with Samsung SyncMaster SA300

    - by fatmatto
    i decided to install ubuntu also on my desktop PC (Windows has been exorcised from my life) but i am having some problems i didn't have with previous hardware configurations. My display is a Samsung SyncMaster SA300, on windows vista the maximum resolution (1920x1080) worked well, but now, ubuntu (after installing fglrx drivers) tells me that the maximum resolution is 1600x1200 I googled a lot last night, and i found a lot of people solving this (on different displays though) with xrandr. I was not able to do it, because xrandr keep complaining "you goddamn maximum resolution is 1600x1600". What xranrd clean command say is: mattia@fatdesktop:~$ xrandr Screen 0: minimum 320 x 200, current 1600 x 1200, maximum 1600 x 1600 DFP1 disconnected (normal left inverted right x axis y axis) CRT1 disconnected (normal left inverted right x axis y axis) CRT2 connected 1600x1200+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1600x1200 60.0*+ 1400x1050 60.0 1280x1024 60.0 47.0 43.0 1440x900 59.9 1280x960 60.0 1280x800 60.0 1152x864 60.0 47.0 43.0 1280x768 59.9 56.0 1280x720 60.0 50.0 1024x768 60.0 43.5 800x600 60.3 56.2 47.0 720x576 50.0 720x480 60.0 640x480 60.0 TV disconnected (normal left inverted right x axis y axis) CV disconnected (normal left inverted right x axis y axis) Then according to other internet posts and forums: mattia@fatdesktop:~$ cvt 1920 1080 60 # 1920x1080 59.96 Hz (CVT 2.07M9) hsync: 67.16 kHz; pclk: 173.00 MHz Modeline "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync So now i have to add that modeline mattia@fatdesktop:~$ xrandr --newmode "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync mattia@fatdesktop:~$ xrandr --addmode CRT2 1920x1080_60.00 And here comes the pain: mattia@fatdesktop:~$ xrandr --output CRT2 --mode 1920x1080_60.00 xrandr: **screen cannot be larger than 1600x1600 (desired size 1920x1080)** See? screen cannot be larger than 1600x1600 (desired size 1920x1080) At this point, the 1920x1080 option appears inside the resolution choice menu (the graphical one). But last night, when i tried to select it, my screen went black, and i had to power off the pc. Any clues? am i on the wrong path?

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  • Two 12.04 machines have the same display settings but different results

    - by durron597
    I have one machine that has a relatively fresh install of 12.04 and one that I inherited. The terminal window in the inherited machine has a really weird font, and the regular one is what I would expect. Especially the behavior of the "m" character is messed up. Note: both of these machines are on the same KVM switch. Here is what I've tried: MyUnity on both machines seem the same .bashrc on both machines seem similar in all the ways that would matter for this issue The terminal profiles on both machines are the default Here are the xrandr outputs: Good xrandr: Screen 0: minimum 320 x 200, current 1280 x 1024, maximum 4096 x 4096 VGA1 connected 1280x1024+0+0 (normal left inverted right x axis y axis) 376mm x 301mm 1280x1024 60.0 + 76.0 75.0* 72.0 70.0 1152x864 75.0 1024x768 75.1 70.1 60.0 832x624 74.6 800x600 72.2 75.0 60.3 640x480 72.8 75.0 66.7 60.0 720x400 70.1 Bad xrandr: Screen 0: minimum 8 x 8, current 1280 x 1024, maximum 8192 x 8192 DP-0 disconnected (normal left inverted right x axis y axis) DP-1 disconnected (normal left inverted right x axis y axis) DP-2 disconnected (normal left inverted right x axis y axis) DP-3 connected 1280x1024+0+0 (normal left inverted right x axis y axis) 376mm x 301mm 1280x1024 60.0*+ 76.0 75.0 72.0 70.0 1152x864 75.0 1024x768 75.0 70.1 60.0 800x600 75.0 72.2 60.3 640x480 75.0 72.8 59.9 Finally here are screenshots of both machines, it seems to really only be Terminal, I have askubuntu behind the terminal window for comparison: Good screenshot: Bad Screenshot: Any thoughts as to what this might be?

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  • FY12 Partner Kickoff – Are you Ready?

    - by user715249
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Want to know what Oracle has up its sleeve for FY12? Join us on June 28th (or 29th depending on your region) as we kick off the new year and fill you in on our latest plans. This live, interactive session will be hosted by Judson Althoff and he’s bringing some top Oracle executives into the studio with him. Take a peek below as Lydia Smyers, Oracle WW A&C vice president, talks about this upcoming event. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} As if that weren’t enough, Oracle President Mark Hurd will update you on his focus for partners in FY12 and OPN will be making a special announcement for our ISV partners highlighting some exciting new offerings on how we will go to market together.  But wait, there’s more – you’ll also hear from Oracle product executives and regional sales leaders outlining their priorities for the upcoming year.  Phew – We’re tired just thinking about all of the great content that will be shared on June 28th/29th.  There are a lot of exciting announcements in store for you later this month so tune in for the latest updates! Register now to get your name on ‘the list’, The OPN Communications Team

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  • Oracle bleibt auch 2011 Spitzenreiter im Bereich Datenbanken

    - by Anne Manke
    Mit der Veröffentlichung der aktuellen Ausgabe "Market Share: All Software Markets, Worldwide 2011" bestätigt das weltweit führende Marktanalyseunternehmen Gartner Oracle's Marktführerschaft im Bereich der Relationellen Datenbank Management Systeme (RDBMS). Oracle konnte innerhalb des letzten Jahres seinen Abstand zu seinen Marktbegleitern im Bereich der RDBMS mit einem stabilen Wachstum von 18% sogar ausbauen: der Marktanteil stieg im Jahr 2010 von 48,2% auf 48,8% im Jahr 2011. Damit ist der Abstand zu Oracle's stärkstem Verfolger IBM auf 28,6%.   Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:61; mso-style-unhide:no; border:solid #C0504D 1.0pt; mso-border-themecolor:accent2; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2FirstRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-shading:#C0504D; mso-tstyle-shading-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:2.25pt double #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} Revenue 2010 ($USM) Revenue 2011 ($USM) Growth 2010 Growth 2011 Share 2010 Share 2011 Oracle 9,990.5 11,787.0 10.9% 18.0% 48.2% 48.8% IBM 4,300.4 4,870.4 5.4% 13.3% 20.7% 20.2% Microsoft 3,641.2 4,098.9 10.1% 12.6% 17.6% 17.0% SAP/Sybase 744.4 1,101.1 12.8% 47.9% 3.6% 4.6% Teradata 754.7 882.3 16.9% 16.9% 3.6% 3.7% Source: Gartner’s “Market Share: All Software Markets, Worldwide 2011,” March 29, 2012, By Colleen Graham, Joanne Correia, David Coyle, Fabrizio Biscotti, Matthew Cheung, Ruggero Contu, Yanna Dharmasthira, Tom Eid, Chad Eschinger, Bianca Granetto, Hai Hong Swinehart, Sharon Mertz, Chris Pang, Asheesh Raina, Dan Sommer, Bhavish Sood, Marianne D'Aquila, Laurie Wurster and Jie Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:61; mso-style-unhide:no; border:solid #C0504D 1.0pt; mso-border-themecolor:accent2; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2FirstRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-shading:#C0504D; mso-tstyle-shading-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:2.25pt double #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:61; mso-style-unhide:no; border:solid #C0504D 1.0pt; mso-border-themecolor:accent2; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2FirstRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-shading:#C0504D; mso-tstyle-shading-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:2.25pt double #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;}

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Einladung zur Oracle SE University am 13./14. Dezember 2011

    - by A&C Redaktion
    Sehr geehrte Oracle Partner, die erste Oracle SE University wird von Azlan und Oracle gemeinsam ins Leben gerufen, dazu laden wir Sie herzlich ein. Zielgruppe sind die technischen Ansprechpartner aller Oracle Partner. Wir bieten Ihnen in Fulda einen umfassenden Überblick über aktuelle Technologien, Produkte und Dienstleistungen mit den Schwerpunkten Oracle on Oracle, Positionierung und Architektur. Dabei werden sowohl bewährte Software-Produktbereiche wie Datenbank und Fusion Middleware beleuchtet, als auch klassische Hardware-Themen wie Systems, Storage und Virtualisierung. Die Agenda finden Sie hier. Top-Referenten garantieren Ihnen qualitativ hochwertige und technisch anspruchsvolle Vorträge.  Projektberichte aus der Praxis bringen Ihnen Kernthemen näher, um mit diesem Wissen zusätzlichen Umsatz zu generieren. Nutzen Sie darüber hinaus die Möglichkeiten zum Networking, die im täglichen Geschäft Gold wert sind.Logistische Informationen: Termin: 13. - 14. Dezember 2011 Ort: Fulda - bietet als die Barockstadt Deutschlands einen reizvollen Kontrast zu unseren technischen Themen. Aber vor allem liegt Fulda fast genau in der geographischen Mitte Deutschlands und ist via einem modernen ICE-Bahnhof bestens von ganz Deutschland aus zu erreichen. Hotel Esperanto Kongress- und Kulturzentrum Fulda: Vom Bahnhof aus gehen Sie gemütliche zwei Minuten um die Ecke und kommen direkt ins Hotel. Für PKW Fahrer sind ausreichend Parkplätze direkt am Hotel vorhanden. Zielgruppe: SEs, technischer Vertrieb, technische Consultants Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-fareast-language:EN-US;} Konzept der Oracle SE University: Plenum Sessions und Keynote mit strategischen Übersichtsthemen Break Out Sessions (4 Sessions parallel) mit technischem Tiefgang Technologie, Projekterfahrungen, Architekturen, Lösungsszenarien u.v.m. Networking: bei einem gemeinsamen Abendessen am 13.12., ab 19.00 Uhr. Im hauseigenen Grill-Restaurant "El Toro Nero" gibt es die brasilianische Spezialität "Rodizio". Die Teilnahme zur Oracle SE University inklusive dem gemeinsamen Abendessen ist für Sie kostenfrei, die Übernachtungskosten werden von Ihnen selbst getragen. Melden Sie sich bitte bis spätestens 30.11. zur Oracle SE University hier an. Wir haben ein Zimmer-Kontingent reserviert, die Buchung bitten wir Sie online selbst vorzunehmen. Bitte geben Sie bei der Buchung das Stichwort „Oracle SE Uni“ an, damit erhalten Sie den Sonderpreis von 102,- Euro inklusive Frühstück. Wir freuen uns, Sie in Fulda zu begrüßen! Joachim Hissmann Birgit Nehring Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Manager Key Partner HW Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Direktor Software & Solution Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Oracle Deutschland Tech Data/Azlan ================================================================= Kontakte Azlan:Peter MosbauerTel.: 089 [email protected] Robert BacciTel.: 089 4700-3018 [email protected] Oracle:Regina SteyerTel.: 0211 [email protected]

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  • apache2 is making my amazon ec2 unavailable, any ideas?

    - by Tim
    I have a web server running on a EC2 c1.medium intance. The instance is running on ubuntu, with apache2 and mysql.The ubuntu and apache version are the next; Ubuntu DISTRIB_ID=Ubuntu DISTRIB_RELEASE=11.04 DISTRIB_CODENAME=natty DISTRIB_DESCRIPTION="Ubuntu 11.04" Apache2 Server version: Apache/2.2.17 (Ubuntu) Server built: Feb 22 2011 18:33:02 Sometimes randomly, my server "hangs up", I cannot connect to it using normal web access or ssh access. If I reboot the instance it reboots fine, the amazon system log doesn't show anything weird, but the problem persists The only way to solve it its stopping the instance, and start it again. I think that the problem its has something to do with apache, because the last lines of the error log lists: normal errors [Sun Jun 19 06:25:09 2011] [notice] Apache/2.2.17 (Ubuntu) PHP/5.3.5-1ubuntu7.2 with Suhosin-Patch configured -- resuming normal operations nobody cant connetc... no more erros until i stop and start the instance normal errors [Wed Jun 22 14:21:18 2011] [notice] Apache/2.2.17 (Ubuntu) PHP/5.3.5-1ubuntu7.2 with Suhosin-Patch configured -- resuming normal operations nobody cant connetc... no more erros until i stop and start the instance Can somebody please help me?

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  • C Problem with Compiler?

    - by Solomon081
    I just started learning C, and wrote my hello world program: #include <stdio.h> main() { printf("Hello World"); return 0; } When I run the code, I get a really long error: Apple Mach-O Linker (id) Error Ld /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug/CProj normal x86_64 cd /Users/Solomon/Desktop/C/CProj setenv MACOSX_DEPLOYMENT_TARGET 10.7 /Developer/usr/bin/clang -arch x86_64 -isysroot /Developer/SDKs/MacOSX10.7.sdk -L/Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug -F/Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug -filelist /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Intermediates/CProj.build/Debug/CProj.build/Objects-normal/x86_64/CProj.LinkFileList -mmacosx-version-min=10.7 -o /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug/CProj ld: duplicate symbol _main in /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Intermediates/CProj.build/Debug/CProj.build/Objects-normal/x86_64/helloworld.o and /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Intermediates/CProj.build/Debug/CProj.build/Objects-normal/x86_64/main.o for architecture x86_64 Command /Developer/usr/bin/clang failed with exit code 1 I am running xCode Should I reinstall DevTools?

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  • Xorg.conf (nvidia) Second Monitor getting settings of first

    - by HennyH
    I've been spending the weekend (and some time before that) trying to set up my Korean QHD270 and Benq G2222HDL monitors with Ubuntu 13.10. With the nouveau drivers install both monitor function perfectly fine. After installing the nvidia drivers the Benq works but the QHD270 does not. Now, after days of struggling I managed to get the QHD270 to work following a mixture of blogs, particularly; this one and learnitwithme. Now, unfortunatly my G2222HDL does not work. I fixed the QHD270 by supplying a custom EDID, my xorg.conf looks like so (excluding keyboard and mouse): Section "ServerLayout" Identifier "Layout0" Screen "Default Screen" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Monitor" Identifier "Configured Monitor" EndSection Section "Device" Identifier "Configured Video Device" Driver "nvidia" Option "CustomEDID" "DFP:/etc/X11/edid-shimian.bin" EndSection Section "Screen" Identifier "Default Screen" Device "Configured Video Device" Monitor "Configured Monitor" EndSection Now, I tried defining a new Device,Monitor and Screen then in ServerLayout adding Screen "Second Screen" RightOf "Default Screen", but after doing so neither monitor worked. Hoping to fix the issue using a GUI based tool I opened up NVIDIA X Server Settings, which shows my current layout as: It seems that something is being output to the monitor, as suggested by my print screen: Any help would be greatly appreciated. Output of xrandr: Screen 0: minimum 8 x 8, current 5120 x 1440, maximum 16384 x 16384 DVI-I-0 disconnected (normal left inverted right x axis y axis) DVI-I-1 connected primary 2560x1440+0+0 (normal left inverted right x axis y axis) 597mm x 336mm 2560x1440 60.0*+ HDMI-0 disconnected (normal left inverted right x axis y axis) DP-0 disconnected (normal left inverted right x axis y axis) DVI-D-0 connected 2560x1440+2560+0 (normal left inverted right x axis y axis) 597mm x 336mm 2560x1440 60.0*+ DP-1 disconnected (normal left inverted right x axis y axis) And an extract from my log file (perhaps this is relevant?) [ 7.862] (--) NVIDIA(0): Valid display device(s) on GeForce GTX 680 at PCI:2:0:0 [ 7.862] (--) NVIDIA(0): CRT-0 [ 7.862] (--) NVIDIA(0): ACB QHD270 (DFP-0) (boot, connected) [ 7.862] (--) NVIDIA(0): DFP-1 [ 7.862] (--) NVIDIA(0): DFP-2 [ 7.862] (--) NVIDIA(0): DFP-3 [ 7.862] (--) NVIDIA(0): DFP-4 [ 7.862] (--) NVIDIA(0): CRT-0: 400.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): ACB QHD270 (DFP-0): 330.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): ACB QHD270 (DFP-0): Internal Dual Link TMDS [ 7.862] (--) NVIDIA(0): DFP-1: 165.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-1: Internal Single Link TMDS [ 7.862] (--) NVIDIA(0): DFP-2: 165.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-2: Internal Single Link TMDS [ 7.862] (--) NVIDIA(0): DFP-3: 330.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-3: Internal Single Link TMDS [ 7.862] (--) NVIDIA(0): DFP-4: 960.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-4: Internal DisplayPort

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  • Oracle participe au Forum MDM - 24 octobre 2013

    - by Louisa Aggoune
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Dédié aux Directions Générales, Fonctionnelles et Informatiques ce 2ème Forum MDM (Master Data Management) a pour objectif de présenter les dernières nouveautés et le savoir-faire des acteurs majeurs du marché sous la forme d'ateliers. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} ORACLE, sponsor de l'évènement, vous convie sur son stand et à son atelier: Oracle MDM et qualité des données au service de la gouvernance de vos données internes et externes ou comment enrichir et fédérer votre patrimoine informationnel avec le Social data, Big Data, Cloud data … De nombreux retours d’expérience concrets vous seront également délivrés lors de cette matinée, à travers les témoignages de : - Philippe Kirady, CARDIF, Directeur expertise métier et process- Michelle Martin, SOLVAY, Directrice Data Management- Thierry Chamfrault, TECHNIP, Directeur Qualité et méthodes IT- Manuel Amorim, LE PARISIEN, Responsable Audience et Fidélisation Département Numérique- Jean-Michel Collomb, Architecte d’entreprise, AMADEUS Global Business ServicesVous avez des problématiques de :- Gouvernance des données- Qualité des données- Référentiels de données, produits, clients, fournisseurs, RH Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Lieu : Jeudi 24 Octobre 2013, de 8h30 à 13h30 - Centre de Conférences Paris Victoire - 52, rue de la Victoire - 75009 Paris Inscription: Par retour d'email à Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} [email protected] ou [email protected]

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  • contracting . . .

    - by Keith
    Here's a question for all my fellow contractors - I'm paid quite handsomely for my normal contracted hours (any overtime is billed at the same rate) but do you think it fair to bill for travel time to the other end of the country (regional office) when this takes place outside of the normal working day (or overlapping into the evening) as well as actual time holed up in a hotel room when you get there, ready for a normal working day the next day, along with the return journey? Petrol is claimed normally (nominal rate) and hotel is covered by the company I contract for.

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  • Excel 2007 Constantly Creating Custom Cell Styles

    - by Nick
    Hello, I've been using Office 2007 for a few months now and have noticed that it was creating duplicate custom cell styles on its own, like Normal 2, Normal 3, etc. It didn't really bother me at first, but now Excel will lag when I open the cell styles menu as it gathers well over a hundred of these duplicates (I have seen Normal 54 and Normal 5 2 2 so I'm unsure as to how many there actually are). I have also just checked a fresh Excel sheet, and it only has the defaults, but one I created earlier today from scratch has the Normal 54 listed. My questions are: Why is this happening? Can I delete a temp or custom settings file somewhere to clear this? Any help on this is appreciated.

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • Ubuntu 14.04 : Lost my sound randomly tried a few commands and I think I failed

    - by Marc-Antoine Théberge
    I lost my sound the other day and I tried to delete pulseaudio then reinstall, then I tried to delete it and install alsa, It did not work and I had to reinstall everything; overall bad idea... now I can't have any sound. Should I do a fresh install? I don't know how to boot an usb drive with GRUB... Here's my sysinfo System information report, generated by Sysinfo: 2014-05-28 05:45:58 http://sourceforge.net/projects/gsysinfo SYSTEM INFORMATION Running Ubuntu Linux, the Ubuntu 14.04 (trusty) release. GNOME: 3.8.4 (Ubuntu 2014-03-17) Kernel version: 3.13.0-27-generic (#50-Ubuntu SMP Thu May 15 18:08:16 UTC 2014) GCC: 4.8 (i686-linux-gnu) Xorg: 1.15.1 (16 April 2014 01:40:08PM) (16 April 2014 01:40:08PM) Hostname: mark-laptop Uptime: 0 days 11 h 43 min CPU INFORMATION GenuineIntel, Intel(R) Atom(TM) CPU N270 @ 1.60GHz Number of CPUs: 2 CPU clock currently at 1333.000 MHz with 512 KB cache Numbering: family(6) model(28) stepping(2) Bogomips: 3192.13 Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 xtpr pdcm movbe lahf_lm dtherm MEMORY INFORMATION Total memory: 2007 MB Total swap: 1953 MB STORAGE INFORMATION SCSI device - scsi0 Vendor: ATA Model: ST9160310AS HARDWARE INFORMATION MOTHERBOARD Host bridge Intel Corporation Mobile 945GSE Express Memory Controller Hub (rev 03) Subsystem: ASUSTeK Computer Inc. Device 8340 PCI bridge(s) Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 2 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation 82801 Mobile PCI Bridge (rev e2) (prog-if 01 [Subtractive decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 2 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation 82801 Mobile PCI Bridge (rev e2) (prog-if 01 [Subtractive decode]) ISA bridge Intel Corporation 82801GBM (ICH7-M) LPC Interface Bridge (rev 02) Subsystem: ASUSTeK Computer Inc. Device 830f IDE interface Intel Corporation 82801GBM/GHM (ICH7-M Family) SATA Controller [IDE mode] (rev 02) (prog-if 80 [Master]) Subsystem: ASUSTeK Computer Inc. Device 830f GRAPHIC CARD VGA controller Intel Corporation Mobile 945GSE Express Integrated Graphics Controller (rev 03) (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8340 SOUND CARD Multimedia controller Intel Corporation NM10/ICH7 Family High Definition Audio Controller (rev 02) Subsystem: ASUSTeK Computer Inc. Device 831a NETWORK Ethernet controller Qualcomm Atheros AR8121/AR8113/AR8114 Gigabit or Fast Ethernet (rev b0) Subsystem: ASUSTeK Computer Inc. Device 8324

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  • XNA calculate normals for linesegment

    - by Gerhman
    I am quite new to 3D graphical programming and thus far only understand that normal somehow define the direction in which a vertex faces and therefore the direction in which light is reflected. I have now idea how they are calculated though, only that they are defined by a Vector3. For a visualizer that I am creating I am importing a bunch of coordinate which represent layer upon layer of line segments. At the moment I am only using a vertex buffer and adding the start and end point of each line and then rendering a linelist. The thing is now that I need to calculate the normal for the vertices of these line segments so that I can get some realistic lighting. I have no idea how to calculate these normal but I know they all face sideways and not up or down. To calculate them all I have are the start and end positions of each line segment. The below image is a representation of what I think I need to do in the case of an example layer: The red arrows represent the normal that should be calculates, the blue text represent the coordinates of the vertices and the green numbers represent their indices. I would greatly appreciate it if someone could please explain to me how I should calculate these normal.

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Implementing Circle Physics in Java

    - by Shijima
    I am working on a simple physics based game where 2 balls bounce off each other. I am following a tutorial, 2-Dimensional Elastic Collisions Without Trigonometry, for the collision reactions. I am using Vector2 from the LIBGDX library to handle vectors. I am a bit confused on how to implement step 6 in Java from the tutorial. Below is my current code, please note that the code strictly follows the tutorial and there are redundant pieces of code which I plan to refactor later. Note: refrences to this refer to ball 1, and ball refers to ball 2. /* * Step 1 * * Find the Normal, Unit Normal and Unit Tangential vectors */ Vector2 n = new Vector2(this.position[0] - ball.position[0], this.position[1] - ball.position[1]); Vector2 un = n.normalize(); Vector2 ut = new Vector2(-un.y, un.x); /* * Step 2 * * Create the initial (before collision) velocity vectors */ Vector2 v1 = this.velocity; Vector2 v2 = ball.velocity; /* * Step 3 * * Resolve the velocity vectors into normal and tangential components */ float v1n = un.dot(v1); float v1t = ut.dot(v1); float v2n = un.dot(v2); float v2t = ut.dot(v2); /* * Step 4 * * Find the new tangential Velocities after collision */ float v1tPrime = v1t; float v2tPrime = v2t; /* * Step 5 * * Find the new normal velocities */ float v1nPrime = v1n * (this.mass - ball.mass) + (2 * ball.mass * v2n) / (this.mass + ball.mass); float v2nPrime = v2n * (ball.mass - this.mass) + (2 * this.mass * v1n) / (this.mass + ball.mass); /* * Step 6 * * Convert the scalar normal and tangential velocities into vectors??? */

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Plugging two external screens to laptop via VGA and HDMI

    - by avilella
    I have an Asus U30JC laptop with a VGA and HDMI ports. I can connect my external screen (1920x1200) to either of those ports but I wonder if I would be able to use two screens at the same time, one plugged to the VGA and the other to the HDMI socket. Any ideas? Where should I find out? Doing xrandr, I get: Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 LVDS1 connected 1366x768+0+0 (normal left inverted right x axis y axis) 293mm x 164mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 disconnected (normal left inverted right x axis y axis) DP1 disconnected (normal left inverted right x axis y axis)

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  • Should I charge for travel time as a contractor?

    - by Keith
    Here's a question for all my fellow contractors - I'm paid quite handsomely for my normal contracted hours (any overtime is billed at the same rate) but do you think it fair to bill for travel time to the other end of the country (regional office) when this takes place outside of the normal working day (or overlapping into the evening) as well as actual time holed up in a hotel room when you get there, ready for a normal working day the next day, along with the return journey? Petrol is claimed normally (nominal rate) and hotel is covered by the company I contract for.

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  • ubuntu 12.04 broken

    - by Gaurav
    I installed PPA package for BITdefender but somehow the package got broken. Because of this I was not able to boot Ubuntu in normal mode. So i booted in recovery mode and completely removed the broken package using synaptic package manager. But even after removing the broken package I'm unable to boot in normal mode. Everytime i try to boot in normal mode I'm greeted with a black screen! Is there any way to fix this?

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  • Legacy Code Retreat Questions

    - by MarkPearl
    I recently heard of the concept of a Legacy Code Retreat. Since I have attended and helped facilitate some normal Code Retreats I thought it might be interesting in trying a Legacy Code Retreat, but I have a few questions on how a legacy CR differs from a normal one. If anyone has attended a Legacy CR and has some suggestions on how best to host these event’s please leave a comment on what has worked for you in the past or if you have any answers to my questions below… Should you restrict the languages that people can do the sessions in? In the normal CR’s I have been involved in the past we have had people attend and code in their programming language of choice. A normal CR lends itself to  this because each session starts with no code. With a legacy CR each session seems to start with an existing code base. Is there some sort of limitation on the languages that people can work in during the sessions? If not, how do you give them a base to start from? What happens as the beginning of each session? In the normal CR that I have attended each session would have a constraint set on it – i.e. no if statements used, no primitives, etc. With a legacy CR it seems more like patterns for refactoring are learned. Does the facilitator explain the pattern used before the session starts or are they just given a code base to start from and an objective to achieve

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